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Linguistics of trophies in Final Fantasy 7 remix; How to tell a story with a trophy?

BingMag.com <b>Linguistics</b> of <b>trophies</b> in <b>Final</b> <b>Fantasy</b> 7 <b>remix;</b> <b>How</b> to <b>tell</b> a <b>story</b> with a trophy?

The narrative initiative is made possible by converting non-narrative elements into narrative. This is especially true of video games; Innovation can be achieved by transforming mechanics that were originally created to target gameplay or game ad campaigns into storytelling tools. Hidataka Miyazaki did just that. He was effectively responsible for directing the transformation of an add-on package from a product of only financial value to a medium that was able to tell stories that could not otherwise be presented. This is a phenomenon that we are gradually witnessing in the evolution of the trophy system and the achievements in video games.

trophies initially work in the position of acknowledging and appreciating the player, who sets specific goals throughout the game Completed, started and were also a way for players to share their achievements in the game with their friends. Over time, trophies evolved into complex systems to inspire, invite, or motivate players to complete various missions. Nowadays, they are becoming rich reports that can radically change the meaning of a game's story, and this is where Final 7 Fantasy remix comes in.

I want to convince you that the Final Game trophy system Fantasy 7 Remix is not just a tactic designed to extend the player's playing time or just a way to encourage players to explore parts of the game that they would normally ignore: In fact, the Final Fantasy 7 Remake trophy system offers a surprising impression of our relationship with the key and central themes of the game, and in this way, it changes our understanding of the game story and our role in it.

BingMag.com <b>Linguistics</b> of <b>trophies</b> in <b>Final</b> <b>Fantasy</b> 7 <b>remix;</b> <b>How</b> to <b>tell</b> a <b>story</b> with a trophy?

First I want to start this discussion with an example of How trophies can change the meaning of the game's storyline and show How this The style of the trophy system has the ability to act as an interpretive lens through which we can interpret the contents of the game's story in a different way. . Then I will show How the Final Fantasy 7 Remake trophy system offers a challenging interpretation of our role in the game's storytelling. An impression we would never have achieved in the absence of trophies. Finally, I will look at ways in which this style of trophy-centric narrative can be developed in the next sequels of the Final 7 Fantasy series, and better and more in video games in general.

My favorite example of this maturity comes from Matt McGill'>

McGill points out that most trophies Dark Souls are merely descriptive items whose trophy names and descriptions, in a relatively neutral way, identify the particular action that the player completes in the story. For example, when you defeat Gravelord Nito or the Bed of Chaos, you will be rewarded with trophies that are correctly called "Defeat of Gravelord Nito" and "Failure of the Bed of Chaos." McGill compares these descriptive trophies to what I call interpretive trophies in The Empty Knight Game: trophies that change the meaning of an event or events in the game's story to give the player a perspective that Otherwise he would have failed to achieve it. The example McGill uses is the "Respect" trophy on the Empty Knight, which the player gains by defeating the lords of Mantis, the rulers of the remote village of Mantis, in a duel.

BingMag.com <b>Linguistics</b> of <b>trophies</b> in <b>Final</b> <b>Fantasy</b> 7 <b>remix;</b> <b>How</b> to <b>tell</b> a <b>story</b> with a trophy?

BingMag.com <b>Linguistics</b> of <b>trophies</b> in <b>Final</b> <b>Fantasy</b> 7 <b>remix;</b> <b>How</b> to <b>tell</b> a <b>story</b> with a trophy?

When the player wins this trophy, the lords of Mantis are defeated. The knights strain and various gates open across the island of Mantis. Other mantises in the village, who had not previously been friendly with the knight, also bow to him every time the knight arrives. Forgives the trophies of "Defeat of the Lords of Sol" in the story of Dark Souls; In other words, the idea of gaining respect encourages players to think more closely about the identity of these Mantis lords, How they achieved their current positions, and How this victory - the victory of gaining respect - with the tasks that the knight must accomplish. Other parts of the game do match. Apart from painting and glazing the game, the Trophy of Respect also acts as an interpretive trophy. This means that it reduces the number of possible and available shots of the player and results in an otherwise ambiguous event being viewed from the angle specified by the name and trophy description.

BingMag.com <b>Linguistics</b> of <b>trophies</b> in <b>Final</b> <b>Fantasy</b> 7 <b>remix;</b> <b>How</b> to <b>tell</b> a <b>story</b> with a trophy?

To better understand what I mean, suppose you defeat the lords of Mantis and see the full strain The people of Mantis were against the knight without being awarded the trophy of "respect". In this case, the reason for the behavior of the people of Mantis can be explained in several different ways:

  • Perhaps the knight has won the respect of the people of Mantis by bowing to him and allowing him access Their village shows him.
  • Perhaps the knight intimidated the people of Mantis by force and forced them to surrender.
  • Perhaps the knight defeated and defeated the leaders of Mantis. It has frightened the villagers and exposed their cowardly nature. It will not be possible to determine which of the above scenarios is true. Despite the trophy, the players have a clear interpretation that they would not otherwise have had: they know they have earned the respect of the Mantis people.

    by giving the player a new perspective on the story in It has, the trophy of "respect" of the Empty Knights is narratively important, but not of the Dark Souls' "Defeat of the Lords of Souls" trophies. In any case, you might think that the empty knight trophy is not very valuable from a narrative point of view, even if it weighs more than the Dark Souls trophies.

    Finally, this trophy does not give the player a whole new cognitive cue from the events of the story: The trophy of respect identifies only one of the possible signs that the player may have been thinking about at the time and changes it to "correct perception". You might think that in order for a trophy system to flourish as a narrative tool, it needs to offer the player a perspective on the story that he would never have imagined in the absence of that trophy system.

    This is exactly the achievement. Final Fantasy 7 is a remake.

    How a trophy called "Lord of Destiny" questions your ability to control fate in Final Fantasy 7 remake

    Final Fantasy 7 The remake has created a system of interpretive trophies that redefines the role of the player in the series. They will take on more trophy-centric narratives.

    The key to the success of the Final Fantasy Trophy-Axis narrative 7 is the "Lord of Destiny" platinum trophy remix, which the trophy system uses to give the player an understanding of what he can and It cannot redefine it in the realm of the gaming world.

    This platinum trophy - the trophy that represents the sea All trophies are in one game - following a path that has become commonplace in many platinum trophies: the trophy name represents the player, recognizing him or her as someone who truly represents certain aspects of the game. Dark Souls, with all its focus on descriptive trophies, is indeed a great example of this kind of platinum trophy: All Dark Souls games have chosen "Dark Soul" as their platinum trophies, as evidenced by the player who has all the trophies in the world. The winner of the game is really someone who fully embodies the spirit of Dark Souls, which in the metaphysics of Dark Souls contains the source of humanity in the universe.

    BingMag.com <b>Linguistics</b> of <b>trophies</b> in <b>Final</b> <b>Fantasy</b> 7 <b>remix;</b> <b>How</b> to <b>tell</b> a <b>story</b> with a trophy?

    In trophy systems that adhere to this custom, the Platinum Trophy indicates that the player deserves the title corresponding to the name Platinum Trophy because he has completed all the missions related to the trophies. . Therefore, the player of Final Fantasy 7 Remix is recognized as worthy of the position and title of "Lord of Destiny" by its trophy system; Because he has done all the work related to opening and receiving trophies in Final Fantasy 7 remix.

    The name of this official, considering that the game has a special focus on the issue of challenging destiny, Not surprising. As the player defeats the whispers, repeats the seasons of the game with different choices, unlocks the various costumes of the characters, and once again completes the whole game in a difficult way, it seems that receiving the title of Lord of Destiny is really worthy of his efforts. : He overcomes obstacles that Cloud and His friends should not go after them and get things that can only be done by playing the game a few times and going beyond all the "prescribed" versions of the story.

    Considering all these statements, trophies Final Fantasy 7 remixes do not look very creative. In fact, despite what I have written so far in my article, the Platinum Game Trophy is more like a descriptive trophy. trophies like the Dark Souls' "Defeat of the Lords of the Soul" trophies. A key point to understanding to what extent the game's trophy system is not actually present in its trophy system is: More precisely, the Final 7 Remake Fantasy Trophy system performs an omission action that spheres what the player is capable of in the "master" position. "Destiny" redefines change.

    In Chapter 14 of the game, when Cloud, Tifa, and Brett spend the night at Elmira's house, they go to Shinra's main building the next day to rescue Erith. Cloud wakes up in the middle of the night and is confronted by three characters outside the house: Tifa, Burt, or Eric. The identity of the character that Cloud faces depends on the choices the player has made during the game: if Cloud makes choices in favor of Tifa, he will see Tifa, if Cloud has made choices in favor of Erith, he will see Erith, and if If Cloud has made choices that are not in Erith or Tifa's favor, he will see Burt.

    BingMag.com <b>Linguistics</b> of <b>trophies</b> in <b>Final</b> <b>Fantasy</b> 7 <b>remix;</b> <b>How</b> to <b>tell</b> a <b>story</b> with a trophy?

    Allows you to make choices in favor of different characters and open different sequences with them. You might expect that you can really shape or change the relationships that the characters have with each other. Yes, in a game where the player can literally be called the "Lord of Destiny", it is logical to conclude that it is possible for him to shape these relationships. But there is no trophy in seeing all three. Season 14 sequences are not seen in the game.

    In games with a 7-remix Final Fantasy structure, this omission requires an explanation. There is a trophy for opening different costumes for the three main characters, a variable in the game that is much less important than the variable of the characters' close relationship with the cloud. So why not open these three sequences is one of the factors influencing the player to reach the position of "Lord of Destiny"?

    The answer to this question is simple, but it also reveals the terrifying descriptive nature of this trophy system: Player Final Fantasy 7 remake really can not change the relationship between his characters. The player's access to these sequences and their lack of effect on his or her achievement as the master of destiny indicate that although the player may be able to push the characters beyond their limits and even ignore the story of the main game, interpersonal relationships This world is beyond the scope of player intervention. Strengthens vision. Even if the player seems to have the option to strengthen his cloud relationship and intimacy with one of the band members, Brett only talks about his relationship with other members of his team in his sequence, and in the legacy sequence, he is particularly interested in Cloud warns him that "if he wants to" he can come and save Erith. Only in the Tifa sequence do we see a clear and nurtured relationship between Cloud and another character: while Tifa weeps after remembering the destruction of Section 7, she embraces Cloud in tears and experiences these two loving moments. p>

    The player has the opportunity to see different sequences between the cloud and others, but this does not mean that the cloud has established different relationships with these characters just because of the choices the player has made for him, and of course the fact that Brett collides with Cloud farther apart, indicating that Cloud's closest relationship to Tifast is regardless of which sequence the player watches. There are characters who go beyond having unique identities (in the case of Cloud and Zack), predicted resurrections, and set storylines; Due to the game, their links are beyond the scope of the player's influence. These relationships may eventually form the only connection in the world of Final Fantasy 7.

    BingMag.com <b>Linguistics</b> of <b>trophies</b> in <b>Final</b> <b>Fantasy</b> 7 <b>remix;</b> <b>How</b> to <b>tell</b> a <b>story</b> with a trophy?

    If you like Be me, probably why Final Fantasy 7 Remix gave you several dialogs to select to form cloud relationships to finally show the only advantage of these options is an optional sequence that has no trophies and does not even seem Something has changed in the cloud relationship, you are confused; But the game trophy system, especially the combination of its platinum trophy name and the lack of trophies for the three sequences of Chapter 14, uses this confusion to give the player a completely different and new understanding of their relationship with the game, this world and the characters. As the game's story unfolds, the player feels empowered and moves forward as a factor that can even overcome fate, and the name The Platinum Game Trophy also confirms this assessment. But when he completes the mission to explore 100% of all the opportunities in this game, he realizes that despite the many hours he has spent "controlling" the characters, the connections between the characters are the only thing that does not exist in his realm of influence.

    The Final action of the player in completing his influence on the game and receiving the Platinum trophy is accompanied by an unexpected display of his limitations and obedience to the main characters of the game. A descriptive twist that leaves us alone with Norste respect for the strength and immutability of their relationship. Final Fantasy 7 Remake does this subversion of the player's point of view only by using the trophy system and sets a new standard for using trophies as a style of storytelling.

    Towards trophies in place Intertextual

    Final Fantasy 7 Remixes set a new standard level for trophies in storytelling, but there is no reason to assume that we have reached the end of the trophy narrative capabilities.

    Games like empty knight exploit, future games can create more complex and meaningful systems through trophies. Consider, for example, one of the favorite short story formats of storyteller Jorge Luis Borges: in stories such as The Approach to Al-Mu'Tasim, A Survey of the Works of Herbert Quain, and Three Versions of Judas Borges, the style of critical writing Predicts fiction or science fiction about a work of fiction. For example, the Survey of the Works of Herbert Quain is a fictional article examining the fictional works of a dead fiction writer named Herbert Quain. While all of these works are classic examples of fictional empirical literature, they also provide an interesting framework for what trophy systems can become: a state of intertext within a work of fiction.

    BingMag.com <b>Linguistics</b> of <b>trophies</b> in <b>Final</b> <b>Fantasy</b> 7 <b>remix;</b> <b>How</b> to <b>tell</b> a <b>story</b> with a trophy?

    Hidden or intertextual text is a term used by literary theorists to define the formation of the meaning of a text by other texts. This may even involve borrowing and modifying another text by the author or referring the reader to another text. Consider, for example, the relationship between Homer's epic poems, The Odyssey, and the immortal work of James Joyce, Ulysses, which is in dialogue with the Odyssey because of its content and format. Intertextual relationships give readers the opportunity to ponder ideas such as the relationship between multiple authors and multiple imaginary worlds. This expands our understanding of literature from the ordinary to the work of fiction. By introducing this style of intertextuality, Borges contributed to innovation in the world of literature, allowing readers to have a rich and complex experience of conflict with both a fictional story and a fictional interpretation of that story.

    We may We are witnessing the birth of this kind of single-text intertextuality in video game storytelling. Just like the analytical footnotes in Borges's fictional critiques, trophies have the potential to act as miniature notes and interpretations of the contents of a game's story. As we have seen, even something as simple as deleting a key event from the trophy system has the potential to lead players to completely different perceptions of the game's story and its place in it. Think of the achievements if each of the trophies are designed and embedded in a game of intent with the same kind of interpretive function. Upcoming games or even newer Final Fantasy titles should follow suit.


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