A small demonstration video recently released by the official Japanese tweet of Final Fantasy 16 has caused great controversy among players. The video shows the player characters squeezing through narrow caves, and many players are already disgusted and tired of this design that is often seen in many games.
The video is intended to demonstrate that the player's pet dog companion can guide them to explore the world, in which the pet dog Torgal guides the player to a crack in the wall that leads to a hidden area. However, many people expressed their dissatisfaction with the "Drilling" animation.
Similar designs are available in many games: Uncharted Seas, Tomb Raider, The Last Survivor, God of War, etc. Basically all third-person action games will have similar scenes.
The critics are divided into two types, one is the one who has no good impression of Final Fantasy 16, while the other is the one who is tired of the large number of people who appear in modern games. Most people think this is a way to hide loading.
"Isn't this PS5 exclusive? I thought [The Power of SSD] could eliminate those hidden loads?"
"Please bring the loading screen back. I've had enough of this thing."
A player posted on Reddit that he did not pay much attention to the 3-second "drilling" animation, but he was curious because he could see from the clip that the environment on the other side of the cave had been loaded, so there was no need to use this design to hide the load.
While this seems logical, like the elevator or door opening animation in the game, many developers have said that they are usually designed to control the player's pace or prevent players from going back, rather than to hide loading.
Kurt Margenau, co-director of The Last Survivor 2, explained: "We designed drilling to limit players to prevent them from looking back." "Of course, any time to prevent players from moving forward or backward is also helping load." "The most common valve in Naughty Dog games is a cliff that cannot be climbed after falling."
Grant Parker, a developer who has participated in Tomb Raider and Marvel Avengers, said: "Drilling holes are almost never used to load invisibly before them. Controlling pace, game tone, and preventing backs are indeed all purposes. But for hidden loading, only 1 out of 100 examples I can think of is."