Final Fantasy 7 Revelation director says "open-world fatigue" is real, and since "the world is even bigger than it was in Rebirth," Square Enix specially focused on guiding players
Final Fantasy 7 Remake series director Naoki Hamaguchi understands open-world fatigue, which is why Revelation is seemingly trying to find a balance between Remake and Rebirth. Rebirth's open world has been a point of criticism for the 2024 RPG, and despite the, ahem, revelation that Final Fantasy 7 Revelation will have a bigger world than even Rebirth did, Hamaguchi tells Eurogamer that not overdoing it is on his mind. He explains, "The world is even bigger than it was in Rebirth, so it is more important than ever for us to ensure there's enough guidance here, so people have no issues enjoying what this game has to offer." "There are a lot of open world games out in the world right now, and [the idea of 'open world fatigue'] is a very important concept to me," Hamaguchi says. Hamaguchi notes "it depends on personal preference and different perceptions, but for me personally, I know I've had the experience where I've been thrown out into an open world game and not known where to go, not known where to begin, and not known what to do." (Image credit: Square Enix) As someone who is just playing Final Fantasy 7 Rebirth now after waiting for ages, it's pretty striking how different the layout of the game is compared to the first game in the Remake trilogy. While Final Fantasy 7 Remake did have little hubs to explore and get up to nonsense, it was very much funneling you forward through the adventure. Rebirth, on the other hand, is very much an open-world game, full of distractions in each of the game's many areas. I've spent countless hours running through the maps to find all of the intel, fast forwarding through every bit of annoying dialogue Chadley is giving, with a few chapters still to go. "For me personally, as a creator, I think it's very important to offer proper guidance for the players in open world games," Hamaguchi continues. He says the Rebirth team wanted to "make it easy" for people to see how much content there is, and says "that design philosophy is applied to Revelation: players have all the guidance that they need. This is something that both myself and the development team were very careful about when we designed the game." Hamaguchi also singles out the Highwind and parachute mechanic included in the next game, and stresses it isn't as simple as picking where to go and letting the cutscene drop you there. "After you open the parachute, you kind of have to rely on your memory to ensure that you're actually dropping into the place where you want to go," he clarifies. This is billed as "another example of the guidance we're giving players, without directing them too much." Final Fantasy 7 Revelation DLC includes "Story Expansion Pass," according to Epic Games Store database listings [/url]
Final Fantasy 7 Remake series director Naoki Hamaguchi understands open-world fatigue, which is why Revelation is seemingly trying to find a balance between Remake and Rebirth. Rebirth's open world has been a point of criticism for the 2024 RPG, and despite the, ahem, revelation that Final Fantasy 7 Revelation will have a bigger world than even Rebirth did, Hamaguchi tells Eurogamer that not overdoing it is on his mind.
He explains, "The world is even bigger than it was in Rebirth, so it is more important than ever for us to ensure there's enough guidance here, so people have no issues enjoying what this game has to offer."
"There are a lot of open world games out in the world right now, and [the idea of 'open world fatigue'] is a very important concept to me," Hamaguchi says.
Hamaguchi notes "it depends on personal preference and different perceptions, but for me personally, I know I've had the experience where I've been thrown out into an open world game and not known where to go, not known where to begin, and not known what to do."

(Image credit: Square Enix) As someone who is just playing Final Fantasy 7 Rebirth now after waiting for ages, it's pretty striking how different the layout of the game is compared to the first game in the Remake trilogy. While Final Fantasy 7 Remake did have little hubs to explore and get up to nonsense, it was very much funneling you forward through the adventure.
Rebirth, on the other hand, is very much an open-world game, full of distractions in each of the game's many areas. I've spent countless hours running through the maps to find all of the intel, fast forwarding through every bit of annoying dialogue Chadley is giving, with a few chapters still to go.
"For me personally, as a creator, I think it's very important to offer proper guidance for the players in open world games," Hamaguchi continues.
He says the Rebirth team wanted to "make it easy" for people to see how much content there is, and says "that design philosophy is applied to Revelation: players have all the guidance that they need. This is something that both myself and the development team were very careful about when we designed the game."
Hamaguchi also singles out the Highwind and parachute mechanic included in the next game, and stresses it isn't as simple as picking where to go and letting the cutscene drop you there.
"After you open the parachute, you kind of have to rely on your memory to ensure that you're actually dropping into the place where you want to go," he clarifies. This is billed as "another example of the guidance we're giving players, without directing them too much."
Final Fantasy 7 Revelation DLC includes "Story Expansion Pass," according to Epic Games Store database listings
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