So, I've pledged to a Kickstarter for the first time...
12 years ago
General
http://www.kickstarter.com/projects.....-the-guardians
I really never thought I would, but there's no way I can not throw money at Yasumi Matsuno. Him and Kamiya are, like, my video game heroes (and you can fucking bet I will totally pledge to any Platinum Games Kickstarters, if such a thing ever existed.) Final Fantasy Tactics and Vagrant Story are two of my most favorite games ever, and I feel preeetty certain that FFXII would have been phenomenal as well, if Matsuno didn't have to step down. First day up and it's got almost $100k in pledges, so it's looking promising!
The $1.3 million stretch goal to have Hitoshi Sakimoto compose the game's soundtrack better fucking happen. MAKE IT SO, PEOPLE.
I really never thought I would, but there's no way I can not throw money at Yasumi Matsuno. Him and Kamiya are, like, my video game heroes (and you can fucking bet I will totally pledge to any Platinum Games Kickstarters, if such a thing ever existed.) Final Fantasy Tactics and Vagrant Story are two of my most favorite games ever, and I feel preeetty certain that FFXII would have been phenomenal as well, if Matsuno didn't have to step down. First day up and it's got almost $100k in pledges, so it's looking promising!
The $1.3 million stretch goal to have Hitoshi Sakimoto compose the game's soundtrack better fucking happen. MAKE IT SO, PEOPLE.
FA+

Yeah, I really don't think many of the stretch goals are going to be a problem :P
That Kickstarter does look pretty interesting though :o
Aaaaanyway, I could ramble on about it forever, so I'll just stop, lol.
I actually felt the overarching story was very strong, stronger than the individual stories for each of the characters (within which I think is the problem most have with the story - the individual characters' stories aren't as strong). The overarching plot was very political with the relationships between the Archadian and Rozarrian empires and the smaller political machinations going on within the Archadian empire that we were shown throughout the game. For example, the relationship between Cid and Larsa juxtaposed with the attitude of Vayne and the rulers of Rozzaria. All of that tied back to the main characters because Dalmasca was sandwiched between the two empires as a casualty of war, even though that wasn't emphasized as strongly as I would have liked.
I liked that there was plenty of plot events that happened without the main characters. It gave me the sense that the world is bigger than just the six guys you control: that they aren't all-important, that the big and powerful aren't just going to sit around and wait for the heroes to show up. It made the story more complicated than most games and not in a bad way.
As for the bit of "point A to point B"... well you just described every Final Fantasy game, perhaps even every adventure game in existence.
I've never played the International Zodiac version, so I can't comment on that, all I know was that the 'classless' combat system was enjoyably customizable and gave players a large amount of control. The gambit system was also interesting and is actually somewhat educational as it teaches players how do/while loops and if/then conditionals work in programming, though I'm sure the developers didn't intend to be teachers :P
It's true that the "point A to point B" stuff, when you boil it down to that, is true of the other games, but I guess it's sort of a subjective "feeling" thing for me. I just never felt like it was anything more than a series of fetch quests, whereas a lot of the other Final Fantasy stories felt like a lot more than that. Like you said, the individual character arcs were not great or not fleshed out fully, and I feel like that might have been responsible for a lot of the difference. The characters in XII hardly develop at all over the course of the story, and I think the point some time near the end, I think on Bahamut, where Vaan makes that friendship speech is where it stuck out the most for me. I didn't even really get the feeling that they were friends; they never really bonded much.
I really did like the gambit system; after being frustrated by horrible NPC AI, it was really refreshing to be able to program your own AI to make them work the way you want. I had no problems with it, really. The license board I felt was an issue. Sure you have a lot of control over how you customize your characters, but the problem is there's no real limitations, so you just end up being good at everything and taking every license at the end. Even though it's just a game mechanic, I feel like you lose a lot of the identity of your characters when they all just play the same. Past Final Fantasies that had homogenous character growth at least left some defining features to your characters, (such as unique abilities, different equipment choices, or limit breaks) but the Quickenings all worked the same and were only visually different, and there wasn't really any other game mechanics other than barely noticeable base stat differences. I also just left like the license board was ridiculous, because, like... what, I need a license to wear this hat? Why? Are the judges going to come after me? Oh wait, they already are coming after me. Why do I care again?
I totally understand what you mean about the homogenous character growth, the game worked in a way so that you could pick your favorite 3 characters at the beginning of the game and just stick with them without ever feeling the need to change. However, I think that if they gave powerful incentives to use your other party members, the game would quickly become a grind-fest to keep all your characters around the same level, unless they revamped the way that experience worked.
Heh, the license board did have a silly conceit, but I only played FFXII after playing a bit of FF Tactics Advance and after the way that judges worked in that game, nothing really surprised me :P
It's funny that you mention the FFT:A judges, because I actually thought they did a pretty good job explaining those away, haha. They kind of make sense when you think about the fact that you're sucked into a fictional world within the book that emulates a video game, and that they're bound to only act upon the laws, so they can't really interfere in any of your fights in any other way. And the laws are suuuuper ridiculous and arbitrary, but they give a nod towards that by having characters even mention that the laws are pretty fucking dumb and they're that way cuz Prince Mewt is a bratty little kid who just likes to fuck with them, lol.
It was pretty funny to have the characters in the game realize just how silly they were too, heh. It always struck me as strange that the two games supposedly take place in the same world, Ivalice, but the judges were so vastly different, going from real people to magical entities to real people again (I remember in FFT:A2 there was someone who was a former judge, but my memory is a bit fuzzy about that). It kinda confused me.