It's both.So you do agree it was a design choice, and not a technical limitation? Given that then, is it not easy to see that it had worth as a choice and not a limitation? That it's role in the game was more than a requirement? Surely that then is the answer to how you define something as integral, which you do yourself above. That was my argument, that it mattered.
Like I first said, a world map was needed in order to make the game 'explorable'. The world map was, at that time, a conventional and technically viable means to that goal, not the goal on itself. Lot's of blockbuster games feature exploration today without a world map, while only the low - mid tier budget JRPG's still use it.
How is an optionally recruitable character an integral part of a game? He was never present in the CGI cutscenes. And I never recruited him (can't remember if I recruited Yuffie) in my first playthrough.CAT GIF
Ok, I get this position, but my answer would be anything that defined it as what it was, that is not readily improved upon by current titles. There is no alternative to a map, that provides the same as a map. Without it, it is simply lacking something, rather than altering it. The combat system can be updated and keep it's original premise, as can cutscenes and environments. I just view the map as an element that isn't upgradable in the sense that you can just remove it entirely without loss.
You need to separate nostalgic sentiments and personal preferences from what, technically, should be included in a remake, or should be an integral part of the remake design. This doesn't necessarily have to be the same design as the original game. Yes, without a world map, FFVII RE would lack something, but nothing that cannot be compensated with other features that were never implemented or possible on the PS1. The problem isn't the upgradability or the lack of alternatives to feature exploration, it's how FFVII's point-to-point travels fit into the existing narrative (unless ofcourse the narrative is rewritten as well, but I assume this is the starting point for the development).
That's just your preference. You're (just like me) part of the old install base. None of what you think is worth keeping, may mean something to somebody who never played the original, or someone who did but doesn't care anymore. Or it may be considered a negative as well. I'm all for keeping as much good elements as intact as possible, but for a 2016 (or TBA?) game, you first need to reevaluate which parts are still good and which ones should be replaced by new mechanics like stealth, puzzles, climbing, newgame+, etc ... You can't have everything so design choices have to be made.My answer to that is actually yes in the case of FF12. I considered the game poorer than those that came before it, though it's encounter system is also to blame for that appraisal. I'm sure there are many that agree, just as there are those that don't. I never said the game would be doomed. I simply argue that it's something important to the game that is worth keeping, and also that it is easily able to be kept.