Final Fantasy 16's structure has already been compared to Final Fantasy 10 and Final Fantasy 12's, but the size of its map is still uncertain. The developers have already made it abundantly clear that, unlike Final Fantasy 15, FF16 will not have an open world map and will be closer in type to FF10 and FF12. Unlike previous titles, FF10 had a more linear structure replacing the overworld map with a series of interconnected, explorable, but continuous areas. The game becomes more open near the end, when the player can access fast travel via an airship. FF12, comparatively was less linear, if still not truly open world, and encouraged more wandering from the beginning.
However revolutionary they were in their day, FF10 and FF12 came out for the PS2 three console generations ago. The PS5's hardware is far more powerful than the PS2's - in fact, its impressive specs are a major reason why FF16 is launching as a PS5 exclusive. Industry standards and player expectations for map sizes have grown even in non-open world games like FF16. With all that in mind, the developers of Final Fantasy 16 have provided a few hints as to just how large the game's map is.
FF16's Map Will Have More Large, Open Areas Than FF10 And FF12
While it's difficult to give an exact figure of FF16's map size with the information available, producer Naoki Yoshida mentioned in an interview with Play Magazine that FF16 will have four areas that measure two kilometers by two kilometers each (about 1.24 miles by 1.24 miles). That's a grand total of 16 square kilometers (about 6 square miles) for just these four zones, which likely make up only a fraction of the game's total area. This means that compared to FF10 and FF12, the latter of which takes place entirely on one peninsula, FF16 map is already confirmed to be larger, seeming to cover an entire continent in its gameplay.
FF16's Map Will Be Open And Nonlinear, Not Open World
The developers of Final Fantasy 16 have repeatedly stated that it will not be an open world game, but that its environments will be nonlinear, with plenty of obscure corners to explore. Fast travel will be possible between areas. The game won't have any optional dungeons, but it will have side quests, like the traditional monster hunter's seen in FF15. Side quests can be accepted from a hub area called The Hideaway, which will include an item shop and blacksmiths. All of this makes it sound closest in structure to Final Fantasy 12, which had fast travel, non-linear exploration, and hunt-based side quests. FF16 draws from FF12's high fantasy story and setting, so it's not too surprising to hear that the two games also have a similar structure.
It may not be possible to provide an exact figure of FF16's map size until after release, when some brave adventurer may choose to measure their travel time across the entire game. Still, previews of the game have already impressed with vistas of wide open plains, cascading waterfalls, and lively towns. Taking inspiration from FFX and FF12, and with help from much of the team behind FF14's richly detailed, massively multiplayer open world, Final Fantasy XVI's non-linear, open areas have a lot of hype to live up to.
Source: GameSpot/YouTube