Esentially, ability systems in FF can be categorized into a few general categories:
-The ‘Classic’ Final Fantasy ability system: Characters have pre-defined abilities that they can learn based on their personalities and physical/mental attributes. Found in many Final Fantasy titles, most recently FFIX. Popular with many gamers, paticularly fans of older FFs, because of the sense of individuality it gives to the characters, but does not allow for much (if any) customization of characters’ battle attributes. Also, this system tends to require 4 characters instead of 3 due to its rigidness.
-The ‘Jobs’ system-Also known as dresspheres in FFX-2. Characters’ attributes are not pre-defined, but instead characters can assume any of a variety of roles in battle. The ‘role’ given to each character determines their battle attributes. In X-2, characters could ‘spherechange’ and change jobs in battle. This system allows for maximum flexibility, but hardly sets a character in his or her context in a battle as anyone can be the Warrior/White Mage etc. Also, in order to make full use of all jobs/dresspheres, the player must learn all abilities for each job, which can be a frustrating process. Found in a couple of early FFs and re-introduced successfully in X-2.
-The ‘compromise’. Many FFs have attempted to find a middle ground between the two extremes of flexibility and character individuality. Systems such as FFVII’s Materia, FFVIII’s Junction system and FFX’s Sphere Grid have attempted to meet the needs of both kinds of fans. In a sense, the compromise works-a character’s battle attributes in the above games are partly down to character individuality (though in FFX’s case only if the Beginner Sphere Grid is chosen) and partly down to the player’s decision as to how he or she wants their charcters to be. Unfortunately, this compromise often seems not to bridge the divide between the two extremes, rather more to alienate the fans of both extremes.
Where do you stand on the ‘ability spectrum’? Are you a libertarian or an individualist?
My opinion is that while the jobs system is nice, I’d prefer individuals with set abilities a l� FFIX. My main gripe with the jobs is the length of time it takes to learn the abilities for each job. In FFX-2 that was paticularly true-while the AP Eggs did sort of level the playing field I was still well beyond Lv 80 by the time I’d learned enough abilities to make switching in battle worthwhile. And by that time my stats would have been more than high enough to trump Shuyin blindfolded 🙁
I wasn’t a huge fan of the systems I listed as ‘compromises’ either-Materia was a bit shitty as anyone could learn any ability rendering it essentially a jobs-lite system only without the cute costumes 😉 and FFVIII’s Junction was, well, broken beyond belief, to be brutally honest. 3000+HP at Lv 10? The Sphere Grid made a more decent fist of striking a balance, but as I said, that is negated if you pick the Expert Sphere Grid.
that one’s actually my fav because anyone can be anything
Sounds interesting, though.
I take it from your comment that you aren’t in favour of individulaist type systems?
By individulaist I mean the type of system implemented in FFIX, whereby characters are basically confined to their dormant abilities which are pre-defined according to their physical/mental attributes.
The first option on my list, basically.
And that didn’t really allow for too much variety, as you had to choose a few fighting techniques to use throughout the game, or would suffer because you are weak. Or, of course, you could level, which took forever, unless you used cheap methods like attacking each other for HP or absorbing MP from each other for higher MP. So you were pretty much stuck with inflexible units with one good weapon type and a few decent spells, maybe.
compromise: you can make your characters into what you want them to be without the tedious characteristics of the job system. granted, the classic system is even less tedious in some aspects because each job is already assigned. the only reason i like the compromise system is ffVII, really. the materia system was great. ffVI’s way of learning magic (almost a materia-lite system) was nice as well. you can learn the spells you want, don’t have to learn useless ones and keep it moving.
classic: the classic system is great because you can just level up your characters without having to micro manage. its pretty easy to just grind and get what you want.
And that didn’t really allow for too much variety, as you had to choose a few fighting techniques to use throughout the game, or would suffer because you are weak. Or, of course, you could level, which took forever, unless you used cheap methods like attacking each other for HP or absorbing MP from each other for higher MP. So you were pretty much stuck with inflexible units with one good weapon type and a few decent spells, maybe.
I really disagree… With Maria I was constantly switching between knives, swords, and bows… And hell I had Guy with all level 10 black magic spells in the end.
On the other hand, the job system allows for more flexibility and generally more enhanced, complex combat which can be interesting. It’s only flaw is that it mean there can’t be any character development without risking it going against the combat techniques of the characters, like having a healer with an aggressive personality.
God, why hasn’t anyone thought up having a job system where jobs alter to fit the characters’ personalities?!
compromise: you can make your characters into what you want them to be without the tedious characteristics of the job system. granted, the classic system is even less tedious in some aspects because each job is already assigned. the only reason i like the compromise system is ffVII, really. the materia system was great. ffVI’s way of learning magic (almost a materia-lite system) was nice as well. you can learn the spells you want, don’t have to learn useless ones and keep it moving.
classic: the classic system is great because you can just level up your characters without having to micro manage. its pretty easy to just grind and get what you want.
What was your specific problem with the Sphere Grid?
why not do my second suggestion then?
any way back on subject, I honestly liked the grid system but not the license system ,its really tedius trying to find where the katanas were when you use long swords…
Plus the Hero units in that game each came with a Job of their own that fit their personality and gave them unique Class abilities but still let them branch into the normal Job classes like the grunts you could get.
The plot while thin was okay since it had a religous background similar to Catholic and Christians they had to tread lightly since nearly the whole plot is the church being used by demons they had to be VERY careful on their approach in it.
Also it was the father of the FF series 3d terrian battle like what you find in XI XII and T.Advance.
It’s not an Awesome game but it is a good game for its time when Square was starting to make deeper plots for its games so if you liked Advance or FFXII then I am pretty postive you at least somewhat enjoy FFT.
FFVII VIII and X had a lot of customisation involved but some characters were in the end better then others at particular things unless you spent weeks apon weeks levelling them. Picture setting Lulu on Tidus’s sphere path and have her do 2000 a hit by the time you reach Hastaga, it wouldn’t work because she doesnt have the base stats to begin with whereas Tidus does, and visa versa with magic, evasion, etc.
FFXI being online had a good way of going around the idea but its unique to online games, not bog standard FF.
Personally, I liked Dress-spheres/Job that can be changed.
And, I prefer the "Compromise" ability system.
And, I prefer the "Compromise" ability system.
Fair points, though I disagree myself, and also, welcome back. 😉
I guess my favorite would be the compromise system. I really liked FFVII’s materia system, i thought it worked out pretty well.
I have always liked Job classes like Dark Knight Paladin Dragoon and so forth since you really don’t find those or all those jobs in other games with some exception. The standard is usally Knight Mage and so forth. But I also like being able to shape a Character to my play style so what I hope square goes back to is something like FFVI where each character could use most equip learn all spells but still having something only they use alone.
Im playing FFVI: Advanced right now and only Terra can learn magic. Is the Advanced version different from the previously released version of the game or do i have to wait till later in the game to have my other characters be able to learn magic?
Later when you get what is called Magicite you equip one per person and as you fight you get what I think is AP which teaches you magic. The Magicite has different spells on each and can summon once per battle an esper if I rememeber right. You get your first Magicite pieces in ZoZo if I rememeber. Also Celes the hot Blond bomb shell also learns Ice spells as she levels.
By the end of the game and if you made wise choices in your selection of sidequest where and when you can learn every Spell for all characters though it is a pain espically for some of the more powerful ones.
A small Hint when you get Odin make every one learn his spell before you turn him into Raiden because Raiden has a different spell. Same goes for the man who asks i you want a Magicite shard turned into a Sword say NO it has a very good spell and while the sword is good Atma weapon at high levels is better. It grows stronger the Higher your current HP is so i you get hit it goes down in strength but it is a GOOD sword mostly.
FFVIII had a nice system…. but too overpowered, all together… with a few different abilities… oh who am I kidding, Recover, Revive, and Treatment…. why do I need magic lol? Well besides Stat builidng… I can honestly remember NOT using magic in that game one bit… maybe near the beginning but I highly doubt it.
FFVII was fair… not overpowered really until you get KOTR summon, MIME, MIME, MIME, Mr. MIME… But I still think that without that it was solid… nothing special. Not even Limit Lv 4 was overpowered… I mean compared to say….. Lionheart every turn with Aura…
FFX was really solid as well… nothing in there extremely cheap… even Bahamut wasn’t all powerful with Break limit, I did like the ATB bar on the side, kinda told you the effect of using an item, magic… and I think that it was nice that that mechanic was even introduced… awesome even. Use Ultima or Meteor… wait more then normal amount of turns before you get to act. Brings the playing field to normal.
FFX-2 I really really love the battle mechanics in this one… it was different, it’s quick, you can chain spells/attacks… they still somewhat implemented the "charge" period for using certain skills… certain things were cheesy.. like when your able to toss ANY item for free lol… makes you WANT to have to have an alchemist always in the party, or the Lady luck pause trick. But it was still great imo. We’ll overlook the Mog suit which I can’t remember the damn name.
FFXII The BEST system Mechanic… almost plays like a mix of FFX-2 with FFXI. I think the Gambits (lol… er.. Macros) Are pretty awesome.. they give PLENTY of options… personal favorite is Enemy weak vs. ____ Quick battles are awesome…. no waiting for the 40 sec long exp screen… which isn’t so bad but when your just lvl… just bring on the next mob already… and when your falling asleep…. which most of us have at one point…. you can practically just run into a mob and it does the work, ha. Not really an overpowering thing… I don’t really use Espers or Quickenings for that matter.. I know they can be devastating… especially the Quickenings and certain Espers. Only big deal I found was when I actually decided to finish up with the story… I have Vaan lvl 60… rest of party was about 54-55… and I pretty much just walked all over any boss for the rest of the game… I was a lil disappointed in that.. but still the way the system works is awesome… not to mention boss attacks… some of those attacks just look awesome…
Um… I think Albel read this already heh heh