Let's talk Growth-Systems...

Abbas

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One of the things in Final Fantasy that everybody loves is how the developement systems changes with each game. Of course, though each may have his or her favorite, I think it'd be good to talk about what aspects you like.

Since everyone will want to have a say in this, try to keep it as short as possible. But I get to talk as much as I want, becauseI started the thread :P

But seriously, I'll post my comments and you can add yours freely. But I'd like to emphasize how it's important that this is actually a discussion and that we should comment on each other's posts. Otherwise, it'll just be a free-for-all-"My fav ff is". And we really don't want that.

I would start with FF5, but the system itself was largely improved on in Tactics. Though in FF5 the abilities were limited and the system was primitvely executed, the idea itself was great, and I think ahead of its time, and allowed for some very nice non-linear growth.

Tactics have a few extra jobs and the abilities were more numerous, and far more customizable. My only real problem is that it lacked the "Master class" reward in FF5. By mastering a class in FF5, the "innate" ability in that class would be activated in the "traveller" (or normal) class. Such as two swords, throw-item, bare-hands, etc. I think that was really worth adding. Of course, they would need to be careful so that it wasn't abused.

Tactics advance tried the job system again, but personally, I found it quite horrible. There were way too many jobs. Many were similiar and were just "fodder". When I was playing, I actually found THREE archer classes (not sure if there were more). My main problem was that sometimes, too many jobs can be overwhelming for some. I'm the kind of guy who tries to explore everything, and it was really frustrating. Of course, for many others, they could've ditched many jobs and never touched them and beat the game as is. If something like that in a game is expendable, then it's failing.

Not much to say about FF6. I think FF8 was inspired by that system. It was similiar to the Job system, only replace "job" with "Esper". Not really bad. I haven't completed this game so I can't run my mouth about it. No spoilers, please. It's on my to do list. =)

Ah, FF7. The first for me and many others. In general I was blown away by the complex system, since it was my first RPG. There was alot of Materia and alot of room for choices. Towards the end, the thing I didn't like about it was that it was way too customizable. Though there was a considerable difference in stats, you could've overlooked them. Many just chose 3 specific characters and stuck with them to the end. Red XIII, Yuffie, and Cid are popular choices. Too much customization wasn't a problem in FF5, since you only had 4 characters, and you would usually assign a couple of jobs to each one.

FF8 again. At first I thought it was really nice how the system offered me some new-looking freedom in regards to customization. But the thought didn't last long. The system became tedious, boring, and just plain punishment. I don't know if everyone else went through this or not, but after about 1/8th or 1/6th of the game I just stuck with the auto-customization feature and didn't look back. It was really boring and, to be honest, somewhat cold and impersonal. And for someone who tried to use every character -the ones that seemed useless- I was caused alot of trouble because of how the compatibility weakens whenever the Esper- I mean GF, was away from the character.

FF9's system was by far my absolute favorite. Each character was unique and had a number of abilities open to him/her. Not to mention some defensive abilities that were universal. I would guess some would complain that some of the characters weren't that strong, but I for one enjoyed the diversity.

FF10 seemed to me, as I'm sure it did to others, quite boring with the entire sphere idea, but it grew on me. I really don't have much to say about this, really. The system was, in truth, equally customizable by the characters. But the idea of spheres starting in different places was a good one, giving some characters an edge over others in certain areas. Of course, this isn't exactly the same in the international version, since I hear that you can actually choose for every character to start at the middle of the system.

Haven't played XI and I'm still playing through XII.

If you all don't mind, I think the limit system is worth mentioning. I disliked 9's. I liked 8's since it was different for each character, though I didn't like the idea of needing to be in critical form. 7 I really liked since the limits were considered incredibly useful (far more than in the other games). But the one to top them all was FFX. Each character's limit (Overdrive) was executed differently, giving a fresh feel. It's also nice to know that you can actually carry your limit into another fight, just like in FF7.

On a last note, I'd like to apologize if this thread seemed as if it were about me. I just felt I need to get the ball rolling. Like I said, I'd hate to see this thread go into free-for-all mode, so I would like it if we could all start by commenting on each other's idea.

Do you agree with me? Or disagree? On what points? Why? Have anything to add?
 
ummm....just tio say from the start....I kinda blanked out from reading all that and am seeing lines of type while looking at my keyboard... My FAVORITE system was the sphere grid from FFX, I mean, each character had their own set, but everybody could learn them. FFXII's license system was a close second, because after you get over the shock and dismay of having to get the licenses for equipment an all that, it was really good. Everybody could have the same stuff(excluding espers and mists powers)) and use the same equipment.

Another one I liked was FFT, the original of course, because it had the perfect jobs, all of them had their good points, they didn't really repeat, and, once again, everybody could do pretty much everything.

I could go on for hours, literally, but I don't really want to, because its 5 in the morning.
 
Can you expand your explanation on FF9's one? You say it's your favorite but the description is kind of vague. I'm only asking as i'm quite interested now and i've never played 9.

For me i would say FF7. To be honest i quite liked the customization. You can make so many materia setups that it is quite overwhelming. You could get by on the game without knowing some of the advanced materia setups, but some of the materia setups sure were useful.
 
In FF9, the way you would learn abilities is through weapons. Each weapon is ingrained with some abilities. By equipping that weapon and fighting battles, you gain Ability points. When you gain enough, you have learnt that weapon.

But the thing i liked was that every character is unique. Zidane mostly had attacking abilites, while Vivi is a pure black mage, and Amarant is a monk. A Gauntlet weapon may contain Chakra, while a rod may contain Fire 2. Any ability a character learns cannot be learned by another, so each is unique. Getting me here?
 
Yeah, i see. Heh, i should pick that game up some time.

So i'm guessing that you like it when characters have been giving specific 'classes', no?
 
Yes, because then I feel the need to be diverse. A friend of mine said that from the beginning of the game he chose a party and stuck with it, never using other characters. That's one way of playing and it's ok for many, but I like to explore. Besides, in a serious video game no character should be expendable.

This wasn't such a serious problem in FF5, since your party consisted of 4 members in a fight, and that's all the characters you had! So basically you used them all to their fullest, each exploring couple of specified jobs.
 
I also like the way titles such as FFVII encourage diversity - each character brought a piece of their personality to the battle system (barrett was tough as shit and aeris was a healer) and it encouraged you to swap the party members around for different battles (though some still prefer to stick with the same members).

I can't really comment on any after VII becuase I only played each game once and can't remember them too well. The only thing I do remember is being slightly less fond of the growth/development system in each game after VII. Couldn't tell you why though.

One more thing while I'm here - I don't like the grid systems - they're too abstract. Where is this grid? Why is this necessary for me to achieve this power? With VII's system, you use what materia you find, equip it on the weapon of whoever you like - just seems to make little more sense to me. Have yet to play FFXII though (I'm in the UK), so maybe it'll win me over.

Good thread Abbas.
 
Frankly I can't remember past FF7

FF7 was ok. It worked but some advancement was a little slow.
FF9 Rocked. There was some cross training going on and learning was fairly simple.
FF10 Bleah I hate the sphere grid....go the wrong way with a character or you can't find the right keys or enough of them and yer boned. Return, teleport and friend spheres help but there aren't enough of them.
 
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