Favored/Hated gameplay mechanics across the franchise.
So, I'm doing a little bit of research in a game-development sense and I wanted to poll fellow fans of the Final Fantasy franchise about some game and/or story mechanics found in various installments. I'm curious as to what mechanics people felt strongly about, one way or another in a solid JRPG.
It can be really any gameplay mechanic, large or small (minigames, battle systems, class/job systems, guest characters, secret content, loot systems, endgame battles, etc.), and for any title in the series, but please mention the appropriate title and feel free to explain why you like it or why you absolutely hate it. It could be anything that's not the actual story writing, but it could be what objectively changes about the gameplay because of the story. Like when you play without the main protagonist for a period because they are taken out of the group for [story reasons]... or when [story reasons] initiate scripted battles or when the landscape world map is changed by [story reasons]. ET CETERA. Any input is appreciated, and I imagine there's plenty to argue about, but I'm hoping it doesn't devolve into that. I'm more interested in knowing why people were put off by gameplay in different ways.
For example:
Final Fantasy X: Overkill I like that it encourages the use of high-cost spells and overdrives being used on otherwise less meaningful fights and takes a little bit of the monotony out of trash encounters. It also rewards the player for being overpowered and gives a tangible feeling of character progression when revisiting earlier areas.
Final Fantasy VII: Gold Saucer I like that it provides a consolidated avenue for replaying story-related minigames and something to spend currency on when a player reaches wealthiness that otherwise renders it pointless.
Final Fantasy IX: Trance I hate it because it offers zero strategic usability and is often wasted on irrelevant fights. Additional, it's usability is vastly different between characters. Vivi's trance is borderline useless when I shouldn't be using magic in a specific fight. Quina's Trance is absolutely useless in a boss battle.
Posted Mar 24, 2018, 10:11 PM UTC
I'm sure there's plenty of things I can say but off the top of my head...
FFX - Summons are my favorite in the entire series. They don't feel like a "trigger long cutscene for massive damage (which ends up being pretty terrible late game usually). I like that they come out and you can use them and actually put work into strengthening them.
FF9 - I really liked the ability learning system where if you wore the piece long enough you unlocked that ability to use without that piece of gear.
I feel like they really underdelivered on the promise of aeons in the end, though. After a certain point in the game, bosses all have one-shot abilities to kill them, so they're back to being cutscene monkeys :(
If you go to bosses with their overdrives full they can still be kinda useful. Especially the triad Yojimbo-Anima-Magus Sisters.
Yeah their overdrives were good for one big hit, especially the ones with break damage limit. Using Yuna's limit on the Magus Sisters was pretty great.
The problem is that then the system is exactly the same as summons in the earlier games, and that's what I mean by underdelivered.