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FFT2: Improving the Class Change System and other Aspects

by Justin Speer 

The class system in Final Fantasy Tactics along with the Square name and beautiful graphics has been part of the game's persona which has allowed it to totally overshadow Tactics Ogre, which the game heavily borrows from. It seems to be widely praised by reviewers and fans of the game, but I think there are some conceptual flaws to it that would do well to change if FFT2 is in development. Here is my argument. First imagine Ramza meeting Kain, Locke, and Tellah. If you aren't familiar with past Final Fantasy games, they are characters specializing in a certain class or job, having strived at that classes strengths while accepting its weaknesses for most of their lives.

Ramza: Allow me to introduce myself, I am Ramza. By the looks of you I can tell that you are a Dragoon, you are a Thief, and you are a Mage...right?
Kain: You guessed it.
Locke: Yeah...(holds up Ramza's wallet)
Tellah: .....hmmm...these robes and beard do look scholarly don't they?
Ramza: Well, I started out as a Squire, and then in a few years became a master Dragoon, a master thief, and learned Meteor, Flare, Raise2, Fire/Ice/Lit 3, and how to summon Bahamut, Odin, and Fairy, how to throw shurikens into an apple from a considerable distance, use a bow like Artemis, and numerous other less impressive skills.
(Tellah/Locke/Kain all laugh hysterically)
Tellah: You spoony Squire!
Ramza: Oh, and I can use the abilities of 2 classes at once, as well as equip 2 swords and teleport
(Tellah/Locke/Kain all laugh hysterically...this time for a much longer duration)
Kain: Two or three years? This guy probably couldn't jump his way out of a paper bag, steal candy from a baby, or summon an imp!

...but the thing is...in FFT he can.

Behold the god-like power of a squire in FFT. Mastering a class is simply a matter of putting on the outfit of the class you want to learn and using "accumulate" for most characters. Much more strength with much less weakness, possible strategic blunders can easily be reversed after a few clumsy moves. Consider too that belonging to a class can have meaning to a character story...like Cecil, Rydia, Kain, FuSoYa, Locke, Edge, Shadow, etc. Imagining these characters giving up their identities seems like a character selling his past and soul for power.

Larger maps with more possible characters(like Tactics Ogre) and a class change system where it is possible to advance in a certain discipline with maybe a limited secondary skill would make a more believable battle simulation, at the same time meaning longer battles with more time to implement a complex strategy, and more characters to use and become attached to.

I also think FFT would provide a deeper level of strategy this way. The way you balance your team should count, team members should need to play specific roles and act as a team to be effective. I like the way abilities are learned in FFT(and think they belong in the sequel) and enjoyed the game immensely overall, placing it as my favorite Strategy game before I played Tactics Ogre, but the battles in TO lasted longer and gave me a lot more strategic challenge and enjoyment. The game also using terrain and height difference to a much greater extent were very impressive. Branching storylines, decisions such as whether to attack from the heavily defended front of the castle rather than the steep but more lightly defended back of the castle, and my personal obsession with the Ogre Battle mythos helped as well. Tactics Ogre will always be a special game for me, but if FFT2 is able to add elements like these it will be put in a similar position of respect.

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