Showing posts with label Final Fantasy. Show all posts
Showing posts with label Final Fantasy. Show all posts

Thursday, February 5, 2015

On Final Fantasy XV's "Gamplay" Trailer

Nice to see Square Enix hasn't changed any. Their "Gameplay" Trailer for Final Fantasy XV is so typical for them.
*cinematic* 
*guys running (technically gameplay)* 
*cinematic* 
*Shot of generic anime/Final Fantasy girl "Cid" who is nowhere near as visually interesting as her male counterparts*
 *guys running (technically gameplay)* 
*Cid again, boobs* 
*cinematic*
*cinematic*
*guys sneaking past a behemoth (actually kind of awesome, also technically gameplay)* 
*cinematic* 
*cinematic* 
*done*
So, if we are to take this trailer at face value and indicative of Final Fantasy XV's gameplay (which is what a gameplay trailer's for, I would remind you), we can assume there are no mechanics other than movement mechanics and no actual combat. Sounds exciting to me! I suppose after Final Fantasy XIII, we shouldn't be surprised that we, the player, are relegated to the role of simply moving the characters from one cut scene to the next.

Tuesday, October 28, 2014

Characters that should really be in Super Smash Brothers #3 (, #4, #5)

Dat Wii U Smash reveal. Dat 8-man smash. Dat Mewtwo.

Nintendo still showin' people how it's done.

I was kind of wondering what was they were going to reveal to make the Wii U version relevant. I still think releasing Smash Brothers on 3DS was a mistake, but not quite as big a mistake as releasing the 3DS version first. This could have been a HUGE sales boost for the Wii U. Instead, it'll be a nominal bump at best. The reveals they showed last week were certainly a help, though. At least Ridley's IN the game in a more substantial role than a stage hazard, though honestly I'd rather he be an assist trophy.

But whatever. It was a nice shout out to Metroid to at least give the Wii U version a game mode based on the game. I still think they could do some interesting things with Ridley as a character (you wouldn't even have to shrink him THAT MUCH based on what I saw, and as I've said before, Bowser's size has wildly differed between his appearances. I don't think it would break anything to shrink Ridley by a head or two. Nintendo's a clever company. I'm sure they could make it work.

No, I'm not going to let this Ridley thing go.

Unfortunately, I'm 99% sure that will never happen now. They wouldn't make this game mode heavily featuring Ridley if he was ever planned on being in the game (hell, if he was ever planned on being in the game they would have found a way by now).

Anyways, enough harping on Ridley. On to my next character that should really be in Smash Brothers. This time I'm going on a theme rather than a character. As such, I'm offering three options (or all three could be added! :D)

Image from tshirtgifter.com/

Image from finalfantasy.wikia

Image from finalfantasy.wikia
I mentioned this idea in my 50 characters that should be in Super Smash Brothers list, but I'd like to expound upon it here. Firstly, a little history since I'm guessing most young nerd-types will be all like "why on Earth would Final Fantasy characters ever be in a Nintendo-only game?" (ok, I'm sure most people know all this stuff, but let me at least pretend to be the smartest guy in the room just this once).

Back in the day, in the nascence of mine youth, Final Fantasy was the premier RPG game pretty much. And Final Fantasy could only be found on the Nintendo. If you owned a Sega, you were stuck with Phantasy Star. Y'scrubs. (ok, I like Phantasy Star a lot, but gotta keep up appearances). So really, when one thinks of the old NES days, the purists among us think of a few franchises: Mario (natch), Mega Man, Castlevania (next time!) and, yes, Final Fantasy. The original 1-6 were NES exclusives. Nintendo and Squenix had a falling out around the time FFVII was in production, but they seem to be on fair terms now, particularly when it comes to portable entries in the series (which is where Squenix shines anyways, when they get away from that gritty, brooding, convoluted garbage that passes for mainstream Final Fantasy games these days). Crystal Chronicles, Four Heroes of Light, Bravely Default (a Final Fantasy game in all but name), this is where Squenix hearkens back to their days of yore and where the charm and delight of their earlier entries in the series really shine through.

Hell, Black Mage and White Mage were included in Mario Hoops. Clearly Nintendo and Squenix are buddies again.

I loved the idea of Nintendo and Squenix continuing this relationship, especially with their earlier, simpler entries and games/characters of that ilk. So I would love to see a shout out to those old days. But how?

Well, my first idea was to have a character that could transform between the four best-known "Warriors of Light" (pictured above). Yeah, SSB doesn't want to do the whole "transforming characters" thing anymore, but just for the sake of argument, let's stick with that. Warrior would be a heavy character that hits hard and has a variety of heavy weapon attacks, thief would be quick and mobile, black mage would have ranged nuking special attacks, and white mage would be primarily about support and recovery (or you could cut out white mage altogether, I suppose). Barring that, you could just go back to what Nintendo did in Mario Hoops and have black mage and white mage be different characters altogether, which is a fair idea as well. Both are incredibly iconic to the series and would represent it well.

And with the Warriors of Light included, one would naturally need their antagonist: Garland. Not much needs be said about him except that his final smash could summon Chaos. Wouldn't that be sweet?

The reason I chose the Warriors of Light/Garland over, say, any of the other characters from Final Fantasy 2-6 (i.e. the named characters like Cecil and Terra and Locke and whatever) is that, when you open up that door, you just have too many options. Going back to Final Fantasy I is more iconic, more reminiscent to the series' roots, where it is inexorably bound to Nintendo, and where their bonds formed. Hence why we get old school Mega Man rather than Mega Man X or any of his other, more recent incarnations.

Alternately, what is more iconic to the Final Fantasy series than moogles? I chose Mog from Final Fantasy VI for the image above, but you could do pretty much anything with the moogle, even pair him up with a chocobo like the chocomog summon. Mog in Final Fantasy VI is just one of the only incarnations of a moogle that is playable.

Other ideas that could work, particularly if you were going to choose multiple characters for my much touted fantasy roster include cactaurs (I believe there was a cactaur in Mario Hoops as well), tonberries (God I would love to just waddle around shanking people) or, as I mentioned above, any of dozens of named characters from the NES era Final Fantasy games. One could even go really off the reservation and pick Chrono (if you're not sick of generic swordsmen yet), Frog (if you're not sick of generic swordsmen yet), Magus, or any of a dozen other characters from Chrono Trigger, which also fairly well defined the NES (SNES) era of JRPGs.

Whatever character is chosen, I would love to see Nintendo and Squenix get back together again. They produced the best stuff together :-(

Tuesday, May 28, 2013

Where do I start...?

I was reading an article on Kotaku and one of the comments was from an earnest (I assume) young (I assume) man who claimed to have never played a Final Fantasy game...

...THAT I SHOULD LIVE IN AN ERA WHERE THIS IS EVEN POSSIBLE!

Ahem.

Anyways, this (I assume) young (I assume) man was curious as to what game he should start with.

Now, it is no secret that Final Fantasy shaped my life. I'm not going to say it was a "driving force" or anything so dramatic, but from the day I poured out a giant, plastic novelty Coke bottle filled with change so that I could count out the $30 it would take to purchase the original Final Fantasy game on the original NES to the day I died a little inside playing the atrocious mess that Final Fantasy had become after renting Final Fantasy XIII, it's safe to say that my preferences in video game settings and even genres has been completely shaped by this series. I might be playing Madden 2013 and drinking a beer RIGHT NOW if it weren't for this then-unassuming little game that exploded into one of the most prolific series of all time. It might also be the source of my general displeasure with the once-noble JRPG. Nostalgia being what it is, I may have, ingrained in my skull, a Socratic ideal for the JRPG that has been tainted over the years into a terrible and terrifying debacle of form-over-substance and labyrinthine, convoluted plots that are absolute train-wrecks to try and follow, let alone enjoy. (somewhat like this last sentence)

In any case, I found this to be a fascinating question as I, quite characteristically, overthought the whole affair. What this (I assume) young (I assume) man was really asking wasn't what game he should play first, but how he should shape his entire playing experience of a prolific and extremely long-lived game series.

Naturally, I have a few thoughts on the matter.

I thought it would be an interesting practice in theory to go through the series and look at each game in turn, listing out the pros and cons of starting with each game and what it might do for this (I assume) young (I assume) man in question. In doing so, I will provide a critique of each game (keeping in mind that I have not finished, nor even played every single one) and postulate on where the series as a whole went terribly, terribly wrong. Or where it didn't. Whatever.

Old, old school (I really have to come up with a better name for this span): Final Fantasy - Final Fantasy IV

Final Fantasy: The original Final Fantasy is where the whole legacy began. At its base, Final Fantasy's story plays like baby's first D&D campaign. A group of four characterless adventurers meet in a tavern to stop the local bully. A series of events eventually brings them into conflict with the series' biggest bad (as seen to be leading the "bad guy" team in the series-crossover game Dissidia, voiced by the frankly magnificent Keith David). Really, there isn't much here for the story. It's a bare-bones experience that is basically a series of nonsensical events strung together into a simple "Gotta Catch 'em All" quest that seemed quite elaborate at the time.

Gameplay-wise, Final Fantasy set the stage for basically every game that followed up to even Final Fantasy IX. You wandered the overworld from place to place (or just walking in circles to incite the local wildlife so you could slaughter hoards of critters for their money and valuables...and, y'know, to practice fighting so you could best even bigger, badder wildlife on the next land mass you came to). There were some neat things here. A minimalist class system meant subsequent playthroughs could be worlds different and, at the same time, you could impose challenges on yourself outside of the game itself (who didn't try the four white mage challenge?) and even a little bit of token customization (it was pretty neat to be able to change your characters' names...even if you were limited to only four letters) that helped make your story your own. The class system would return in subsequent games, but with the exception of Final Fantasy III, the customization would not. Though you were able to rename your characters in many of the sequels (up to and including Final Fantasy VII, if I recall), you were always playing the characters the game assigned you with your own names inserted in the place of Cecil's or Bartz' or Cloud's or whoever's. This wasn't Skyrim, boys and girls.

So, how does the original Final Fantasy rate on a starting place for those new to the series? Well, besides the iconic value of it being the very first game of the series, not very good. While the plot did introduce some aspects that would be repeated over the course of the series, I would say that Final Fantasy is just too old of a game for folks new to the series to start with. It just hasn't aged that well and, really, it's not really that indicative of the rest of the series. Some aspects were retained, if only symbolically: the two schools of magic (white and black including the iconic appearance of their respective specialist mages, who themselves return in many Final Fantasy games), the existence of four elemental crystals (and their respective "fiends"), airships, turn-based combat (which in itself isn't unique to the series, but it is certainly a staple of the series), etc, but really, the modern series itself, the games that people attribute the name Final Fantasy to, are just too different for this game to be a good starting place, even if one were to pick up the DS remake. Though the mechanics set the stage for the series as a whole later on, from turn-based battles to the need to grind up on random encounters before proceeding to the next area's challenges (not a unique system to Final Fantasy, but one present in every Final Fantasy game to date), I'd say pass on this one and come back to it later.

Final Fantasy II and Final Fantasy III: So it pains me to say this, but I have never played either of these games. It needs to be noted here that I am not talking about the western releases under the names Final Fantasy II and Final Fantasy III, which were actually Final Fantasy IV and Final Fantasy VI in Japan (it kind of sucked to be a Japanophile in America back in the early days...), but rather, the actual second and third games of the series as released in Japan.

As I understand it, Final Fantasy II is a rather forgettable and I can't really comment on it save to say that it would start the series down a more intricate story-based path than the first game, which had a very minimalistic story. Final Fantasy III is also noteworthy for introducing a dedicated class (or job as it would later be called) system wherein your characters could gain experience in jobs, giving them different skills and making them stronger in those skills as they progressed. According to the Final Fantasy wikia page (-_-), there were 23 jobs in the game, many of which would make prominent returns in other games. Notable mainstays of the series like the dragoon, the dark knight, the summoner, and bard, originated in this game, while the perennial white, black, and red mages returned in their iconic appearances. The existence in this game of summoners is also important as summoning became a mainstay of the series later on with every character in later games being able to perform this iconic magic type.

As far as places to start your Final Fantasy experience, I can't really recommend either of these games however. Taking my opinion here with a grain of salt as I have played neither of them, Final Fantasy II is never really raised as an iconic entry into the series. In fact, no one really talks about it at all. Final Fantasy III seems interesting with its job system (in fact, just reading about it makes me kind of want to try the game...and I hear it was recently released for Android/iOS! I'll have to check into how authentic it is), but since this mechanic never returns in the series with the notable exception of the absolutely amazing Final Fantasy Tactics and slightly less amazing (but still quite good) Final Fantasy Tactics DS games, I'd have to say as a dignitary of the series as a whole, Final Fantasy III probably isn't a great place to start.

Final Fantasy IV: (please note, this was originally released in the US as Final Fantasy II) This is the second Final Fantasy game I played and may be my second favorite overall after Final Fantasy VI. Keeping in mind that I have never played Final Fantasy II and Final Fantasy III, Final Fantasy IV set the tone for the rest of the series as far as story went. While the gameplay went mostly unchanged with the notable exception of the the ATB (active time battle) system, which returned in every game hereafter until Final Fantasy IX (as well as a number of other Squaresoft/Square Enix productions, like the PHENOMENAL Chrono Trigger), Final Fantasy IV truly saw the story shine through as being both intricate and engaging. This was the first game of the series where I truly felt attached to the characters I was playing (I suppose this is no surprise given the fact that it was the second Final Fantasy game I played...), where I felt a connection with the characters themselves beyond what they could do for me in terms of beating the game. The twists and turns were intriguing without being so convoluted as to be difficult to follow (which would become an unfortunate mainstay of the series in later games). This was a game that had actual character growth, if not an immense amount of depth (the characters were somewhat shallow, all things considered) and would set the bar for later games in terms of both character development and story engagement.

All things considered, our theoretical Final Fantasy noob could do worse than to start here, though I would say tonally it would not be my first pick. While Final Fantasy IV would set many standards as far as characters and storytelling, it is very different in terms of tone and setting. Final Fantasy IV is set in essentially a medieval setting. This was back when RPGs seemed to have to be primarily fantasy (though Phantasy Star rather mixed things up and I wish I had gotten more into that series in general) and developers were afraid to delve too deeply into actual innovative and unique territory as far as setting was concerned. In this regard, your ragtag group of misfit heroes interacted with elves and dwarves and though you flew around on airships, these airships were powered by magic and had large propellers. While there was some deviation from this seemingly high fantasy setting late in the game (spoiler alert, you go to the moon), for the most part, it was pretty down to Earth almost Tolkienian stuff. Ironically, Final Fantasy became much more about a unique and vivid blend of fantasy and sci-fi rather than straight up fantasy as the series progressed. So, while Final Fantasy IV was the first game in which you could root for a character, laugh with them, cry with them, and feel like you were right there as they underwent their own personal trials and tribulations, I would say this should be second or third on a Final Fantasy queue at best because of the tonal changes that the series underwent into its iconic prime later on.

Wednesday, April 6, 2011

Isn't every game an RPG?

I have been playing video games my entire life. This is not hyperbole. From a forgone Christmas in which I tore open the shiny wrapping of my very first Nintendo Entertainment system until today, I have spent far too many hours, dollars, and tears on video games...and I've loved every minute of it. This may not come as a surprise to any of you given my general source material for this blog, but my favorite genre of games is the majestic RPG (roleplaying game for those of you who are uninitiated into the video game lifestyle). However, over the years I have had my definition of this oft-misunderstood genre challenged time and time again. And here's why:

Back in the day, the pivotal, quintessential RPG was Final Fantasy (or Phantasy Star, depending on which system you patronized, Nintendo or Sega...I enjoyed both games, though I only owned a Nintendo). In Final Fantasy you had a staggering level of character customization: you chose your name and your character class. After that, you followed the journey of your highly customized, personalized avatars (each with four-letter names only...luckily Reid fit) as they traveled through the nameless world, fighting four elemental fiends (how exactly is a lich related to "earth"?) and recovering the four elemental crystals to save the world from Garland and his pimp, Chaos. Final Fantasy was meant to be the last game developed by Hironobu Sakaguchi, who believed that if it did not sell well, it would be his final game. Of course, it sold like hot cakes...as did its 13 sequels and multiple spinoffs, each less final than the one before.

It's safe to say that Final Fantasy is, in a way, one of the (though not the only) forbearers of the modern RPG and I have enjoyed most of them immensely. Even given the criticism I will level against them shortly, bear in mind that there has never been a Final Fantasy game that I did not enjoy on some level. I have not /loved/ them all, but I still believe the series is solid and has a lot to do with the early life of the RPG.

However, in continuing along with this series, after the first game (and possibly the second...I never played Final Fantasy 2, that is, Japan's Final Fantasy 2), you no longer had any sort of option in who you controlled in your game. That is to say, you were playing a pre-defined protagonist. In many of the game's sequels, you could rename your character, but you were always the same person following the same quest along the same rails. The stories were always engaging, but there was really no choice in how the story progressed--with the possible exception of how long you told the cosmic horror threatening to destroy the entire universe to wait while you played mindless, inane mini games and followed pointless sidequests for better weapons--most of which you didn't need. It was only recently that I started to wonder, then. When faced with this entry into the genre (and just about every JRPG, or Japanese Roleplaying Game, ever made, in fact), how exactly do we define what a roleplaying game is? What about Final Fantasy makes it an RPG?

As with any lexical dilemma, we should probably start with actually looking at the words we're trying to define: role playing game. In essence, this simply means that we are playing a role, controlling some entity and guiding them along their journey. Let's try it out and see how it gels with three RPGs on the market today:

* In Final Fantasy 10, you are "playing the role" of Tidus, a bratty sports star with daddy issues.

* In Mass Effect, you are "playing the role" of Shepherd, a commander in the military who is considered for and eventually admitted into an elite interstellar police force.

* In Fallout, you are "playing the role" of a refugee from a vault designed to save people inside from the nuclear holocaust.

So far, so good. All three of those games are, technically, roleplaying games by just about every website, magazine, or video game store who categorizes them. However, how about this:

* In Super Mario Brothers, you are "playing the role" of either Mario or Luigi as you venture through eight (or more) colorful worlds chasing after King Bowser to rescue the princess of the Mushroom Kingdom.

* In Halo, you are "playing the role" of a space marine called Master Chief in an epic conflict between humans and aliens called the Covenant.

* In Madden 2011, you are "playing the role" of the Minnesota Vikings (or any other football team) through an NFL season in an attempt to win the Super Bowl.

See what I did there? In just about every video game (with the possible exception of puzzle games like Tetris), you are technically "playing a role." In that way, roleplaying game is possibly the least informative and most unspecific genre title anyone could have thought of. If Final Fantasy is a roleplaying game because you are controlling a certain individual, or group of individuals, through an epic storyline--then almost every game out there is a roleplaying game, from Super Mario Brothers to Halo to Madden 2011. And I'm pretty sure no one, from the die hard roleplaying game fanatic to the frothing Halo fanatic, would agree to such a broad definition of "roleplaying game."

Allow me to make a rather controversial statement that has gotten me flamed somewhat in the past: Final Fantasy, and indeed most JRPGs, should not be called RPGs. Now, it seems to me like this isn't a particularly inflammatory statement. It isn't making a value judgment about the games (most of which, as I already said, I tend to enjoy)...it's simply calling for a better classification system for games of this nature. Just like how any difficult-to-classify game like Psychonauts (SHAMELESS PLUG: buy this game, it is amazing) becomes an Adventure game by virtue of being difficult to classify, it seems like any game with a modicum of choice (whether real or imagined) becomes immediately lumped together as an RPG. But there is a world of difference between a game like Final Fantasy (pick one...particularly relevant if you pick one of the latter ones) and a game like Dragons Age. Both have a sweeping, arcing story. Both have a system of character growth in which characters become stronger as they progress through the game. But these two things alone are not particularly rare in games today. Heck, Bioshock had an experience system in which characters grew as they progressed through the game. Borderlands had an experience system in which characters grew as they progressed through the game. How come these games are “first person shooters with RPG elements” and not RPGs? It seems like they'd classify as much as Final Fantasy and many of its JRPG ilk.

Perhaps I need to step back and allow for a redefinition of “roleplaying”. After all, if every game is a roleplaying game by virtue of the fact that you are, in fact, playing a role, then this is no classification system at all. Just call them all video games and be done with it. No, perhaps there is something significant to the role that must be defined.

Note: Everything from here on out is my opinion and is likely to be viewed as inflammatory to diehard Final Fantasy apologists. Let me again remind you that while I have fundamental problems with some of the design decisions made in recent Final Fantasy games, I cannot recall a single one, with the possible exception of Final Fantasy 8, that I disliked on any level. So this is not an argument made out of bias. It is simply me reflecting on an issue that has bothered me for some time.

Allow me to turn away from Final Fantasy for a moment and examine a game that I know, seemingly instinctively, to be a roleplaying game: Dragons Age: Origins. Now, I choose this game over its sequel, Dragons Age 2, because A) I have not played the sequel and B) I am somewhat opposed to some of the decisions they made in its design (I may elaborate on these later). Now, what sets Dragons Age apart from Final Fantasy is that you define the role you will be playing. By doing this, the game gives you direct control (in a way that is limited by the nature of video games, of course) over not only your character, but also key points in the narrative that truly allows you to customize, indeed personalize, the story. In Dragons Age, your character's origin defines certain aspects of how the action unfolds. Your decisions throughout the game continually change the direction the story goes. Of course, as I mentioned before, this is all constrained by it being a medium is controlled by the possible (unlike Dungeons and Dragons in which an actual human being is controlling the action—allowing just about anything to be possible). You can't, for instance, kill any major characters in the story (unless it's mandated by the plot), or take a break on the beach for a year and let the story unfold without you. But you can, within the confines of what has been defined by the programmers, choose your own path.

Now, compare this to Final Fantasy—any Final Fantasy, even my personal favorite, Final Fantasy 6, or my least favorite, Final Fantasy 8. In Final Fantasy, you are given the role of the protagonist, a character defined for you before the game starts. You are set along a pre-determined path, fight pre-determined battles, and watch as the character makes pre-determined decisions for you without any input from you. This makes for an interesting narrative, of course, but there is no choice. In this way—and I believe this is, it must be, key in defining a roleplaying game—you are not so much playing a role as you are controlling the action and watching the role, in the most fundamental ways, be played for you. This “controlling the action” is not the same kind of control you will find in Dragons Age, of course. Just like every game has you “playing a role” in the most fundamental way, every game also gives you control of the action. In Super Mario Brothers, Mario jumps when you push the A button (or whatever crazy way we make Mario jump on the Wii these days). In Halo, Master Chief fires his gun when you push a button (I don't even know which button it is, I'm proud to say). In Final Fantasy and Dragons Age, you make tactical decisions during combat in order to see the protagonists through the conflict safely. This is the actual gameplay and every game has it. What Final Fantasy and its ilk lack is the true thing that defines our ability to play a role: choice.

It seems, by this observation, that there are two things that truly define a roleplaying game, then: customization and choice. The less controversial of these two is choice. In a roleplaying game, you are given choice over how the game progresses in some way or another. This may range from minute aspects like your actions determining which paths open up later in the game, or may be substantial and profound like which characters live and die. The more controversial of these two aspects of roleplaying games is customization. In a roleplaying game, you are not just /given/ a role to play. You define the role. I hesitate to throw this out there because I know it is the vast minority of so-called RPGs that allow you to customize your character...but for reasons I mentioned above, I believe we must be a bit more picky and specific about games that wear this moniker, and a game that you have no control over the protagonists seems, in many ways, to be as much a “roleplaying game” as Halo and Super Mario Brothers. On the other hand, a game in which your definition of your character, which in some way significantly affects the storyline of the game, seems to be several steps closer to something significantly different...different in such a way that it wouldn't necessarily share a classification with aforementioned non-RPGs.

There is another potential aspect of RPGs that I have left out because it confounds the classification somewhat, and that is character growth—the time-tested experience point system. In RPGs, traditionally your character became stronger as you gained experience (and often experience levels). By doing this, they gained more abilities (often defined by their class), more hit points, more attributes, etc, etc. This system is older than video games, of course. Dungeons and Dragons used it in 1974 when it first launched, so it's nothing new. However, I get the feeling that this system of character growth (I call it growth and not customization because I believe that character customization is more an attribute of character creation than any experience level system) is actually what defines an RPG. I find this particular metric lacking in many ways, particularly because many, many games these days are touted as having “RPG elements,” which almost always manifest themselves as some kind of experience level system. Now, I don't have anything wrong with other genres working this sort of element into their game—and, in fact, encourage it because, as I mentioned in a previous blog entry, any sort of customization options we have in our protagonists will inherently personalize the experience for us and draw us into the game—but I feel like if it was the /only/ metric by which we define roleplaying games, then Bioshock, Borderlands, Alpha Protocol, etc, would be considered RPGs. And they're typically not. They are first person shooters “with RPG elements.” This leads me to believe that there /must/ be more to an RPG than this sort of character growth system. And besides that, I instinctively feel like there should be more to it than that. This, I feel, is where many of the Final Fantasy apologists and I will diverge paths and they will feel like this is enough for Final Fantasy and JRPGs to be classified as RPGs, and I feel like, in this, we will have to agree to disagree.

Actually, my problem with the general method of Final Fantasy character growth systems is it generally lacks that sort of personalized growth that I like to see in my RPGs. In fact, to wrangle this meandering pony back on track, it lacks /choice/, that thing I find pivotal to RPGs in general. In Final Fantasy 10, you generally just followed a pre-defined grid of abilities and attribute growth. Final Fantasy 13 did the same thing. It wasn't until very, very late in the game, higher level than most casual players would ever get, that you could start branching out and doing odd things like making Tidus a dedicated healer or tanking with Hope. So even in this, Final Fantasy fails this sort of litmus test of “choice,” which I believe to be an all-important aspect of any true roleplaying game. Indeed, if you're just following a pre-determined path of character growth, you're little better than games where you simply get more skilled as a player, allowing you to pass through more and more challenging sections of gameplay towards the end of the game.

Actually, what I tend to liken the Final Fantasy character growth system to is Mega Man games. In Mega Man, you proceed from level to level, defeating boss robots and taking their power, which takes the form of a special weapon that you can then use to proceed further in the game. In this way, it is very much like leveling a character up in Final Fantasy, gaining new spells to proceed through the plot until its conclusion. In Mega Man, you even have a choice of what powers you gain in which order (as well as when and where to use them, of course). You do not gain experience to make these powers more effective, of course, but you are, in a way, leveling Mega Man up and gaining new abilities—much in the same way as any mage in any fantasy game ever made. And yet, Mega Man is not an RPG.

So, what to do with Final Fantasy. The easiest solution is to make a completely separate classification for them. They are not RPGs by my definition (and probably many other people's as well—I get the feeling they just get a free ride into the genre these days, especially as they become less like games and more like movies in which you must occasionally press buttons to force them to proceed), but they are also not bad games (which is beside the point, but I feel like I have to say it again to avoid getting flamed). They simply need a separate classification—one that would actually be fairly populated when you see games like Eternal Sonata, Infinite Undiscovery, the various “Tales of” games, etc. I suppose we could simply call them JRPGs, but that still leaves “roleplaying game” in the equation. I'm not entirely sure I have an answer for what kind of games they are, and I think my stamina is just about spent for this particular blog—so I will leave it up to my plethora of readers (four, I think, last time I counted) to mull it over themselves. As for me, I think I'll go spend all the sexy experience points I just gained from writing this goliath introspection. Maybe I can get a skill to help me stop wasting time on blogs and start working on my thesis paper...