In a strange way, it's just an extension of the sphere grid from FFX, but at least FFX had defined roles and they could only move into someone else's territory after they had finished their own.
I hear the International Edition of FFXII has different license boards to help differentiate people into the standard FF classes, which really makes me wish that was the version that got the final release.
Article still fails a little for not mentioning the BEST customization system, aka. the Master system from Breath of Fire 3 & 4.
I kind of disagree with you on Final Fantasy XII, though. I thought the license system worked well. Granted, I am a little biased since I adored that game.
Great post. :) :)
Because wide open customization KILLS otherwise excellent RPGS.
I gave my copy of XII to my dad, who is now retired, and always buys the strategy guide for RPGS. He definitely enjoyed XII, but probably either because the paths and skills were well documented or because he had LOADS of time to wander around and level up.
Yes, playing with a party in an RPG is supposed to be about getting to know each of the character's stories, personalities, quirks, etc. Turning them all into interchangeable cogs, even if just for combat, is a serious strike against getting the player really into the experience.
Great write-up though. It did feel like I was cheating in FFVI (III at the time) when EVERYONE could learn to heal and cast elemental spells and such.
Anyways, the party system works beautifully in the Fire Emblem games, if you haven't played them then you are a lucky bastard as you have yet to discover their brilliantnessessness.
Note to Square-Enix: I own three copies of FF6, two copies of FF4, and I even own the mehtacular Dirge of Cerberus. I would <i>gladly</i> fork over more of my disposable income for a better version of FFXII.
Also, I think I'll check out Rogue Galaxy.
Though I really should finish off Front Mission 4 . . .
Also Rogue Galaxy is pretty cheap nowadays, considering how recent it is.
I, personally, vastly prefer the WRPG. ;P
i get sick of party management, too. i kinda just want to play the game without spending hours of micromanagement (though the original front mission on super famicom used up many hours of my life). ffIII (VI advance) is still my favorite.
Final Fantasy XII's system was good as long as you progressed the way that the game wanted you to, which was easy to determine, but tough to stick to. I never bothered trying to balance out my party though, I stuck with the same 3 people through the whole thing.
SRPG's like Disgaea and FFTactics have a good customization system; Disgaea more in particular though. Each character you build has it's own class and it can only keep that one class and be taught things from it's students untill you transmigrate them, but in order to do that you have to start back at lvl 1.
If micromanaging is absolutely necessary I think Persona 3 handled it the best-they give you an array of people to choose from to make a party of 3. But you only get to control you and what abilities you obtain, which works well because the rest of your party are unable to be as diverse as you are.
Oblivion had a great micromanaging system also, but again you are only focusing on you because you are alone.
To wrap this up I'll say that my preferred method for "standard" RPGs would be to follow FFIV's example: Give your party a set number of people and have the story dictate who is in it. It gives the game more control over the challenges it can give you because it will know what abilities you have to draw from and you don't have to be concerned about keeping people you don't use strong enough to not die when you grudgingly are forced to go get them (Mass Effect - Electronics is my bane).
It would be cool to combine the set party style of FFIV with the customization of FFT (choosing what skill to learn within your job).
Wow, that sounds like a really awesome porn description. Well played, sir.
Also, I have to say that I agree with FFXII. I actually wound up restricting that abilities that my characters could get in order to give the characters, well, character.
Compare this to a system like FFVIII where you could customize everything including their very stats... really, the only difference between the characters was threi limit breaks... after the required storyline use of the characters, there is not a single reason to choose your three favorite characters (limit breaks) and just ignore the rest
having the license boards being identical saved time. i dont want 6 boards to mess with, now that would be a hassle.
also, just because all 6 of my characters can do exactly the same things, it doesnt mean i use them the same way in battle. i have 2 partys with a tank(sword and sheild), a dd (2-handed weapon) and a healer (bow or gun) each. i use the gambits to differentiate their roles. best part is since everyone knows eveything, everyone is interchangeable. so if both my healers are dead, my dd can raise them and even heal if needed.
i dont like ability learning systems where the heavy hitting guy cant heal anyone, or the frail mage cant deal quad-9 damage. thats like FFIX, and thats one of my least fav ability systems.
its the stats that make the real difference. id rather not have basch be healer because he has the lowest max MP of the group, and i wont have penelo grab the zodiac spear either. thier stats grow at differing levels and top out differently. thats what sets them apart. if all stats of all the characters grew at the same rate and top off the same, then thats where i may take issue.
...except in FFX. 255 in all stats for all characters felt soooooo good
But with FF VII you were limited to what materia you could equip by your weapons and armor which was different for each character and not only were they all varied it added another layer of customization, do you go with more materia or stonger weapons? and also too much materia weakens your character....
Anyway great post but I'm not sure I would completely agree with you on FF XII. It was really easy to figure out where the espers would appear on the license board and for all your characters to get three there's quite an obvious route for them to take along the board that somewhat dictates their character class. Of course you're given the freedom to go whatever way you want though.
The problem I found with the license board was that there were too many good skills that I wanted every character to have because they were so good and because I could give it to them....I did and then everyone ended the same.... I never had any problems figuring out what the skills/abilities on the board were though
FF XII is a classic example of a game that is brilliantly designed but falls short
I feel after building on the FF series post VII, they've gotten to pretentious in their character management systems, so what was originally just a series of text menus, is now a confusing mess of graphic chart, semi boardgame bull shit. Sorry Sqaure, but this is one of the reason your games are starting to grind on me.
Keep it simple, Square.
I just never felt like I had a direction or plan when sticking stuff in the Revelation Flow. Since it's mostly filled with items randomly dropped from monsters, it's not like you can really move through a certain area of it with any reliability.
Additionally, and I may be wrong about how this works, but I don't recall ever knowing what skills I was unlocking until they were actually unlocked. By this I mean, there would be a set that requires 4 items and I would never have any indication of what I was investing my items into purchasing. There were several times I stuck a bunch of items into a set over the course of several hours of waiting for drops and I unlock...(drum roll)...frost resistance or something similarly underwhelming.
The Rogue Galaxy characters just felt too generic in their skill sets. It prevented me from feeling there was much differentiation between them, apart from their actual hit speed and style when controlling them. For example, I passionately hated the Deego-controlled boss fight because he's so goddamn ponderously slow.
In trying to think of games that did have excellent character customization, I'm not thinking of much. The closest I can think of would be maybe Final Fantasy X-2, a game I would not actually recommend anyone play. Along the same lines would be Final Fantasy Tactics or its precursor, Final Fantasy 5, the former being one of my favorite games.
Although it doesn't quite fit within your definition of how character customization should ideally work, the Baldur's Gate series comes to mind (PC not console). The characters would all be pretty well set in terms of how they developed, but the sheer volume of different character types you could pick to fill your party allowed me to play through the game several times and feel like I had a significantly different experince each time.

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