

[The Monthly Musings theme continues on with ZargonX's take with customizing RPG parties. -- CTZ]
In most cases, when you sit down to play an RPG, there are a few safe assumptions you can make. You will probably be killing things, you will probably be collecting XP and earning levels, and you will most likely at some point have to go on an incredibly annoying fetch quest.
Where your assumptions may start to fall apart, though, is when it comes to how your characters are handled. While there are as many character management methods as there are games out there, they can generally be broken down into a few schools.
First of all, you've got the single-character games. These are the ones where you, the player, control a single character that is completely your creation. These types tend to be found more traditionally on the PC, exemplified by games like
Fallout and
Oblivion. In these games, you build your character from scratch and have the power to flesh them out any way you like.
PipBoy says: PC RPGs are A-OK! Once you make the step past a single character though, you enter the world of the RPG Party. Now you've got multiple characters to deal with, and that leads to a whole new world of decisions. Some games go down the "natural growth" path; as characters gain in level, they improve in predefined ways. At level 15, Character X gains the Face Stab skill, and at level 18 they learn Hyper Face Stab. The player doesn't really have any control beyond choosing what sword to give the face stabber; as long as they gain levels, they will grow down their defined path. This sort of system is seen in games like
Final Fantasy IV and
Chrono Trigger. Lucca is always going to learn more fire techniques, and Rydia is just going to keep on learning new summons.
She not only f*cks with time and space, but also your heart
Now where things start to get extra tricky is when we get into situations where the player is still managing a party, but where each member of the party is customizable on top of that. With all of this control, it is inevitable that some systems will handle it better than others, and that some methods will end up a good idea while others, well, not so much.

Giving players freedom is generally a good thing; people like to feel like they have control and it can really help to draw them into a game if they feel like the decisions they are making have consequences. The flip side of that is making sure you don't overwhelm the player with so many choices that they feel they can't properly understand the pros and cons associated with their decisions.
When it comes to party management, presenting the player with the power to manage all of their characters is very intriguing, but making sure it's clear what their choices will result in is a different story.
Let us take a look at a recent PS2 RPG, Rogue Galaxy. Rogue Galaxy focuses on a poor young man, Jaster, living on a remote desert planet being contested by warring Imperial houses (let's just call it Dune). Soon, after a case of comic mistaken identity, he is whisked off into space to become a space pirate. During the course of your adventures, you of course assemble a motley crew of misfits as your party, and here is where things are done right.
Each character in your party is restricted to a certain type of weapon, first of all, as well as specific pieces of armor. While this is functionally interesting (some used range weapons, some use melee, etc), where things get far more interesting is with each character's skill tree. Every character has a pre-defined skill map, called the Revelation Flow, that the player can see from the get-go. A few initial skills are unlocked, and subsequent skills must be unlocked following the branching map pathways. To unlock skills, special items must be placed into the skill slots. Of course, some of these items are more rare than others, so you can't go haphazardly unlocking every single skill of every character as you please.
I gain most of my abilities from meat and hot peppers, too
What this system serves to accomplish is that it sets out a very clearly defined set of results as well as clearly presenting the roadblocks in getting there. With the entire skill tree viewable from the start, the player can easily pick a route they'd like a character to focus on. Knowing that they are limited by the number of unlock items they may find, the player must also be conscious of making sure to plan out their path to best fit their desired goals. There is no chance of getting to level 50 and saying "boy, if I had known OMEGA FACE STAB was going to be available, I would never have chosen Fairy Slap back at level 20!"
The other thing about the Rogue Galaxy system, and this is important, is that each character has a unique skill map. Just as the characters themselves are colorful, unique personalities, they each have their own special skill sets that make them distinct from one another. This encourages the player to really investigate the options available with each of them, and often to try and switch things up depending on the situation. The party becomes a group of individuals, rather than just a mish-mash of sword-guy or gun-chick.

On the flip side of things, we have the system used by a little game called Final Fantasy XII. FFXII focuses on some incredibly complicated political intrigue and epic warring that I'm not even remotely going to attempt to summarize here. Needless to say, boys who look like girls and girls with rabbit parts are involved, and Chocobos are very much available.
You do, of course, assemble your motley crew of misfits during the course of your adventures, and here is where things start to go wrong. FFXII handles all aspects of character growth through a device called the "License Board." Essentially, a giant, misshapen grid with every square on the board offering the chance to unlock a new ability. These range from things like equipping swords or heavy armor through advanced magic spells or item enhancing abilities. While interesting in concept, the License Board fails in several ways.
First of all, players can only access squares next to licenses they have already unlocked. This makes sense, as you wouldn't want to be able to access advanced abilities right away. However, only the squares next to what you've unlocked are visible, with all other squares only giving the general category description of what they are. While this allows you to vaguely plan in a long-term sense as to what direction you want to go, the categories are not always that clear, and it leaves one with a dim sense of stumbling around in the dark. You can flip back and forth between your different character's grids to compare what you've unlocked, but that feels like a lot of hassle.
What the hell government body issues these licenses anyway!?
The second, and perhaps more serious problem, is that the license grids for all of your characters is completely identical, right down to the last square. While on one hand, this does open up the player to a lot of freedom, what it does on the other hand is make each of the characters notably less distinct. The charming rogue with the nice taste in shirts could become your sword guy, your gun guy, you spear guy, you black magic guy, or, if you spend enough time grinding, all of those rolled into one. Vaan or Fran or Basch, it didn't really matter who you used in any given situation, as you could tailor them to all be the same.
It also gave the player far less of a sense of direction as to where to take the characters. Each one starts with a few selected licenses open, but after that the player is free to go in whatever direction they want. With no direction, it is easy to find yourself in a situation later wherein you realize you are lacking in a certain skill area or another. Nothing is permanent, of course, since the only limit to license points is your willingness to kill monsters, but it is frustrating to feel like you've been cast into the wilderness without even the vaguest outline of a map.
Two games, two different systems tackling the same idea, with two different outcomes. Allowing players the ability to customize their characters is very often a good thing, but it has to be done with care lest you get into a situation where your characters start to lack character, or your players start to lack understanding. A clearly defined system, with very obvious benefits/consequences is always a help, and making sure that the characters that you want the player to grow close to remain distinct is just as important. There is no doubt that even more RPGs will come out with even more novel systems for handling party customization, and that is a good thing. We just have to keep our fingers crossed that the designers have enough sense to separate the good ides from the bad ones.
Also, Nice Write up
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'm waiting for it too!
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.
I just started RG the other day, and I love the customization system.
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.
Morrowind for life!!!!!
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
Hell yeah.
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.