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As the notion of ludo-narrative dissonance—that a game’s “play” elements pull against its narrative ones—becomes the dominant shibboleth of an increasingly large tribe of games critics, the Japanese-style role playing game seems to have been pigeonholed as stagnant and archaic. It’s not that the genre is dissonant, per se; it’s that its ludic and narrative elements seem to be so fully divorced from one another that analysis seems like a waste of time.
And yet Final Fantasy IX remains, in my mind, the most thematically cohesive of the series and a triumph in terms of narrative focus. It is, to coin a phrase, ludo-narratively resonant: Final Fantasy IX’s mechanics don’t reveal the game’s narrative as much as they contribute to and inform a particular understanding of it. Particularly, Final Fantasy IX is an exploration of how the creation and maintenance of identity is intrinsically linked to material objects.
Active Time Battle, Materia, Draw and Junction, Sphere Grid, Gambit—Final Fantasy’s ludic components are perhaps as well known as its narratives. Final Fantasy IX, however, ostensibly lacks any distinctive mechanics, opting for a relatively old school, and relatively simple, weapons-based system of abilities and skill points: Zidane, the game’s protagonist, and his crew gain new skills by equipping new weapons. For example the Mage Masher, a dagger Zidane finds early in the game, enables him to learn the abilities Flee and Detect, provided he use it long enough to acquire the requisite Ability Points—a fairly ho-hum system, given Final Fantasy’s long tradition of innovation in a genre noted for being old-fashioned.
A perfunctory sketch of Final Fantasy IX’s characters reveals the extent to which the game seems fixated on the friction between outer appearances and inner truths. Zidane and Kuja struggle with their origins as living weaponry, manipulated by Garland; Dagger (née Garnet) is an adopted Alexandrian princess who learns that she and Eiko, another orphaned girl, belong to an ancient and all-but-extinct race of summoners; Steiner, Dagger’s bodyguard, and Freya, a Burmecian dragoon, balance their loyalties to their respective states with their devotion to individual members of those states; and so on and so forth.
Of particular interest is Vivi, a black mage (and yet another orphan). The subject of the most poignant sub-plot in the game, Vivi joins Zidane in an attempt to learn more about his origins. Vivi’s species of black mages were artificially created to be foot soldiers, chattel to be bought and sold in Kuja’s blossoming black market arms dealership. This irony singularly dominates the climax of the game: players and characters alike learn that Kuja was himself created by Garland to wipe out the population of Gaia, so that the inhabitants of Terra, a neighboring, destitute planet, might move in. Zidane is created, in turn, to kill Kuja, thereby wrapping up all of Garland’s loose ends. These character’s self-awareness ultimately disrupt Garland’s plan, but the Terrans do find new homes in the Black Mage Village, a refuge for Vivi’s sentient kinsmen.
And so, Final Fantasy IX’s exploration of identity is macrocosmic—entire planets are forced to tackle the issue—yet the game is, in general, lighthearted. Take, for example, Quina Quen, a bipedal creature of indeterminate origin whose primary motivations are always gustatory. Quina’s broken English serves as comic relief, but his ambiguous sex (Quina is always referred to as “s/he”) reminds players of the game’s more grandiose concerns.
In the world of Final Fantasy IX, then, there exists a peculiar narrative tension between outer expectations—social or political class, perceived nationality or race—and inward desires and innate characteristics. On a very basic level, this binary extends to the game’s ludic systems: each weapon’s inherent nature (the abilities it confers) is only presented outward (when those abilities are conferred onto the character) after certain requirements are met. In a sense, then, even the weapons of Final Fantasy IX have identities while simultaneously defining each character, both ludically and narratively.
This certainly isn’t a new concept: Agamemnon has his golden armor; Beowulf carries Hrunting; Roland brandishes Durandal; Spenser’s Red Crosse Knight carries a shield emblazoned with St. George’s Cross; Aragorn’s claim to the Númenorian throne is his re-forged Narsil. On the one hand, the weapons in Final Fantasy IX can be said to have identities of their own; on the other, a character’s choice of weapon defines and is defined by his narrative and ludic role. A social and symbolic economy based on this concept of weaponry is perhaps a trope of epic and fantasy literature, but it’s gracefully integrated and provides an axis on which to think of the game.
While thinking of Kuja as a sentient weapon is technically accurate, it’s abstract and reductionist—it understates the complexity of his character, and it lacks any ludic component. More relevant might be the mustachioed thunder god Ramuh, an Eidolon (known in other Final Fantasy games as a summon). Even though Ramuh is an Eidolon and introduces himself as such, he’s been keeping tabs on Gaia’s escalating political climate and is keen to enter the fray. Eager to join Dagger, Ramuh tests the group; after they pass, he joins them, manifesting as a peridot, a light green semi-precious stone that can be equipped to each character as a special accessory. Even though Ramuh is, essentially, a tool of war, he is actively engaged in his own participation. Ramuh particularly personifies the idea that, in the world of Final Fantasy IX, weapons have identities of their own. This idea applies to every weapon or piece of armor in the game, though often in a more simplified form.
Dagger’s encounter with Ramuh is also interesting because it illustrates the extent to which the weapons in Final Fantasy IX define their users identities as well. After Dagger’s mother, Queen Brahne, contracts Kuja and his black mage soldiers to attack neighboring city-state Burmecia, the party returns to Alexandria to confront her. There, Dagger is imprisoned and Kuja “extracts” her Eidolons from her, allowing Brahne to summon them, even though she isn’t a member of the traditional summoner race. The process is incredibly painful and renders Dagger mute: she does not speak and refuses to do battle until she meets Ramuh at the Pinnacle Rocks. Ramuh’s decision to confer his abilities unto Dagger restores her speech, and her ability to fight. Thus, we see the extent to which Dagger’s identity is tied to her access to weaponry (in this case, the precious and semi-precious stones that allow her to summon Eidolons): she is empty, ludically and narratively, without them and restored when they return.
Another example is Alexander, an angel-winged Eidolon designed to protect Alexandria Castle: Alexander is the castle’s trademark, but is bound by the castle’s layout. Alexander’s shape is defined by that of the castle; the castle is defined by its association with Alexander. The city’s architecture and the creature designed to protect it are inextricable—one is part of the other.
A throwback to an older approach to ludic character development, Final Fantasy IX offers a relatively narrow set of skills for each player. The right combination of Materia could turn Final Fantasy VII’s Cloud into a healer, a black mage, or a warrior, for example. In contrast, IX’s Zidane can only be a thief; Steiner only a knight. It seems clear now that, in the world of Final Fantasy IX, weapons have a mutually supportive and synecdochic relationship to their owners. Yet Steiner struggles, as do the other characters, with his prescribed role—what does it mean to be a knight, a princess, or a black mage engineered as a foot soldier in Kuja’s black-market mercenary army?
This concept of identity raises the question: does Steiner use a sword because he’s a knight, or is he a knight because he uses a sword? The answer is both. Character identity is consistent both in and out of battle, and this identity is defined, in part, by each character’s arsenal. Weapons serve a heraldic function here: a sword represents a knight; the lance belongs to the dragoon; a dagger for a thief; fighting claws for the monk class; and so forth, ludic signifiers built on a series of cultural referents from the rest of the Final Fantasy series. Additionally, the game’s fantasy setting largely erases any demarcation between the ludic and the narrative: you play as a mage and a knight in a world in which mage and knight have real social implications.
Given this understanding of the thematic implications of weapon-as-identity and identity-as-weapon, players begin to realize Kuja’s real source of power. As a black market arms dealer, Kuja is, essentially, a political player. His strengths lie in the manipulation and artificial de-construction of identity. He goads a normally peaceful Queen Brahne into attacking her neighboring city-states by selling her an army of black mages; he instigates and encourages Garnet’s extraction, discussed above; he artificially induces “Trance”—the Final Fantasy IX equivalent of a Limit Break or Overdrive, triggered by emotional duress—on himself. Conversely, Final Fantasy IX is ultimately self-affirmative: real success, here represented as having the best weapons and skills and by defeating an antognist marked by his ability to undermine internal truths, is the ability to construct and maintain one’s own identity in a shifting and dangerous world.
With this concept in mind, consider Memoria, a Twilight Zone-esque dungeon created out of memories. Memoria might seem like a terra ex machina, a nonsensical area arbitrarily designated to be the game’s last dungeon. (Dismissing Memoria as artificial doesn’t lack merit—it appears on the map as a glowing ball of energy floating in the sky.) And yet, it’s a logical conclusion to Final Fantasy IX’s thematic thrust: the best weapons have been attained, all the questions about characters’ history and identity answered. Memoria is a place where past and future, reality and illusion, memory and perception blend together seamlessly. As players traverse Memoria, scenes from their pasts play out in front of them, an integral part of the landscape. Memoria is perhaps the physical manifestation of all the doubt, fear, and insecurity that comes with affirming oneself in a hostile environment, the perfect cap to a game singularly focused on that issue; as I mentioned before, the ending is a triumphant one.
Final Fantasy IX is remarkably cohesive and exhibits a ludonarrative focus often absent in most games. It’s a poignant and lighthearted exploration of identity and humanity; it simultaneously captures the zeitgeist of turn-of-the-century Squaresoft. Oft-cited as the last “traditional” Final Fantasy game—the last game on the PlayStation, and the last before Squaresoft merged with Enix—Final Fantasy IX is the culmination of a decade of hard work, a living history of the brand. It is fitting that, just as the characters of Final Fantasy IX are partly defined by physical objects, Squaresoft chose to define itself by a game—bytes on a disc, after all—that so seamlessly integrates and incorporates the disparate parts of the Final Fantasy series.
Ultimately, I think Final Fantasy IX makes demands of its players—that they take stock of which tools they use and to what ends. Final Fantasy IX is a triumph—technologically, narratively, and ludically.
[Full disclosure: I made a pretty hefty chronological mistake when discussing Dagger going mute; I left it as it was. I made a relatively smaller mistake, calling Alexander "Ark." I fixed that post-publication.]
Joseph Leray is a founding Destructoid editor and has better hair than you. He speaks French and needs to send us his updated bio in English, preferably.
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Certainly an interesting write-up. FFIX was a fun experience, but it never made enough of an impression on me, for me to ponder its themes so seriously. It tried so hard to be old-school, but all that effort just made it a touched forced, and it lacked the genuine charm that I expected from it. I loved Dagger, Vivi, the Eidolons, and the designs of the towns and dungeons...but the rest of the game was only average. Still, I can tell it made a huge impression on you, and I enjoyed reading your thoughts.
And the ending, It's open to interpretation of course. But I was sad as hell when I realised that Vivi was the only one of the team who didn't live to see Zidane alive. Sad =(
Wow, that was one of most well written articles I've seen in Dtoid.
FF IX is my favorite FF ever, but I never thought of it that way, weapons and characters.
Great write-up. Final Fantasy IX was easily the best of the PS1 Final Fantasies, and my second favorite just behind VI.
I really want to replay it now.
Also, Final Fantasy X was the last Final Fantasy released before Squaresoft merged with Enix. The only reason you see Final Fantasy X games with the Square Enix logo included has to do with the fact that the merger took place while the game was still in print. That's just me nitpicking, though.
Seriously, thank you for this. I'm going to go play Final Fantasy IX right now.
This is an outstanding article. FFIX is definitely my favorite Final Fantasy, if not my favorite game of all time and Kuja is an amazing, multi-faceted villain. It just sucks that most people can't get over the fact that he's wearing a thong. This is one of the strongest arguments I've ever seen to that point, and I will surely be referencing it in future arguments over the subject.
Yes, I know that some of them might be 'better' in terms of storyline, like 6, but none possess the amazing amount of charm that IX has. Vivi, Zidane, Steiner, Kuja, they're some of the best characters in the entire series.
Fuck Cloud. Fuck Sephiroth. Fuck those worthless overrated characters. The only better one in the entire series is Kefka. And if you argue that Kefka isn't the best, you can be delusional, fine with moi.
Also, "6, 4, 9, 1, 5, 7, 3, 2, 10, 8."
I totally agree with you. That's how I'd rank them objectively. Subjectively considering my love for the characters, 9 is my favorite.
My favorite Final Fantasy by a long-shot, and you did an excellent write up on it.
I gotta say, I've played through Final Fantasy IX many, many times but I've never even given a second thought as to the characters relationships with their weapons, though I always did hold up FFIX to be an excellent game narratively and gameplay-wise. Again, a really nice write-up!
Wait. Garnet doesn't go mute until after Alexandria is destroyed. Ramuh has nothing to do about her talking again.
Garnet finally talks after Mt. Gulug, I think, and slips away to Alexandria to her mother's grave.
Anyway, I like the write up. FFIX is my favorite FF game. FFXII is my next favorite with FFVII and FFVI tied just behind those two. Sadly, FFVIII and FFX [and more than likely FFXIII] will rank as my most hated ones.
Um, could you, like, put up a warning at the begin of the article? Something that says "Do not read without dictionary"? Anyway, FF9 is the best of the series, yes.
FAN.FUCKING.TASTIC. This is an awesome article. Thank you for bringing this amazing, amazing game back into the light. I think it's still my favorite Final Fantasy.
It is not often that Destructoid gives me new vocabulary to play with. ^_^ Hope it keeps happening! Cheers!
Oh, and sweet analysis. IX is one of my least favorite, but that's because I don't jive as well with the cast and the battle system, not because of the story design and themes which, as you point out, are meticulously and thoughtfully crafted.
A very well done article. All I can say is that I absolutely love this games story character and all of the things that make you think about what makes this game what is is. In my opinion this is the greatest game ever made and thank you Joseph for writing something that gives it justice. But F.Y.I Dagger lost her voice long after Ramuh was found.
You made me consider things I never had before in one of my favorite games ever, and for that I say "awesomesauce."
You mention FFIX often being considered the last "traditional" Final Fantasy-- I could agree with that. FFX was good and I'm hella excited for FFXIII, but they don't seem to have that Final Fantasy "feel." I think it's great how the series came full-circle back to an old-school style. That mixed with the technology at the time (before jRPGs got too cinematic) makes Final Fantasy IX the definitive Final Fantasy experience for me.
From what I recall there was even an alternate ending that was dependent upon if you had a certain weapon in your inventory from collecting the Zodiac. The Shinra hammer. Yet another acknowledgement of weapons and their place in the story.
FFIX Spoilers here, though I guess that's to be expected, given the blog post.
"The process is incredibly painful and renders Dagger mute: she does not speak and refuses to do battle until she meets Ramuh at the Pinnacle Rocks. Ramuh’s decision to confer his abilities unto Dagger restores her speech, and her ability to fight."
I'm afraid you've mixed up Disc 2 and Disc 3 there, mate. Dagger is perfectly willing to fight and speak right after the Eidolon extraction in Disc 2; indeed, she can even fight the random battles in the area beside the underground church you rescue her from (after a brief attempt at escaping and a boss battle).
She goes mute in Disc 3 after the spectacular nuking of Alexandria, and doesn't talk again until a scene halfway through Disc 3 (after the Mt. Gulug events, I believe). It's during that time she can't talk, and while she can still fight, most of the time she will be unable to cast spells ("Dagger is unable to concentrate!").
Apart from that, amazing write-up. Glad to see FFIX getting some love, it's my favourite in the series. I never really noticed the "weapons having identity" thing, and I've played the game through completely several times.
Outstanding write-up. I really enjoyed IX and I think I tend to prefer FF titles where roles in combat are predefined (e.g. FFX, my fav). It usually enhances narrative when a character's utility is present in your mind. It doesn't matter if I lose any of my party members in FFVII or FFXII (for example) beyond my own attachment to the characters, because I can technically train any other party member to be proficient in those same areas. However, in FFIX and FFX, utility is a big part of character. It's exciting to get Dagger or Yuna because now you have a summoner, etc. I think you can make a similar argument for how FFX, which generally had predefined party roles, was a story about identity; however, I agree that the way that FFIX incorporated that theme into its equipment mechanic was ultimately more cohesive. Again, nice article.
IX was my favorite Final Fantasy, and was the first time I ever felt sad that I had finished the game, because I didn't want to see the story end. Because of that, I have now a hard time finishing games, because I don't want to see the end (because I want to keep playing.)
"6, 4, 9, 1, 5, 7, 3, 2, 10, 8."
Also, 8 at the end? Swallow your own head for such blasphemy.
Like many others, glad to see FFIX getting some love.
Unlike others, I won't nitpick about which disc it is that Dagger goes mute on. I do, however, take issue with the paragraph where you confuse Ark with Alexander! That, of course, being only light-hearted.
Excellent article, despite a few flubs. Final Fantasy IX is my hands down favourite of the series, and any extra love thrown onto it is fine by me. I think it's great that there's room for analysis of the game at this level, it truly helps show how fantastic the title really is. Great job! :)
Congrats,Joseph,you're standing amongst the Dtoid Crew has increased a lot,in particular above Samit.Final Fantasy IX,without a doubt,exceeds both VII,VIII and definitely X and XII in lots of ways,and you sir,have said what I would have personally said.
(Ironically,isn't your name the same as the protagonist's in Ramuh's story?)
Y'know i actually did like FFIX restricting the characters to certain classes. It actually gave me more reason to use all of the characters during my adventure which i think kinda helps me get more attached to them... this is unlike 8, where i found myself just using the three characters that had the best limit breaks...
man i do have to play that game again... it was my first and probably me favorite FF
This is one of my favorite FFs. Mostly due to the art direction involved. I feel it's got more fantasy than any other FF out there. Been a while since I've been intrigued enough to actually read much on this site (I usually skim, look at pics/vids, and go on to ready silly fanboy comments). Awesome write-up.
Am I the only one who doesn't see the connection here?
Don't get me wrong, I loooove FF9 and I agree that its much deeper than the lighthearted narrative seems, but all this about weapons and characters defining each other seems silly. Why does a knight use a sword? Because... knights use swords... its not like FF9 made that choice when no other game did. I don't think this specific point can be attributed as anything more than a simple gameplay mechanic. What if Zidane could equip spears or something? What would you say then?
Also, as pointed out, the whole Dagger losing and gaining her voice thing was wrong. The reason she lost it was the devastation of her kingdom, and she got it back as she came to grips with herself and her responsibility. Hardly relates to anything with eidolions or gameplay. Therefore I say this part of your write-up is moot.
The rest makes sense though, and it was a nice article overall. God job.
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An amazing example of computer Game.
And the ending, It's open to interpretation of course. But I was sad as hell when I realised that Vivi was the only one of the team who didn't live to see Zidane alive. Sad =(
FF IX is my favorite FF ever, but I never thought of it that way, weapons and characters.
I really want to replay it now.
Also, Final Fantasy X was the last Final Fantasy released before Squaresoft merged with Enix. The only reason you see Final Fantasy X games with the Square Enix logo included has to do with the fact that the merger took place while the game was still in print. That's just me nitpicking, though.
Seriously, thank you for this. I'm going to go play Final Fantasy IX right now.
6, 4, 9, 1, 5, 7, 3, 2, 10, 8.
Yes, I know that some of them might be 'better' in terms of storyline, like 6, but none possess the amazing amount of charm that IX has. Vivi, Zidane, Steiner, Kuja, they're some of the best characters in the entire series.
Fuck Cloud. Fuck Sephiroth. Fuck those worthless overrated characters. The only better one in the entire series is Kefka. And if you argue that Kefka isn't the best, you can be delusional, fine with moi.
Also, "6, 4, 9, 1, 5, 7, 3, 2, 10, 8."
I totally agree with you. That's how I'd rank them objectively. Subjectively considering my love for the characters, 9 is my favorite.
I gotta say, I've played through Final Fantasy IX many, many times but I've never even given a second thought as to the characters relationships with their weapons, though I always did hold up FFIX to be an excellent game narratively and gameplay-wise. Again, a really nice write-up!
Garnet finally talks after Mt. Gulug, I think, and slips away to Alexandria to her mother's grave.
Anyway, I like the write up. FFIX is my favorite FF game. FFXII is my next favorite with FFVII and FFVI tied just behind those two. Sadly, FFVIII and FFX [and more than likely FFXIII] will rank as my most hated ones.
6, 4, 12, 8, 10, 5, 9, 7, 3, 1, 2, 11
It is not often that Destructoid gives me new vocabulary to play with. ^_^ Hope it keeps happening! Cheers!
Oh, and sweet analysis. IX is one of my least favorite, but that's because I don't jive as well with the cast and the battle system, not because of the story design and themes which, as you point out, are meticulously and thoughtfully crafted.
You mention FFIX often being considered the last "traditional" Final Fantasy-- I could agree with that. FFX was good and I'm hella excited for FFXIII, but they don't seem to have that Final Fantasy "feel." I think it's great how the series came full-circle back to an old-school style. That mixed with the technology at the time (before jRPGs got too cinematic) makes Final Fantasy IX the definitive Final Fantasy experience for me.
"The process is incredibly painful and renders Dagger mute: she does not speak and refuses to do battle until she meets Ramuh at the Pinnacle Rocks. Ramuh’s decision to confer his abilities unto Dagger restores her speech, and her ability to fight."
I'm afraid you've mixed up Disc 2 and Disc 3 there, mate. Dagger is perfectly willing to fight and speak right after the Eidolon extraction in Disc 2; indeed, she can even fight the random battles in the area beside the underground church you rescue her from (after a brief attempt at escaping and a boss battle).
She goes mute in Disc 3 after the spectacular nuking of Alexandria, and doesn't talk again until a scene halfway through Disc 3 (after the Mt. Gulug events, I believe). It's during that time she can't talk, and while she can still fight, most of the time she will be unable to cast spells ("Dagger is unable to concentrate!").
Apart from that, amazing write-up. Glad to see FFIX getting some love, it's my favourite in the series. I never really noticed the "weapons having identity" thing, and I've played the game through completely several times.
"6, 4, 9, 1, 5, 7, 3, 2, 10, 8."
Also, 8 at the end? Swallow your own head for such blasphemy.
Unlike others, I won't nitpick about which disc it is that Dagger goes mute on. I do, however, take issue with the paragraph where you confuse Ark with Alexander! That, of course, being only light-hearted.
But still. Alexander is so much cooler than Ark.
(Ironically,isn't your name the same as the protagonist's in Ramuh's story?)
man i do have to play that game again... it was my first and probably me favorite FF
Don't get me wrong, I loooove FF9 and I agree that its much deeper than the lighthearted narrative seems, but all this about weapons and characters defining each other seems silly. Why does a knight use a sword? Because... knights use swords... its not like FF9 made that choice when no other game did. I don't think this specific point can be attributed as anything more than a simple gameplay mechanic. What if Zidane could equip spears or something? What would you say then?
Also, as pointed out, the whole Dagger losing and gaining her voice thing was wrong. The reason she lost it was the devastation of her kingdom, and she got it back as she came to grips with herself and her responsibility. Hardly relates to anything with eidolions or gameplay. Therefore I say this part of your write-up is moot.
The rest makes sense though, and it was a nice article overall. God job.