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Jan 19 2009 06:31am
Quote (HaikenEdge @ Mon, 19 Jan 2009, 02:17)
I think SQUARE did the right thing in Final Fantasy VIII by placing the ultimate in flexibility in the hands of the player,

Yes I agree, good read btw.

Quote (HaikenEdge @ Mon, 19 Jan 2009, 05:06)
True. Although, I must admit, I posted something similar on GameFAQs once, and that led to a flame war between FFVII and FFVIII fanboys.

Do you have a link for this? Or can you sum up the discussion in a few sentences?
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Jan 19 2009 08:07am
Quote (HaikenEdge @ Mon, Jan 19 2009, 02:51am)
Bite me; I'm studying game design, so breaking down how games are designed are an interest of mine.


Cool. I'm currently studying Computer Game Technology. It's more to do with the creation of computer games though (programming, maths, and physics), but we still look at the design of games too, although probably not in as much depth as someone on a Computer Game Design course.

I agree with your points about FFVIII's gameplay. The junction system coupled with the refinement system was very innovative as it was something that hadn't been done in an RPG before. I felt that it was a refreshing change from the gameplay of old. It basically took FFVI's system to the next level by giving the player more control through the junctioning of stats.

However, I felt that it maybe gave the players a bit too much control. If a player became familiar with the junction system, they could overpower their character right at the start of the game. This was a definite problem in all previous Final Fantasy games, but it was to a much bigger extent in FFVIII.

I liked having this control over my characters though. Every time I played through the game, I could try something different, and was not restricted to the exact same character progression every time. It may have made the game easier (if, and only if, you were familiar with the system already), but for me, the real fun came from messing around with all the different combinations of abilities and junctions.

A lot of the long terms fans of the series, however, are afraid of change. They like the series the way it is, and are afraid in case Square completely and utterly mess up a perfectly alright series of games (some would argue they already have with FFXII or even FFX). The old level-based system is something they know and love, and is a safe bet. I am personally ready for change though. The level-based systems are getting a bit old for me now. I can see why people would want it to stay the same though (it's a safe bet for them).
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Jan 19 2009 08:33am
i liked 8's story but i thought it was gay how u got ur magic
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Jan 19 2009 10:00am
Quote (rageofaeon @ Mon, Jan 19 2009, 05:31am)
Do you have a link for this? Or can you sum up the discussion in a few sentences?


To sum up what caused the flame war, since the thread's been long gone (posted it about two years ago), the Final Fantasy VII fanboys thought I wasn't giving Final Fantasy VII enough props, since they thought the game was more innovative than Final Fantasy VIII, when, if you look at the system objectively, it was mostly a rehash of Final Fantasy VI with only a slight evolution to the magic system (the materia system being only a small step forward from the Esper system found in Final Fantasy VI, which was still superior since it allowed players more flexibility in customizing their characters due to the leveling bonuses provided by the Espers and a half tacked on limit break system. On the other hand, the Final Fantasy VIII fanboys were quite happy that I had made a quite valid argument in favor of their favorite Final Fantasy, and were happy to rip the Final Fantasy VII fanboys a new one. Which, unfortunately, led to quite a flame war.


Quote (Vio-Lewis @ Mon, Jan 19 2009, 07:07am)
Cool. I'm currently studying Computer Game Technology. It's more to do with the creation of computer games though (programming, maths, and physics), but we still look at the design of games too, although probably not in as much depth as someone on a Computer Game Design course.

I agree with your points about FFVIII's gameplay. The junction system coupled with the refinement system was very innovative as it was something that hadn't been done in an RPG before. I felt that it was a refreshing change from the gameplay of old. It basically took FFVI's system to the next level by giving the player more control through the junctioning of stats.

However, I felt that it maybe gave the players a bit too much control. If a player became familiar with the junction system, they could overpower their character right at the start of the game. This was a definite problem in all previous Final Fantasy games, but it was to a much bigger extent in FFVIII.

I liked having this control over my characters though. Every time I played through the game, I could try something different, and was not restricted to the exact same character progression every time. It may have made the game easier (if, and only if, you were familiar with the system already), but for me, the real fun came from messing around with all the different combinations of abilities and junctions.

A lot of the long terms fans of the series, however, are afraid of change. They like the series the way it is, and are afraid in case Square completely and utterly mess up a perfectly alright series of games (some would argue they already have with FFXII or even FFX). The old level-based system is something they know and love, and is a safe bet. I am personally ready for change though. The level-based systems are getting a bit old for me now. I can see why people would want it to stay the same though (it's a safe bet for them).


It's good to have logical discourse regarding gaming; personally, I hate programming, and while I can do it, I prefer to focus on the way players interact with the game's rules themselves, primarily focusing on gameplay and GUI design and leaving the nitty-gritty of the programming to others.

I do agree that Final Fantasy VIII's Junction, Draw and Refine system can easily be abused by players who know what they're doing; this was offset, slightly, by the developers decision to level the enemies along with the player characters. Doing this, however, removed almost all of the grinding commonly found in previous entries in the Final Fantasy franchise from Final Fantasy VIII, and while players could grind their characters to level 100, it was no longer necessary, as a player who was familiar with the system could strategically junction their magic and refine items to provide their characters with the tactical edge required to win any encounter with minimal expenditure of resources, which is the ultimate goal for efficient players.

I agree with your enjoyment of the game's flexibility regarding character progression, although this may come from the fact I've beaten Final Fantasy VIII a total of twenty times, each time using a different build and progression for each of the characters. The most satisfying of these run throughs would be the time I completely converted Zell into a caster despite his brawler archetype and turned Quistis into a physical beast, using her Mighty Guard limit break in conjunction with high physical stats to blow through enemies.

I agree with your point regarding long-time fans preferring the status quo. However, as an aspiring game designer, I'm always looking forward to seeing how games evolve and developers innovate, so to me, having a franchise's title remain the same is only proof that the developers have become stagnant.

Speaking of which, out of curiousity, in what order would you rank the Final Fantasy games you've played through completely, regarding your preference to them?

This post was edited by HaikenEdge on Jan 19 2009 10:01am
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Jan 19 2009 01:19pm
Quote (HaikenEdge @ Mon, Jan 19 2009, 04:00pm)
It's good to have logical discourse regarding gaming; personally, I hate programming, and while I can do it, I prefer to focus on the way players interact with the game's rules themselves, primarily focusing on gameplay and GUI design and leaving the nitty-gritty of the programming to others.

I do agree that Final Fantasy VIII's Junction, Draw and Refine system can easily be abused by players who know what they're doing; this was offset, slightly, by the developers decision to level the enemies along with the player characters. Doing this, however, removed almost all of the grinding commonly found in previous entries in the Final Fantasy franchise from Final Fantasy VIII, and while players could grind their characters to level 100, it was no longer necessary, as a player who was familiar with the system could strategically junction their magic and refine items to provide their characters with the tactical edge required to win any encounter with minimal expenditure of resources, which is the ultimate goal for efficient players.

I agree with your enjoyment of the game's flexibility regarding character progression, although this may come from the fact I've beaten Final Fantasy VIII a total of twenty times, each time using a different build and progression for each of the characters. The most satisfying of these run throughs would be the time I completely converted Zell into a caster despite his brawler archetype and turned Quistis into a physical beast, using her Mighty Guard limit break in conjunction with high physical stats to blow through enemies.

I agree with your point regarding long-time fans preferring the status quo. However, as an aspiring game designer, I'm always looking forward to seeing how games evolve and developers innovate, so to me, having a franchise's title remain the same is only proof that the developers have become stagnant.

Speaking of which, out of curiousity, in what order would you rank the Final Fantasy games you've played through completely, regarding your preference to them?


Hmm, it's a tough decision. Something like this:

1. FFVIII
2. FFIX
3. FFVII
3. FFV
3. FFVI
3. FFX
4. FFXII
5. FFIV
6. FFI

I haven't completed II and III yet (I've started a playthrough of II though).

All the games are pretty close. I really can't decide between a lot of them since I like them all.
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Jan 19 2009 01:26pm
Quote (Vio-Lewis @ Mon, Jan 19 2009, 12:19pm)
Hmm, it's a tough decision. Something like this:

1. FFVIII
2. FFIX
3. FFVII
3. FFV
3. FFVI
3. FFX
4. FFXII
5. FFIV
6. FFI

I haven't completed II and III yet (I've started a playthrough of II though).

All the games are pretty close. I really can't decide between a lot of them since I like them all.


I agree with you, somewhat. While I do like all the entries in the Final Fantasy franchise to some extent, perhaps with an exception to Final Fantasy Tactics A2 and Final Fantasy X-2, I generally like titles with more innovative gameplay more than the titles that show the stagnation that SQUARE occasionally show signs of.
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Jan 19 2009 03:11pm
Quote (HaikenEdge @ Mon, Jan 19 2009, 04:00pm)
From a game design standpoint, Final Fantasy VIII featured some of the most, if not the most, innovative gameplay systems in the Final Fantasy franchise.

The decision to leave behind the level-based attribute-growth system used in all the previous Final Fantasy (aside from Final Fantasy II, which featured an organic growth system) in favor of the Junction system was a bold decision by SQUARE and was not one met by enthusiasm from all players. Likewise, the evolution of the summons found in previous games, which were simply retooled spells, into Guardian Forces was the natural evolution for the system to take following Final Fantasy VI's Esper system and was a step forward in the franchise's design, unlike Final Fantasy VII's Materia-based summons, which were a backwards step following the innovative magic-teaching Espers of FFVI; likewise, the decision to grant Guardian Forces additional abilities that could be used modularly was an excellent design decision that put flexibility into the hands of players.

Following 7 games utilizing the same MP-driven magic system, Draw system was a breath of fresh air into the game; combined with the Junction system, players were forced to make a decision: either junction powerful spells into key attributes to augment them greatly and suffering from those attributes being lowered when said spells were used, or junction lower-end spells into attributes but be able to freely use high-end magic. Likewise, the Refine system changed the way players acquired magic and items, turning almost anything dropped by enemies into something useful at any time, given the player had the correct Refine abilities available to them; furthermore, by allowing players to customize Guardian Forces through the application of items, SQUARE gave players the ability to choose how to equip their characters.

The card game within Final Fantasy VIII was a well-designed mini-game, frustrating at times and with a difficult learning curve, but players who mastered it often found it rewarding; I wasn't one of those people, so I kept playing the card game to a minimum. However, the amount of thinking that went into balancing and goes into playing the game is incredible, considering the plethora of rules that can the transported from one region to another, making careful planning necessary for players who wish to completely master the game. Compared to the mini-games that preceded this, namely the arcade available in FFVII, the card game in FFVIII has more depth than any that came before it.

Regarding the limit breaks, while some of them (such as Zell's Dual, Selphie's Slot and Quistis's Blue Magic) were natural evolutions of abilities from previous games, new abilities were also designed (Renzokuken, Combine/Angel Wing, Shot). While the evolved limit breaks took the previously existing abilities in directions previously unexpected, like Selphie's Slot, or combined previous abilities (Dual, which combined Sabin's Blitz and Tifa's limit break slots), the new limit breaks themselves are not without merit, as most of them featured gameplay elements previously unseen in the Final Fantasy franchise.

Final Fantasy VIII's story itself was nothing to write home about, particularly in that it shared many similar elements with other games in the Final Fantasy franchise, and this is something I admit freely. However, story aside, the game shows many innovative design elements that showed SQUARE capable of stepping away from many of the things it knew to try something different with it's big-name franchise, something it would do again in Final Fantasy X; even though the game wasn't greeted with as much love as many players give Final Fantasy VII, I believe, from the perspective of game design, it was the best Final Fantasy of the franchise thus far, with Final Fantasy X coming in second. However, I say this with bias, as Final Fantasy VIII is my favorite within the franchise, and, ultimately, I think SQUARE did the right thing in Final Fantasy VIII by placing the ultimate in flexibility in the hands of the player, rather than forcing the player to play the game in a way where they were shoehorned into using specific, pre-built strategies implemented by the designers.

But hey, what do I know? All I am is a university student studying game design.


Problem is, it was too easy to abuse. It didn't take a FF veteran at all, just someone who can learn things quickly, to make FF8 a walk in the park. I don't know about using summons (they're too powerful so I never used them) but it felt as though the game was made for those who couldn't use junctioning in a logical manner, because when you did, you could mow every monster down like dirt, and taking down bosses was a quickly ascertained repetitive pattern.

Innovation isn't always good. You have to test whether a certain innovation makes game mechanics more enjoyable before you throw it at the public. In my eyes, magic in FF8 was just another type of item, disposable stock you hold in your inventory; drawing is just "steal" with a much higher success rate, and every character is a thief. And instead of equipping armor and relics, you just equip items.

Oh and grinding is still a viable tactic in FF8, except you just grind for AP in this case.

This post was edited by AnomanderRake on Jan 19 2009 03:13pm
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Jan 19 2009 03:46pm
Quote (AnomanderRake @ Mon, Jan 19 2009, 02:11pm)
Problem is, it was too easy to abuse. It didn't take a FF veteran at all, just someone who can learn things quickly, to make FF8 a walk in the park. I don't know about using summons (they're too powerful so I never used them) but it felt as though the game was made for those who couldn't use junctioning in a logical manner, because when you did, you could mow every monster down like dirt, and taking down bosses was a quickly ascertained repetitive pattern.

Innovation isn't always good. You have to test whether a certain innovation makes game mechanics more enjoyable before you throw it at the public. In my eyes, magic in FF8 was just another type of item, disposable stock you hold in your inventory; drawing is just "steal" with a much higher success rate, and every character is a thief. And instead of equipping armor and relics, you just equip items.

Oh and grinding is still a viable tactic in FF8, except you just grind for AP in this case.


While I do see your points, and I agree that some of them are valid, I don't quite agree with you.

Requiring only that a player to be a Final Fantasy veteran in order to excel at a Final Fantasy game is elitist and insulting to players. Final Fantasy games have always been about the player's ability to manage resources (HP, MP, Items, turns) and not about how much of the franchise a player has actually partaken in previously; in any of the Final Fantasy games, a player's ability to pre-plan and manage resources well has always been the key to success, and none of this has changed in Final Fantasy VIII, only the way resource management was handled. What you call "junctioning in a logical manner" is nowhere as simple as you make it out to be; if a player chooses to junction high level spells such as Ultima, Full-Life or Triple to a character's vital attributes, then ends up expending any amount of those spells on said character without replenishing them, the character's attributes drop with every spell used, which, depending on the way characters are built, isn't always a desirable occurrance by every player.

Regarding your analogy of Final Fantasy VIII's magic system with items, I have to disagree; if anything, the magic system used in Final Fantasy VIII resembles a highly evolved Materia system. Like Materia, magic must be equipped to be used and can be traded between characters, unlike items, which are freely chosen from the party's inventory; similarly, both Materia and drawn magic are limited in battle, with the Materia's mastery being the limiting factor in Final Fantasy VII while the amount previously drawn by the player being that in Final Fantasy VIII. While the Draw system may seem the resemble a theft system, it acquisition of magic in Final Fantasy VIII resembles the Materia system more closely as well; in Final Fantasy VII, players acquire Materia through chests, which become Draw Points in Final Fantasy VIII, by defeating enemies, which is analogous to the Final Fantasy VIII's Draw system, and through defeating enemies for loot, which evolved into Final Fantasy VIII's Refine system. Therefore, in my opinion, the magic system of Final Fantasy VIII shows more resemblance to the Materia system, which itself is something of an item system since characters never truly learn any magic of their own, than a pure item system like you propose.

As for grinding, it is certainly possible, but unnecessary. Every single Guardian Force ability requiring AP to learn has a corresponding item that teaches any Guardian Force the desired ability; should a player wish to skip the grinding of AP, the player simply needs to procure the correct item and use it to teach their pet the ability desired.
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Jan 19 2009 03:53pm
Interesting posts, mates, even tho I'd never think about a Final Fantasy game out of such a perspective. I'm jsut a simple gamer.
As a kid I always wanted to be a game designer, because it's fascinating to bring a story to life ( good example : fahrenheit ), even if it's just virtual.
But I would definitely not be a prgrammer, i'm more of a person with a much too big fantasy, and with some drawing skills ! smile.gif
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Jan 20 2009 06:13am
FFVII had best story BUT FFVIII was better as a GAME and its a great game even today.
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