Final Fantasy: Building The Perfect Sequel (1 Feature From Each Game)
15. FF V - The Job System
All Final Fantasy games typically fall into one of three camps when it comes to character development and optimisation. The likes of IV and IX limit characters to a predefined class with abilities determined by levels and equipment, which is somewhat restrictive in that some are inevitably superior to others and an arbitrary ‘best party’ becomes apparent.
FF VII, VIII, X and XII ultimately allow every character to learn every ability in the game through Materia, GFs, the Sphere Grid and License Board respectively. This lets people pick their favourites but ensures that characters lack any distinction outside of things such as limit breaks. Endgame challenge is therefore eliminated given that everybody can be an absolute powerhouse.
The third system is the favourite of many. III, X-2, XIII, Tactics and the recent Zodiac Age remake of XII have all offered players a selection of ‘jobs’, each with their own unique advantages and skills to master. Some allow the mixing and matching of different roles whilst others limit use to one at a time but allow switching mid-combat.
This system is perhaps most associated with Final Fantasy V, where crystals and quests bestowed players with 26 (in the Advance remake) different classes to play with. This is more than any other non-online title, allowing almost endless combinations and optimisations to suit play styles or meet immediate objectives.
It’s been a long, long time since the job system was done properly. It deserves another moment in the spotlight.