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Wednesday, February 25, 2015

 


Leveling System

Leveling is again, an integral part of any game. In the role playing game, reaching a goal is not defined by reaching the end of a level as with a puzzle game or platformer, but levels are used to further the user's chances of reaching the next goal area and beating the next boss, thus, beating the game.

Square has, like the battle system, developed and refined the leveling system over the course of their games. The earlier games used a linear leveling system, having the characters level up when they have gained enough experience points (EXP), based on their base stats. Certain characters will naturally have a higher base attribute, and will level up easier on, say, attack.



Final Fantasy X introduced a "point spending system" that allowed the user to customise their characters. The game removed the numerical level on all characters. Characters are awarded "spheres" in place of EXP, and the user can go into the Sphere Grid and upgrade their characters by spending spheres. The grids themselves are relatively linear with a few split off points for certain abilities. For example, you could pay four spheres to have Tidus' health expand by 150pts. This system had it so all the characters were interlinked on one large grid - you can see a full map of the grid here.



Final Fantasy XII brought back the numerical figure, but also kept a sphere grid like system by using a "license board," where characters had to obtain licenses in order to user certain abilities. This system was criticised for being overly complicated, and it was laborious to level up characters this way.



Final Fantasy XIII returned to the sphere grid, renaming it the Crystarium and replacing Sphere Grid with Crystogen Points. Each character has separate grids for each of their roles, and the abilities the character can gain in this grid depends on the role. I.E. Healing magic is only available in the "Medic" part of the grid.



Proposal
This project will further the development of a point spending system, as they allow for more customisation than a linear base-attack style levelling system. By allowing more customisation, the user will be able to feel more engaged with their characters and similarly, the characters' potential for certain abilities will be affected by their personalities and stories, tying the system to the story.

However, in order to expand on it, Final Fantasy I reboot will aim to move away from the linear grid and allow the user more choice in leveling up certain abilities. Instead of the user being able to max out an area, unable to progress any further until they have reached a narrative point in the game, the game aims to have almost unlimited abilities to allow the user to develop their characters in their most ideal way.


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