Log in

View Full Version : Pillars of Final Fantasy



Wolf Kanno
05-27-2008, 10:43 PM
This is not a debate about what is the pillar but rather I was curious to see what everyone else's opinion was. If you could take three FFs and hope to see elements of gameplay and story structure be passed onto future FF installments what would it be? Try to be specific but any element is possible. IV's class system with VIII's world design crossed with X's combat system? VI's Character focus crossed with VII materia system crossed with IX's mini-games?

What three FF titles do you feel SE should use as the pillars of future FF games?

Crossblades
05-27-2008, 10:56 PM
FF IV's fixed job system crossed with FF VI's character focus and world design combined with FF XII's gameplay and FF IX's music. This would be my dream FF actually

ReloadPsi
05-28-2008, 12:27 AM
VIII's world, X-2's class system (maybe with a bit more need to equip, though not so much as FFV), X-2's combat system.

Man, if X-2 hadn't had such a cheesy storyline and setting more people would've liked it as it was so fun to actually play.

NeoCracker
05-28-2008, 01:03 AM
X-2 could have been fun had it not been so mind numbingly easy, and until they make that system into a game that actually requires effort, I will not say one way or another if it's fun.


But anyway, FF IX's Music, FF IV's character Classes, and a World Map. :p

Really though, I'd like a pre-determined class system that still allowed for customablity, but I can't exactly take that out of any FF I've seen. :p

Karellen
05-28-2008, 02:08 AM
Take Final Fantasy XII and combine it with the characters and job system from Final Fantasy Tactics and you pretty much have the perfect game. Maybe make the protagonist a little more interesting by taking a few notes from Vagrant Story.

BG-57
05-28-2008, 03:49 AM
FFT's job system with FFVIII's visual design and minigames. Throw in some FFX-2 elements (New Game+, mid-battle spherechange) and you're good to go.

Gilthanes
05-28-2008, 04:46 AM
-FFX-2s battle system (very fast paced, most of the time didnt feel like ATB at all)

-FFIVs style of story telling (very old school, almost cliche storyline, classic good vs evil), as well as its "preset classes"- half the charm of meeting new characters is seeing what they have to bring to the table, not just "oh this one uses a Spear.. thats the only difference?"

-Of course, FFVIs dedication to character development. Lots of characters, all of them fully developed

Ouch!
05-28-2008, 07:50 AM
FF IV's fixed job system crossed with FF VI's character focus and world design combined with FF XII's gameplay and FF IX's music. This would be my dream FF actually
I second this motion.

mose-schrute
05-29-2008, 03:48 AM
FF IV's fixed job system crossed with FF VI's character focus and world design combined with FF XII's gameplay and FF IX's music. This would be my dream FF actually
I second this motion.

I third this.

Rydrobot
05-31-2008, 03:54 AM
Well for game play elements you have to start at the basics:

1) A main character who either never knew their parents, or whose parents are dead.
2) Fancy sword(s)
3) A sub-plot love story (Earlier Final Fantasies excluded)
4) Large explorable world map
5) Numerous side quests

As for personal preference, I loved FFVII's matetria system, it had some flaws, but it was a very interactive mechanic with a wide array of possibilities that i would like to see again.

Gogo
05-31-2008, 03:22 PM
First you would need to have X-2's battle system. Crank it up to 1 (or whatever fastest is) and put it on "Active." Then you'd have the combat system.

Second off, you'd need XII license system. It was the only thing I liked in that game, and it seem to provide the most customization possible.

Third, you'd need VIII's Junction system. It allows for even more customization such as stat maxing.