Dual Progress pt 3: Finding the Slack

POV: DESIGN.  DIFFICULTY 3.  LEVEL 3 - 1 POV: DESIGN.  DIFFICULTY 3.  LEVEL 3 – 1

To examine the intersection between character progression and the battle system of Final Fantasy Tactics, we must first ask and answer a basic question about feedback: What do XP and JP reward the player for doing? They’re a reward for using characters to ACT.

Successful actions have a variety of effects in Final Fantasy Tactics: they can do damage–which is most common–but they can also restore health, increase or decrease attack stats, or inflict status effects like sleep that expire in a fixed number of clock ticks but do no lasting harm. Thus XP and JP are awarded for actions that ostensibly move a battle towards its conclusion, but also actions that can reset some elements of game state (like healing HP or restoring MP), or lessen the impact of actions that would move a battle towards its conclusion (like lowering Physical or Magical Attack).

This aspect of the Final Fantasy Tactics rewards system allows for some serious slack. The player can engage in a variety of stalling strategies, using abilities that heal or buff allies and cripple enemies, that result in their characters getting more XP and JP than they otherwise would from play that is wholly motivated by fulfilling the win-condition. These stalling strategies become extremely low-risk as fewer enemies are left in the battle. By employing this brand of low-risk, infinitely-repeatable reward-focused strategy, the player willfully compromises any quality gameplay arising from the risk-reward-balanced interplay between characters’ abilities that sits at the very core of the battle system’s design.

The design facts that lead to emergent low-risk reward-focused strategies are

  1. Rewards are granted per individual action.
  2. An action that grants XP and JP doesn’t necessarily move the battle toward its conclusion.
  3. A battle becomes much easier as the player eliminates more enemies–at some point the battle will become easy enough that the player can safely start optimizing for long-term character progression instead of having to optimize to win the battle.
  4. Battles can be manipulated such that the player directly controls when the battle ends and the player can indefinitely prevent it from ending.

Take a look at this video of a player exploiting the slack in gameplay that I’m describing.

Mustafa Anssar corners the last remaining enemy after killing all others. Then he uses the Monk’s Chakra ability to ensure all character have their health and mana topped-off, while using the very weak Gil Toss Thief ability to deal damage to the only remaining enemy. A Priest rounds out the team and provides some additional area-of-effect healing. Combining the Gil Toss, Chakras, and healing, all characters get in on the act and harmlessly can gain XP and JP until the player gets bored, at which people he can stop healing the enemy and kill it in a few hits.   can limitlessly loop useless actions that end up making no lasting difference in game state except for the XP and JP gained by everyone involved.

But why is this a problem? RPGs typically allow the player to engage in some similar low-risk activity to increase stats and thus make subsequent battles easier. Why should Final Fantasy Tactics be any different? I’ll be examining these questions in upcoming articles.

Dual Progression Part 2: Jobs in Final Fantasy Tactics

POV: PLAYER.  DIFFICULTY 4.  LEVEL 4 - 1 POV: PLAYER.  DIFFICULTY 4.  LEVEL 4 – 1

In the last article in this series I talked about experience points and character levels. Now we dive into the other half of the character advancement systems of Final Fantasy Tactics: Job Points and Job Levels.

Job Points, henceforward JP, are gained when XP is gained. There’s a separate pool of JP for each Job. The character adds to this pool when it gains JP as that Job. The player can spend JP from a Job’s pool to unlock abilities associated with that Job.

The formula for Job Points gained from a successful action is 8 + (Job Level * 2) + [Level / 4]. (Level / 4 is in square brackets because the result is truncated to its integer component, e.g. [6 / 4] = 1.) All characters on the battlefield with a Job unlocked earn ¼ of the JP earned by any other allied character in that Job during the fight.

At level 1, a character starts with access to only two jobs: Squire and Chemist. To be able to use other Jobs, the character needs to gain Job Levels in the jobs they have access to by accumulating JP. Job Levels are based on total JP gained, not JP available to spend.

The table below gives an idea of how quickly job points are gained if the player is fighting opponents at their level and focuses on leveling one job.

 

Job Level Total JP JP Needed to Level Character Level** JP per Action Attacks until Job Level up
1 100* 100 1 10 10
2 200 100 2 12 13
3 350 150 3 14 15
4 550 200 4 17 15
5 800 250 5 19 19
6 1150 350 6 21 20
7 1550 400 8 24 23
8 2100 550 10 26

 

Job Levels unlock more advanced Jobs (at which point the player can put that character into that Job and start gaining JP for it) and quicken the pace of JP gain. There’s a relatively complex web of Job Levels required to unlock the most advanced Jobs, as you can see in the image below.

(From The Final Fantasy Wiki) (From The Final Fantasy Wiki)

The player spends Job Points to unlock abilities. Most abilities cost between 100 and 400 JP, with others costing as little as 25 or as much at 1,000. In a typical battle a character will earn somewhere between 100 and 250 JP, which means that they’ll usually be able to unlock some ability each battle in the early stages of leveling up a Job. Later on it’ll be a few battles between ability unlocks.

An interesting twist is that sometimes the player doesn’t need to pay JP to unlock abilities–there’s another way to acquire abilities! If any character is not resurrected within three turns of its death, it is replaced with a treasure box or a crystal. When a character moves on to a crystal, the player (or AI) gets the choice of regaining some HP and MP, or “inheriting” some randomly-picked abilities from the crystallized character. Inheriting abilities only works if the character picking up the crystal has unlocked the job associated with the skills in the crystal.

(My Knight saves over 1,000 JP by inheriting a defeated Knight’s crystal.) (My Knight saves over 1,000 JP by inheriting a defeated Knight’s crystal.)

Though the Job system gives the player a lot of interesting options for building an efficient party that can annihilate enemies in any number of creative ways, the way that JP feeds into party-building as a reward system doesn’t work as well as it could. My primary complaint about the tuning of JP is that the player can easily go a battle or two without unlocking any interesting new abilities. One of the most fun things in my experience with the game is when I unlock and start using that awesome new ability I’d been planning to get and building towards. With somewhat variable and sometimes slow ability unlock pacing, that cycle of setting my eyes on a new ability I want and then actually being able to use it in combat can be unpleasantly stifled. At the other extreme, when the player can get crystals of the Jobs that they want, it can lead to a landslide of progression. This kind of uneven reward pacing may keep the player marginally more engaged than a steady drip, but the lulls are made worse in my experience by those times when it seems I’m unlocking far more abilities than I will want to use.

Now that we covered the systems behind character progression, we have sufficient knowledge to make a broader critique of the dynamics that emerge. Next in this series, I’ll be examining an aspect of playing Final Fantasy Tactics that prevents me from falling in love with the gameplay, and, I argue, prevents the gameplay from reaching its full potential: grinding.

Dual Progression Part 1: Character Levels in Final Fantasy Tactics

POV: PLAYER.  DIFFICULTY 4.  LEVEL 3 - 1 POV: PLAYER.  DIFFICULTY 4.  LEVEL 3 – 1

Final Fantasy Tactics has two progression schemes: One that causes core character stats to increase according to parameters defined by the Job the character has when they level up, and one that is used to buy skills within the Jobs that the character has access to.

The article is about that first progression scheme: character levels.

A character levels up when they reach 100 XP, then the character’s XP resets to 0. XP is gained when a character uses an ability or attack successfully, either doing damage to HP or MP, adding or removing a status effect, or modifying some stat of a friend or foe.

The basic formula for XP gained from a successful action is 10 + (Target’s Level – Actor’s Level). Killing the target for the first time grants a bonus 10 XP. If a character is resurrected and then killed again, the second time the character is killed there is no kill bonus. Subsequent deaths incur penalties to XP granted to the killer for that action.

Target’s __ Death XP Modifier
1st +10
2nd 0
3rd -4
4th -5
5th -6
6th -7
More than 6 -8

Example: The player’s level 5 Archer hits the opponent’s level 5 Knight with an attack. The Archer gains 10 + (5 – 5) +0 = 10 XP. If that archer were level 3, and killed the level 5 Knight for the first time with that attack, the archer would gain 10 + (5 – 3) + 10 = 22 XP. Now if that Knight were resurrected, and a level 7 Ninja came by and finished him off for a second time, that’d give the Ninja 10 + (5 – 7) + 0 = 8 XP.

Thus it takes at most ten successful actions against same-level targets to level up.

 

The player is seldom in a position where their characters will earn extra XP from fighting higher-level opponents, especially considering that the player can fight in some random encounters between story battles to overlevel for upcoming missions. In order for it to take one less attack to level up the attacking character must be two levels lower than the defender.

Typically there won’t be more than eight opponents and five player-controlled characters in a battle, and a character takes 3 to 5 successful attacks to kill (I’ll show the work behind this number in later articles). Half the friendly characters in a battle are likely to get 2 kills, so for those characters that’s a total of 8 attacks to level: 6 earn 10 XP and 2 earn 20 XP. Characters that mainly use status effect magic and are unlikely to deal sufficient damage to kill an enemy will take at least the full 10 successful actions to level. They’ll on average need several more actual attacks, because the success rates of status magic can be as low as 50-60% whereas physical and magical damaging attacks have much higher average success rates.

This scheme leads to a relatively swift pace of leveling up, and rewards the player with several level-ups per combat in typical battles.

So far we have the outline of a serviceable leveling system, consistent with other games in the genre, like Tactics Ogre and Fire Emblem. Stay tuned for more in-depth analysis on progression in Final Fantasy Tactics–next up is Job progression!

Three Pillars of Combat Design: Characters

POV: PLAYER.  DIFFICULTY 3.  LEVEL 2 - 1 POV: PLAYER.  DIFFICULTY 3.  LEVEL 2 – 1

To get a full view of the systems design of Final Fantasy Tactics requires an examination of the many ways that characters, enemies, and maps vary. For this first article, let’s take a look at the composition of a character. We can start by taking a look at Ramza, the hero of Final Fantasy Tactics, at the very start of the game. Below is a screenshot of Ramza’s status screen in the first battle where the player has full control.

This screenshot shows most of the relevant attributes of a character–there are 34 in total spanning stats, equipment, and abilities. Analyzing these attributes, we can gain a handle on the design space of characters in the battles of Final Fantasy Tactics.

All battles have an objective of either killing a specific enemy unit, or killing all enemy units. Since reducing a character’s HP to zero is the most common way to kill it, HP earns a special place in the design space. All successful strategies have unit preservation (through minimizing HP damage) as a key consideration. Though the player can win battles through spending all of their effort dealing damage via attacks and abilities, many strategies also take advantage of powerful status-inflicting spells to temporarily hamper opponents, or take them out of the fight permanently (regardless of their HP total) by turning them into statues, frogs, or outright killing them by directly inflicting the “Dead” status.

I’ll cover the 33 different status effects in depth in a future article. For now let’s focus on what we can see on the status screen and understand the statistics that make up a character by taking a tour of combat.

The Basics of Combat

As a player of a turn-based game the first two questions that come to mind are “when do I take a turn?” and “what can I do on a turn?”

(From HCBailly’s Let’s Play. If the player were to select “Time Magic” or “Black Magic” here, a further submenu would open letting them choose the specific ability they’d like to use.) (From HCBailly’s Let’s Play. If the player were to select “Time Magic” or “Black Magic” here, a further submenu would open letting them choose the specific ability they’d like to use.)

Final Fantasy Tactics has an interleaved turn system where the player gets to take a turn for each character in an order determined by the characters’ statistics. Characters go individually when they’re ready.

A character’s Speed stat determines how often they get to take a turn. On a character’s turn (called AT by the game) the player can have the character MOVE, ACT, or both, or neither. Choosing not to MOVE or ACT makes the character’s next turn comes faster.

A characters can MOVE at most a number of tiles equal to their Move stat, and any vertical distance between two tiles along the path of movement can’t be higher than their Jump stat.

When the player chooses to ACT with a character, they get to choose to Attack with their weapon or use an ability. Some of these abilities are resolved immediately, while others may take some time during which other characters may take further turns.

Abilities used offensively, i.e. to deal damage or inflict status effects, can be magical (like the Wizard’s spells), physical (like the Monk’s martial arts), or neither (like the Mediator’s talk skill). There are a number of different formulas to determine hit chance and damage for different abilities, but understanding if the ability is physical or magical keys you into what stats the game takes into account when doing the calculations.

Many abilities have a base 100% success rate, like physical abilities, but others have a success rate based on some formula involving the relevant attack stat (Physical Attack, Magical Attack, Speed, and Weapon Power, typically), some constant, and Zodiac compatibility. (I’ll be covering Zodiac-related rules in a future article.) After the die roll for success rate succeeds, then the ability is subject to the defender’s evasion depending on what kind of ability is being used and some other conditions.

Think of evasion as layers of defense. The attacker has to pass each layer by rolling a 100-sided die and getting a result higher than the defender’s evasion percentage. If any die rolls end up lower, the attack misses.

If a magic attack is used, the defender uses their Shield’s (“S-Ev”) and Accessory’s (“A-Ev”) magic evasion percentage to try to cause the attack to miss.

If an attack is physical, the process is slightly more complicated. Which evasion percentages apply to a given physical attack is based on the relative position of attacker and defender. If…

  • the attacker is in front: all evasion stats apply;
  • the attacker is to the side: shield, accessory, and weapon evasion apply;
  • the attacker is to the rear: only accessory evasion applies.

 

If the attack passes all of these checks, it takes effect on the defender by dealing damage or applying a status or both. Damage formulas for the ATTACK action are based on the weapon involved and usually include some combination of Weapon Power (WP) and Magic Attack (MA), or Physical Attack (MA). Guns only rely on WP, squaring it to determine their damage, and there are a few weapons, as mentioned earlier, which use Brave as a part of their damage calculation.

Damage calculations for magical and other attacks typically depend on MA or PA and some constant factor. Magic attacks damage is additionally multiplied by the Faith of the caster and target as a percentage. I.e. Damage * (My faith / 100) * (Target Faith / 100).

Jobs

Final Fantasy Tactics has a relatively complicated battle system, where characters are throwing damage and status effects around to try to gain the upper hand–but how do they get these abilities? They get them through the Jobs they’ve had.

Jobs are akin to classes in most RPGs, but act a little differently than you might expect if you’re familiar with how classes tend to work games that borrow from Dungeons & Dragons.

The player can select one Job for each character, and change each character’s Job between battles. This Job determines the character’s stat growth when they level up and provides percentage bonuses to HP, MP, Speed, Physical Attack, and Magical Attack. For example, a Knight has more HP and Physical Attack, less MP and Magical Attack; a Wizard has lots of MP and Magical Attack, but not much HP and Physical Attack; a Ninja has great Speed, good Physical Attack, but low MP and middling other stats.

Each job has a base Move stat and Jump stat, as well. Ninjas are much more mobile than Knights not only because their Speed is higher, but also because they can Jump and Move one tile more.

A character gets a group of abilities from their Job. Knights get “Battle Skill” abilities which let them break opponents’ equipment; Wizards get “Black Magic” abilities which let them deal elemental damage at range; Ninjas get “Throw” which lets them toss various items at enemies to damage them based on the item’s stats. Characters can use these abilities during the ACT part of their turn. But before a character can use such an ability, the player must unlock it for that character by paying its cost in Job Points (JP) between battles. Each character has a JP pool for each job. A character gains JP for a Job when they successfully ACT while they have that Job–abilities have to hit their target, friend or foe, for JP to be awarded.

The player can equip each character with an additional ability group from another Job, as well as the “automatic” ability group granted by the Job the character currently has. This secondary ability group can be used just the same as the ability group given by the character’s current Job.

Abilities

Abilities are what really bring the characters to life in battle–the abilities the player equips to his characters, and the abilities that appear on the various AI-controlled enemies, are the main source of variety in the battle system.

In addition to the two job ability groups mentioned above, the player can equip each character with one Reaction Ability, one Support Ability. and one Movement Ability. Below is a screenshot of the Summoner’s Active Ability set, known as “Summon Magic”.

(The Summoner’s Active ability set. From SnapWave’s Let’s Play.) (The Summoner’s Active ability set. From SnapWave’s Let’s Play.)

Reaction abilities have a percentage chance of triggering their effect based on the character’s Brave stat when the character has certain kinds of abilities used on them. Reaction abilities give the character a chance to immediately react to being hit by, say, countering a spell with a spell of their own, or doing a physical attack in response to an enemy’s physical attack. Other reactions include increasing the character’s speed stat by 1, adding a positive status effect, and automatically using a potion to restore its health.

Support abilities are a motley assortment of passive abilities and a couple of active abilities. Examples: Increasing physical or magical attack power, granting the ability to throw curative items to nearby allies, and granting the ability to go into a defensive posture that doubles all evasion. Support abilities can also do much more unusual things, like unlocking more powerful abilities for nearby monsters, and “poaching” rare items off of monsters killed by this character.

Movement Abilities give the character some benefit each time they MOVE during their turn, or somehow enhance their MOVE action. Benefits can include finding hidden items, increasing the jump or move stat, ignoring height all together, or gaining HP, MP, JP, or XP after each MOVE action.

Equipment

Below I’ve enumerated the stats and bonuses for the equipment on two late-game characters, so you can get a sense of what role equipment tends to play.

(From GetDaved!’s Let’s Play.) (From GetDaved!’s Let’s Play.)

Equipped Item Effect
Kikuichimoji 15 Weapon Power, 15 Weapon Evasion
Crystal Helmet +120 HP
Genji Armor +150 HP
Bracer +3 Physical Attack

This Ramza is configured to be able to absorb physical attacks. His high HP allows him to take the hits that his relatively high evasion doesn’t prevent outright. The Kukuichimoji sword allows Ramza to deal PA * Brave / 100 * WP damage, which in this case works out to 225 (This is lower than you would expect from the equation because the PSX doesn’t support floating-point math and will drop the remainder of PA * Brave / 100 before multiplying that result by WP.) Having the sword also allows Ramza to use a Job ability which deals MA * 16 = 144 damage to enemies in a line eight tiles long from either Ramza’s front, one of his sides, or rear.

The only way the player can increase the HP and MP of his characters, short of leveling them up or changing jobs to something tankier, is to equip them with different items. Typically body and head items provide the most HP and MP. Ramza, who is built as a melee combatant in the screenshot above, gets 270 of his 398 HP from his equipment. In this particular case, it’s clear how armor plays a large role in Ramza’s ability to absorb damage, since it accounts for two-thirds of his HP.

Ramza’s Job, Samurai, contributes 20% to his evasion rate (listed under “C-Ev”) while his katana contributes 15% (listed under “Weap.Power” after the slash), meaning an opponent physically attacking him from the front will only hit 68% of the time. Meanwhile, Ramza has no magical evasion whatsoever, so he’ll be quite vulnerable to magical attacks. He could put on an accessory, such as the Feather Mantle–the best such item in the game–which gives 30% magic evade and 40% physical evade, to improve his survivability against magical attacks. Remember that evasion granted by an accessory such as the Feather Mantle applies to attacks regardless of where they’re coming from–even if an enemy is attacking Ramza from behind he’ll get that 40% physical evasion!

(From HCBailly’s Let’s Play) (From HCBailly’s Let’s Play)

Equipped Item Effect
Blaze Gun 20 Weapon Power, 5 Weapon Evasion
Thief Hat +100 HP, +2 Speed, prevents Don’t Move and Don’t Act status effects.
Black Costume +100 HP, prevents Stop status effect.
Germinas Boots +1 Move, +1 Jump

Mustadio, like Ramza, relies on equipment for a significant chunk of his HP–in fact, even more than Ramza–but Mustadio’s build has more of a focus on staying away from enemies and hitting them with his gun. Guns are unique among weapons in that their damage is entirely based on the gun’s Weapon Power and has nothing to do with the wielder’s Physical or Magical Attack stats. Guns also can strike from the longest distance of any weapon attack in the game, with a range of 3 to 8 tiles. In contrast, crossbows tend to have a range of 3 to 4 and longbows have a range of 3 to 5. Mustadio’s gun, the Blaze Gun, is a magical gun, which acts more like a magical attack in that its damage is proportional to the Faith of the caster and target–its effectiveness still has nothing to do with PA and MA stats, though! Another important, unique detail about guns is that they ignore evasion entirely. They typically do less raw damage in exchange for hitting more often. It’s a great way to counter evasion-rich characters like the Ramza we just took a look at.

To stay away from enemy combatants who can take advantage of Mustadio’s woeful evasion of 5% from his weapon and 5% from his class, Mustadio relies on both his modest Move and good Jump, as well as his equipment’s capacity to prevent the most common status effects that would pin him down: Don’t Move would hold him in place and Stop would prevent him from taking turns all together.

 

This is Just an Introduction

It took many words just to give you the basics of the way characters are designed in Final Fantasy Tactics, and there is still so much to talk about. Over the next month expect  a number of articles breaking down in detail many of the design facets discussed here. Stay tuned!

 

Three Pillars of Combat Design: Final Fantasy Tactics

POV: DESIGNER.  DIFFICULTY 2. LEVEL 1-1
POV: DESIGNER.  DIFFICULTY 2. LEVEL 1-1

Seems like RPG-style reward and unlock systems are working their way into just about every genre these days. 2007 felt like a turning point to me; it was then that Call of Duty 4: Modern Warfare hit the market and showed just how addictive a multiplayer shooter can be when it has experience point rewards for effective play and a range of unlocks to spend the experience points on. Now it’s hard to find a mainstream multiplayer shooter without a persistent character progression system.

Playing a character who grows in ability over time, from a bumbling novice to a demigod, has been a trope of RPGs since the progenitor, Dungeons & Dragons, appeared in the 1970s. D&D’s tactical, turn-based combat system for the tabletop laid a foundation for a genre close to my heart; a genre that arguably started a decade later when the Fire Emblem series began in 1990 and became the archetype for what is now an established genre: the Tactical RPG (TRPG) or, as it’s called in Japan, the Simulation RPG (SRPG).

TRPGs are turn-based strategy games leavened with characters that advance and persist between battles. Though superficially similar to JRPGs in storytelling techniques and advancement systems, the desultory combat systems typical of JRPGs are replaced with  significantly more weighty TBS-style battles, which can take a half-hour or longer to complete. For the purposes of making analysis easier, let’s take a look at the iconic TRPG, Final Fantasy Tactics to lay the groundwork for future analysis.

Final Fantasy Tactics, like most modern TRPGs, features an overworld which mainly displays a battle selection screen. The menus accessible on the overworld allow the player to manage many of the persistent aspects of their roster of characters: distributing rewards granted during battle by unlocking new abilities and giving characters equipment. The character advancement system is complex: there are over a hundred unlockable abilities that the player can equip to characters. Character progression in Final Fantasy Tactics, as is typical of TRPGs, is complex in the sense that there are many characters to manage and/or there’s a complex skill tree toclimb per character. There’s also equipment restricted to only certain classes that can grant significant statistical advantages and new abilities.

Once the player is done managing their character’s growth and equipment, they pick a battle from the overworld map. Then the player must choose a team of 1 to 8 characters, in addition to the main character, to bring to the fight. Once the player’s team is locked in, they fight in a turn-based battle against enemy characters and beasts in an attempt to fulfill some victory condition, which is often killing all enemies or a specific enemy. Victory grants equipment and monetary rewards as well as unlocking additional battles, defeat means game-over.

The gameplay of Final Fantasy Tactics, and TRPGs in general, thrives when it features:

  • [Design Space] A variety of characters that provide different strategic options, both solo and in combination.

  • [Level Design] A variety of mission scenarios which require the mastery of many techniques using different characters and abilities.

  • [Upgrade / Economy] An advancement system where players can tailor their characters to fill different roles and take advantage of various combinations of enemies and terrain.

 

Final Fantasy Tactics is a very complex game that shows many of the benefits and pitfalls of character advancement systems and reward systems. Feedback loops between battle and overworld, combined with class balance issues and some level design decisions almost caused me to stop playing. In the next articles in this series I’ll break down the genre conventions that lead to these kinds of issues, while also diving into specifics about Final Fantasy Tactics dynamics that make the game so appealing.