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Topic | When a JRPG Has a Job System, Characterization Takes a Hit |
Calwings 02/16/25 11:31:53 PM #16: | A game that I feel has the perfect balance of "job customization" and "characters having defined gameplay roles" is Fire Emblem: The Sacred Stones. Most of the characters you recruit come in a base class that can be promoted into 1 of 2 different advanced classes that fill similar but not exactly the same roles. Some examples: Franz joins as a mounted Cavalier who uses swords and lances, but he can promote to either a Paladin or a Great Knight. Paladins have more skill, speed, and movement, but Great Knights have more defense and the ability to wield axes as well. Garcia joins as an Axe Fighter, but can promote into a Berserker or a Warrior. Berserkers have insane strength and a higher critical hit chance, but Warriors have more skill, defense, and the ability to wield bows as well. Natasha joins as a Cleric who heals but can't fight, but can promote into a Bishop or a Valkyrie. Both give her the ability to wield light magic as well as healing, but Bishop gives her more offensive power against monsters while Valkyrie makes her a mounted unit with more movement. Sometimes a character's stat growths might make them a "better fit" for 1 of their 2 promotion options over the other, but the player has the choice which path to take with that character. Earlier FE games only had linear promotion, while later FE games had much wider re-classing options that can definitely make characters lose their gameplay identity. The branching but still limited options in Sacred Stones were the perfect middle ground IMO. --- https://i.imgur.com/PmF1p9q.jpg ... Copied to Clipboard! |
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