I was requested to write something about this!
To clarify, this one isn’t about jobs you can take on in a game for money. That can be covered in a different topic. This one is about the RPG Job/Class systems such as Knight/Black Mage and all. Since it will be big, I will split it up into multiple posts. I’ll start by comparing Final Fantasy 1, 3 and 5. X-2 is not included because I’m trying to forget about that games existence.
Final Fantasy I
This is the first RPG I ever played. The system here is simple enough. You have 4 characters, you pick their class (out of 6), and you stick with it forever. There is a class change in Final Fantasy 1 but it is really an upgrade when you complete a certain quest (TAIL OF A RAT). It’s optional so you don’t even need to do it, though it’s a no brainer unless you’re purposefully doing a non-class change challenge. So if you get 4 thieves and regret it later, there’s nothing you can do other than start a new game or just continue with it. It does however lead the game to be more replayable as the players can’t try it all in the game and must replay to try out different options. That particular bit of replayability is better if the game is not too long or can be different (or beaten differently) each time you play.
With a system like this, it’s important to balance the classes and have an incentive for the player to try out the class. The variety in play styles from game to game can occur when each class has a different role to play and are not useless to the player, nor essential. If it’s useless, why add it? If it’s essential, people won’t try anything else. It doesn’t necessarily mean that they need to be 100% perfectly balanced, but that they should all have their own uses. For example, a Knight can be a high defense/HP character and focus on protecting the others and taking in damage while an assassin can have low defense/HP but high damage and instant kills and can hide from attacks. Should at least be possible to beat with the group possibilities so try not to make it so that you can’t beat the game if you picked x, y, and z classes. You have to remember, they are making the choice beforehand, without the full knowledge of the game yet.
The issue with Final Fantasy I was that the classes were very unbalanced. The Fighter was a really strong class so 3 fighters and a red mage is possibly the best team you can have for an easier time. The Ninja brought up the usefulness of the thief, but the thief class itself was pretty useless on its own, especially compared to the fighter. Black belt didn’t really gain anything from class change making them a sort of unexciting class change. With 6 classes, you would think they’d be very nicely balanced since they are very basic archetypes. It’s the first game of the series so I don’t blame them though.
Final Fantasy III
This system starts you off with 4 default classes, called Onion Knights in the game. They aren’t specialized in anything yet. Once you start getting the crystals powers, you start getting classes. After the first dungeon you can change between the 6 classes you had for Final Fantasy 1. You can… sort of freely change between them, but there are some penalties. You gain points after a battle, but you use these up to change a class. It takes more to change from a fighting class to a mage class than it does a fighting class to another fighting class. Another thing is the stat boosts still apply to you when you level up. So a person using fighting classes all the time that changes to a mage will have more defense than someone who stayed as magical classes, but less MP/magic.
You can’t change between the skills, so other than the stats and the points, every class is just as is. Final Fantasy 5 will later add this but that will be its own section. So if you have 4 white mages and decide later that you want to change it, you can. In Final Fantasy 1, this won’t happen, unless you restart the game entirely. It does actually make it less replayable, but I’ll chalk that up to the tediousness of the game itself too. Final Fantasy 1 didn’t have multiplying enemies and hidden path reliance. In Final Fantasy 1, you chose your classes, and stick with it. So for the next game, you can try a different team or arrangement and see how it goes. Here, you can try out a class for a battle or two, and if you don’t like it anymore, just change back. The upside is, if you are up against a certain challenge, you can tailor your classes for it. Suppose you can’t use weapons well in a dungeon, then you can make everyone mages. You can at least still customize your team how you’d like, except…
Balance issues. This creeps up here too, but even moreso since the game is difficult (Not like Final Fantasy 1 wasn’t…). I’ll put it this way, the first town has random encounters in it that can kill you. So you won’t necessarily really afford to experiment much. Secondly, the classes are actually different in usefulness. Geomancers are very useless, Scholar is useful for one battle only, Knights are pretty okay, Mystic/Dark Knight is useful especially for certain enemies, and the biggest unbalancers: Sage and Ninja. With the variety of classes you can have, you can see people potentially using different parties at the end game… if it weren’t for Sage/Ninja classes. With these “ultimate” classes, you don’t need a Mystic Knight or Knight or Viking or Dragoon. Ninja for the attacking classes, Sage for the magical classes. They do all the other classes can do in one. Many people will just end up with Ninja/Ninja/Sage/Sage party arrangement at the end. Some classes you get are pretty much no brainer updates from the previous ones. The DS one actually rebalanced the classes a bit, giving Viking the provoke command (the NES one did not have any special commands, only was slower and lower hit rate than a Knight) for example so you might not necessarily have noticed these things because it was way more exaggerated in the NES version. Again, I do not fault them, it was an early game.
I think the points system in the NES also sort of prevented people from experimenting very much. Even if it’s just a mental thing, you still didn’t want to change much because of the cost of doing so. In a system like this, I think being able to change around as needed for the challenges ahead, and having different uses with more balanced characters would both allow for more player experimentation and not relying on the same generic classes.
Final Fantasy 5
This presents an interesting mix of classes and learning abilities. You can get points from battles, in which enough points lets you learn the next ability for your class. You can change to any class that you currently have, much like Final Fantasy 3. In fact, I think it’s very much based on it and improved upon. You can change freely between classes this time so you really can adapt to the situation. The other addition is that you can learn and transfer abilities from one class to another. They have a limit so you have to pick and choose what would be more useful for you and your class instead of just taking everything with you…. (until you’re a freelance or mime class).
What this does, is make it more customize-able and gives you your own freedom. If you want a Dragoon that can use Black Magic, go ahead. If you want to have a Blue Mage that can Drain HP/MP without using MP, feel free! Want a Fighter that can use Terrain magic without cost? Perfectly fine! So peoples play experience may not be the same from player to player or even from one playthrough to another. Unless you read a walkthrough, then it might. While not perfectly balanced, even lesser used classes would have good reasons to use them from time to time. You can capture certain enemies for a cheap win sometimes, you can put on a dancer so you can have Ribbons equipped to prevent a status effect happy enemy from hitting you with one, Blue magic is ACTUALLY useful, things like that. I liked how even things like Terrain magic have been made much better from FF3. For example, you can just have the Terrain ability equipped on another class you want to use instead of devoting an entire class to it (once you’ve learned it), and the Terrain ability does NOT backfire on you.
This did however have the negative consequence of having you get tons of ABP to master a class. And in some cases, you did want to do it (like XFight, 4x attack) since it was both beneficial for the skill and for your freelance/mime class since they gain all the boosts from that mastered class. I don’t think it was a problem that you had to master it, but rather how long it took which made it very grindy. It also made the characters lose their personal distinction (but was also the same for FF1 and 3) since they were blank slates rather than having a class based on who they are, such as in Final Fantasy 4. I still really liked this system and it would continue to be used and expanded on in Final Fantasy tactics.
You can see how the games progress with the class system by comparing how they were used, and see how they learned from their previous systems to make a newer one. With the next post, I’ll look at some other games job/class systems to see how they were used there!