Final Fantasy
:This article is about the Final Fantasy series as a whole. For the video game Final Fantasy, see Final Fantasy (video game)
Gameplay
Game screens
The games typically have several types of screens, or modes of interaction, broadly categorized as:
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- Field screens — These are where the main interaction between the characters occurs, and indeed most of the exploration of the world occurs on these screens. Dialog mostly occurs on these screens. Final Fantasy VII marked the point that Final Fantasy would have realistic computer graphics, while Dragon Warrior stayed with anime style cel-shaded graphics. Prior to Final Fantasy VII, they were pseudo-orthographic, using a simple 2D engine. Final Fantasy VII, Final Fantasy VIII, and Final Fantasy IX used pre-rendered and pre-painted backgrounds over which 3D models were overlaid. Final Fantasy X used a completely 3D field screen system, which allowed the camera angle to change as the characters moved about.
- Battle screens — Battles occur on a separate type of screen (or arena), usually with a change of scale and a backdrop "arena" that usually generically represents where the battle is occurring in the game. (For example, a random battle in a desert gets a desert backdrop.) Plot-relevant battles (as opposed to battling random monsters) may have a specially built battle screen/arena, however. In Final Fantasy VII and later, these screens are fully 3D, using higher resolution versions of the characters, but very restricted in size. Final Fantasy XII will do away with "scene-battles": battle sequences will occur on the main field screen.
- World screen — A low-scale screen used to symbolize traveling great distances in times that would otherwise slow the game down unacceptably plot-wise. These are usually not scaled, as a character may appear the size of a small mountain. Relatively little plot occurs here, but there are exceptions. The world screen was eliminated in Final Fantasy X and Final Fantasy X-2.
- Cutscenes — These scenes are non-interactive playback that usually advances the plot. They can either be pre-rendered video (FMV), or they can be executed in with the same engine as the field screens. In some cases, pre-rendered video was overlaid with real-time rendered field screen graphics (full motion video-3D).
- Menu Screen — This screen is used for navigating your party's status, equipment, magic, etc. This screen is usually a very simple blue-table layout, with a gloved hand to select one's options. In some games, the option to change the color or texture of the tables is given.
The games often feature various minigames with their own graphical engines.
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Battle system
Final Fantasy borrowed many gameplay elements from its primary rival, the Dragon Quest franchise. As such, Final Fantasy uses a menu-driven, turn-based battle system. Most games in the series utilize an experience level system for character advancement (although Final Fantasy II and Final Fantasy X did not), and a point-based system for casting magical spells (though Final Fantasy, Final Fantasy III and Final Fantasy VIII all featured different approaches). Most games in the series (from Final Fantasy III and on) feature a variety of "special commands," over and beyond the traditional "Attack," "Defend," "Cast Magic," and "Run" battle commands, such as the ability to steal items from enemies, or performing a leap attack. Often these special attacks are integrated into the "job system," which has appeared in several games in the series and spinoffs (Final Fantasy III, Final Fantasy V, Final Fantasy Tactics, Final Fantasy X-2).
Related Topics:
Dragon Quest - Turn-based - Experience level
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Final Fantasy through Final Fantasy III all featured a traditional turn-based battle system. The player would input all battle commands at the beginning of each combat round, which would then be carried out based on the speed rating of each character. Starting with Final Fantasy IV, and continuing until Final Fantasy IX (and revived in Final Fantasy X-2), the "Active Time Battle" (ATB) system was introduced. The ATB system was semi-real time, and afforded every creature in combat a time gauge. When a specific character's time gauge was filled, the character could act, which would then reset the timer. Generally each of these games included both "active" and "wait" modes: when "wait" mode was chosen, then all activity relating to the time gauge would pause whenever the player was using a submenu to choose a magic spell, item, or special attack.
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Final Fantasy X abandoned the ATB system in favor of the "Conditional Turn-Based Battle System" (CTB). In the CTB system, every creature in battle would be ranked according to speed. As this ranking was displayed on screen during battle, it was possible to know when a character and/or enemy would move several combat turns in advance, and to plan battles accordingly. The CTB system is always in wait mode, featuring no time gauge.
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Final Fantasy XI featured a fully real-time combat system similar to that employed by the game EverQuest: when confronted with an enemy, a character would automatically perform basic physical attacks unless otherwise instructed by the player. Early details suggest Final Fantasy XII will adopt a similar real-time combat system. Unlike previous games, battles in both Final Fantasy XI and Final Fantasy XII take place on the field screen, with no separate battle screen.
Related Topics:
Final Fantasy XI - EverQuest
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~ Table of Content ~
| ► | Introduction |
| ► | Overview |
| ► | Common themes |
| ► | Design |
| ► | Music |
| ► | Graphics and technology |
| ► | Gameplay |
| ► | Criticism |
| ► | See also |
| ► | External links |
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