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Final Fantasy and Spell NamesFollow

#1 Jan 07 2010 at 3:22 PM Rating: Excellent
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There have been several patterns throughout the history of the Final Fantasy series. Old school gamers grew up with the simple 1,2,3 numbering pattern, while folks who jumped in during the Playstation era may be more familiar with -ra and -ga, taken from the original Japanese. Now we have Final Fantasy XI, which mixed both of these to form a naming system that could better accommodate the range of spells available to adventurers in Vana'diel.

So, what might Eorzea's mystical side look like?

Read the article
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#2 Jan 07 2010 at 3:33 PM Rating: Good
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Elmer wrote:
There have been several patterns throughout the history of the Final Fantasy series. Old school gamers grew up with the simple 1,2,3 numbering pattern, while folks who jumped in during the Playstation era may be more familiar with -ra and -ga, taken from the original Japanese. Now we have Final Fantasy XI, which mixed both of these to form a naming system that could better accommodate the range of spells available to adventurers in Vana'diel.

So, what might Eorzea's mystical side look like?

Read the article


Very informative!

Personally, I'd like it if spells aren't literally tiered (I don't like Fire 1, Fire 2, nor do I like fire, fira, firaga). I'd prefer it if they use different words to represent the scaling. For example, fire spells might be, in order of power:

spark
fire
explosion
immolation
hellfire

Just a quick example, but I prefer this sort of thing. It's just a little bit more creative, IMO.
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#3 Jan 07 2010 at 3:37 PM Rating: Excellent
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The only spell willshould be Toad.
#4 Jan 07 2010 at 3:52 PM Rating: Decent
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Eske wrote:
spark
fire
explosion
immolation
hellfire



Yes, this system would be awesome. This would really expand the options for a whole slew of new skills. Enfeebling mages could work their way to En-Hellfira (AoE en-spells). Blackmages could work up to Hellfire for single targets and Hellfira for aoe. Archers could skill to receive hellfire arrows.

At the very least it keeps it interesting by having different names.
#5 Jan 07 2010 at 3:59 PM Rating: Excellent
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Quote:
Very informative!

Personally, I'd like it if spells aren't literally tiered (I don't like Fire 1, Fire 2, nor do I like fire, fira, firaga). I'd prefer it if they use different words to represent the scaling. For example, fire spells might be, in order of power:


I kind of like this idea, but instead of by power why not have the spells scale with your skill and just have differant spells for differant effects?
The same "fire" spell you start off with might only do a hand full of damage when you're just starting but as you learn your way through the elements, what started as a few little sparks and a little flash effect could become a one target inferno.
While that would be great for killing one enemy you might need to learn a differant fire spell if you want to detinate a larger area, or maybe you need a spell to only hit land based critters cuase it'll heal the flying ones in the area...
#6 Jan 07 2010 at 4:15 PM Rating: Good
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Quote:
I kind of like this idea, but instead of by power why not have the spells scale with your skill and just have differant spells for differant effects?
The same "fire" spell you start off with might only do a hand full of damage when you're just starting but as you learn your way through the elements, what started as a few little sparks and a little flash effect could become a one target inferno.
While that would be great for killing one enemy you might need to learn a differant fire spell if you want to detinate a larger area, or maybe you need a spell to only hit land based critters cuase it'll heal the flying ones in the area...


Tell me if I get this right, you're suggesting if we get spells like:

Fire, Fira, Firaga, Burn, and Flare

And as we level the spells grow in power? That actually makes sense and doesn't feel like we're neglecting spells. I see it like this:

Fire (Low MP cost, fast cast, average damage) spammable
Fira (Strong fire spell, High MP cost
Firaga (Like Fire but AoE, higher MP cost)
Burn (Minor fire damage + HP deterioration that increases per few levels.)
Flare (Strong Fire AoE)

Kind of curious if XIV will have the mage classes learn spells as you level rather than us buying the scrolls?



Edited, Jan 7th 2010 3:23pm by RaideLeonn
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#7 Jan 07 2010 at 4:20 PM Rating: Decent
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I like the idea of growth too. I guess we'll find out after FFXIV is released.

Edited, Jan 7th 2010 6:50pm by ShadowedgeFFXI
#8 Jan 07 2010 at 4:31 PM Rating: Good
That's one thing that has always bothered me about magic in mmo's. You cast fire 1 on 900 mobs, then bam ... you now can buy lvl 2 Ice scroll, and you never even cast Ice. I like the idea of magic growth. Let's say .. for instance, As Zurinadrg said:

Every time you use Thunder, it gets a little bit more powerful. After so many uses, it naturally becomes thunder 2. As you progress, the time it takes to level up increases. Eventually, you would reach burst, but it would take a lot to get there.
As far as the naming scheme goes, i like the ra's, na's and whatever other "a's" may be. It always feels final Fantasyish. It's those little things that FF does so well.
#9 Jan 07 2010 at 6:10 PM Rating: Good
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I like the idea of "natural growth" of spells (such as the guy explained it int he post before mine). I'll re-iterate: you use thunder enough times and you learn the stronger version and so on -- as long as they still allow you to use thunder obviously. A sophomore engineer straight out of university can only do so much, perhaps he can use an engineering program really well and eventually, after many uses and experience he learns how to manage a residential house project, and later years enligthen him with the ability to build skyscrapers; in the end the engineer doesn't forget how to build a residential house or use the engineering program just because he now knows how to build a skyscraper. I don't know why i used this example but you get the gist of it (I hope :P). Also, I love the second post's idea, i never liked the Fire, Fire 2, Fire 3 nomenclature, so one which changes the names completely with each upgrade is fresher and better honestly.
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#10 Jan 07 2010 at 6:13 PM Rating: Good
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Natural growth spells are fine so long as the level gaps aren't consistent across all spells. You have to factor in the frequency in which some spells are cast so we aren't sitting around later leveling up a buff or status spell you only use once in a blue moon.
#11 Jan 07 2010 at 7:20 PM Rating: Good
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Basicly everyone seems to get my idea.

The skills could be divided into elemntal groups so that the more of an element you use the better you are with that element, and the more strength/diversity your spells have. Basicly you staring spells will allways be of use so long as you keep useing that skill, maybe not as powerfull or as wide ranged as other spells but still economic for ok damage.
This would prevent most people from feeling like most of thier spell lists aren't worth casting and it would lend to more tactical spell casting.

Healing spells would be simple to work with this kind of system. Enfeebling and enhancing would be a bit tricky to balance out though when scaling with skill..
#12 Jan 07 2010 at 10:21 PM Rating: Default
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#13 Jan 08 2010 at 6:24 AM Rating: Decent
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I'd definitely prefer a system where spells weren't just outright replaced by a better version at Level Up, but learning new spells with better parameters can still be a good addition.

Whether they allow us to strengthen individual spells by training them in some way, or just use a simple INT mod, the spells really need to have some diversity, and preferably some customization, too.

For example, the only difference between Fire and Water are their element in the game (and I think their strength and cost differs slightly). Fire acts the same way as Water-- it gets to the mob in the same way, hits in the same way, and has the same effect (damage) to the same area. This leaves little thought for which spell to use-- the choice is generally extremely obvious. If instead spells were more varied in these ways, there would be more tactical consideration.

For example, Thunder might be relatively inaccurate, and have a chance of misfiring on the caster. Summoning a blob of Fire out of thin air would predictably do a lot more damage than summoning a blob of Water against most enemies, unless maybe that spell wasn't Water, but a Drown spell that entered the targets lungs. Water might instead cost less than fire, cast more quickly, and have other effects besides damage (like turning the ground beneath the monster into mud or ice). Generally within element there would be spells with a wide range of properties, so that all spells would have more than a couple of differences. i.e., the difference between Fire and Water isn't, "Well, this one is fire, and... this one is water."

And what would be great is if these properties could be customized, so that my Aeroga might be one incredibly powerful burst of wind that hits for massive damage, while someone else's created a huge AOE blowback that sent enemies flying away. Or better yet, this ends up being a macro customization so that that's my /default/ Aeroga, but I can choose to change the way the spell will manifest midbattle. e.g., I'll get to choose to some extent what the MP cost, cast time, area of effect, and attack effects will be for each spell I cast.
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#14 Jan 08 2010 at 8:26 AM Rating: Excellent
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fire
Fire
FIRE!

Ok...maybe not
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#15 Jan 08 2010 at 12:17 PM Rating: Excellent
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OneFatAngel wrote:
fire
Fire
FIRE!

Ok...maybe not


thunder
Thunder
THUNDERCATS! HOOOOOO!


...sorry.
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#16 Jan 08 2010 at 2:03 PM Rating: Decent
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Pretty interesting read Elmer. Didn't know there was so much thought behind those spell names.
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#17 Jan 09 2010 at 2:32 AM Rating: Decent
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I dunno. I like my ra's and ga's.

in any case, I don't think we'll see spells level up for use. The reason being is going to be a trend where elemental weakness and resistance is a great importance in combat. earth worms resist earth spells more often, bombs are healed by fire.

If you get stuck in a situation where you have firaga as your highest and most powerful spell and you are suddenly surrounded by a dozen bombs and a dragon, you are SoL no matter how you look at things.

I like FFTA's approach, where you can learn any spell in any order. However, you need to have the job title required by the weapon, the weapon that lets you learn that spell, and you have to fight to gain the APs to learn the spell.

That way, if you already have trained your magic with WHM, and you want to do some offensive spells, you can switch to blm and use the higher level spells because you have the MP pool already. You also don't have to start from scratch and can soon join a party as a blm and not suck.
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