FF3 Ultimania Guide Translation (Battle System/Jobs) --Please tell us about your overall concept for the battle system of FF3DS. Aoki: The thing we were always aiming for, throughout the development, was making sure that the battle system would be easy to pick up and enjoy, even if you knew nothing about it or hadn't played the Famicom version. That's why we decided to change some of the finer details from the original. It should still give players that overall "Ah, it's FFIII" feeling, though. I hope older players will enjoy comparing their old memories of how the game progressed, which jobs were good, and so forth with the new game. Yabuta: For me, I didn't want this to be one of those RPGs where you just spam Fight and breeze your way through it. That's why we changed many enemies' attributes and attacks. During the development, we actually made the enemies TOO strong, and after a single normal battle your party would be practically dead. (laughs) Aoki: There's no thrill to the battles if you're just mindlessly pressing the A button the whole time. We instead wanted a system that forced characters to make tense choices, one where your characters could easily die if you aren't paying attention. --It sounds like balancing that system was a big challenge. Compared to the Famicom, there's fewer monsters in each battle... was this also part of that balancing? Yabuta: When you go 3D, the battles always get a little bit longer. We calculated how often we wanted players in a given dungeon to get close to death, and adjusted the number of enemies, their strength, and the encounter rate accordingly. Aoki: Speaking of balancing, Aoki kept adjusting the strength of the final form of the Cloud of Darkness all the way to the very end of the development, moments before the deadline. --Now I'd like to ask you about the job system. Let's start with Suppin [Freelancer]. Yabuta: Since we've added personalities for the four characters, it felt odd to suddenly start the game and see that everyone already had the "Onion Knight" class. So we brainstormed some new names, but it was surprising how quickly everyone settled on "suppin." (laughs) Suppin first appeared in FFV, as the most powerful class that could equip anything, but we've made them a little weaker for FFIII. With everyone in their basic default state like this, players would be able to better enjoy the prologue... that was our concept. --Did you know from the beginning that you would split the Onion Knight and Suppin in this way? Yabuta: We had planned to add some special bonus features as apart of the new Wi-Fi functions. At that point we already had separate designs for Suppin and Onion Knight drawn up, so we decided to make the Onion Knight a hidden job, something you'd have to dig a little past the surface to find. Rather than a brand new job, we thought it might make players happier to add the most popular job from the original FF3 as a hidden job. --You acquire the Thief job earlier now too, and with their attack power and Steal command upgraded, they're a lot more usable. Suzuki: There weren't many monsters in the Famicom version you could steal from (or items to steal), and we thought players who are used to modern games wouldn't be comfortable with that. So we gave players the Thief earlier and added more items so players could enjoy using Steal more. Also, the number of attacks you get in FF3DS is based on the weight of your equipment, not your speed stat, so you get to take more actions if you wear light equipment. The Thief excels on both these points so he can play a much more active role in battle. --In contrast, you get the Karate-ka [Black Belt] later now. Yabuta: The biggest reason for that was to maintain the balance of the number of jobs you get. The water crystal has a lot of fighter-type jobs. But strategically we couldn't afford to hold back the Dark Knight and Dragoon classes. So it was like, who can we put later... and that was Black Belt. My apologies to fans of this class from the Famicom version. --The Ranger could use white magic in the original, but you've replaced that with Barrage. Yabuta: Barrage didn't appear until FFV, but it's now one of the Final Fantasy serie's most well-known, signature abilities. Attacking four times feels great--and my personal love for that ability was a part of it too. (laughs) As for the white magic, we were worried that if there were too many jobs that could use magic, it would make the Ranger's role kind of confusing. We wanted him to be focused on fighting. --How about the Sage? Suzuki: Compared to the original we lowered their power a lot, so much so that I was wondering if it's OK. Our image for them was a balance between the Devout, Magus, and Evoker jobs. --Next, I wanted to ask about the Scholar. Suzuki: The Scholar works very well with the Thief. The Scholar can use the items the Thief steals 2x as effectively, while being able to discern enemy weakpoints too. He uses healing items like Hi-Potions twice as effectively too, so if you have a Scholar you don't necessarily need a White Mage. That versatility made him very popular with our staff, too. Yabuta: The problem is whether players will realize these things. We definitely don't advertise the 2x item effectiveness very much in game. But I think once players notice it they will think the Scholar is awesome. --Next up is the Viking, who I feel has been hugely improved from the original. Suzuki: In the Famicom version, the Viking was one of those jobs that didn't really stand out. Since they don't get a lot of hits--or rather, they are a low speed character--we decided to compensate for that by making the Viking focused on single, one-shot power attacks. And the biggest change, of course, was adding the Provoke command. If you make use of that, the battles become quite easy. Yabuta: It's easy for players to get into a habit of just spamming Fight for every battle, so Provoke adds a nice accent to that. It was a great addition for that reason, I think. --It gives you more of a chance to combo attacks with your allies. Aoki: Yeah. In the Famicom version he was more of a solo fighter, but this we're hoping players will think of the various combinations they could pull off with the Viking and other characters. --Moving on, I wanted to ask about Yabuta's favorite job, the Evoker. Yabuta: This job gave us a lot of trouble. At first, we considered letting the player choose the summoning effect (black or white), but ultimately we reverted to the original way of having it be completely random. We're hoping players will actually enjoy the slight unexpectedness of it. Shiva, Ramuh, Titan, and Ifrit are about equal strength, and if you can figure out the right one for the right circumstance, then Evoker can be very strong. On bosses, Titan might be best for the consistent damage, while for normal enemies, Shiva is a good choice for the sleep or magic damage... if players realize those distinctions I think they'll have a lot of fun with it. --Like the abandoned "at-will" Evoker ability you just mentioned, were there any other abilities you dropped during the development? Yabuta: There were tons. (laughs) There was an ability called "tsuresari jump" [abduction jump] for the Dragoon. --What was that like? Yabuta: The Dragoon would grab the enemy, take them into the air with them, and then slam them down on the ground. Another idea we had, actually, was to have PvP battles using the Wi-Fi connection. And for awhile we had a number of abilities related to that feature, but ultimately we felt uncomfortable about it. "Should Luneth and his friends really be fighting and hitting each other...?" So unfortunately, we decided to put that off for another game in the future.