Posted October 05, 2020
There's one aspect of the design of some (mostly older) games that is rather interesting, and something not really seen in more modern games; classes and skills becoming obsolete.
In a modern game, it is common for classes and skills to be useful throughout the game. A class that you choose early in the game will be at least viable near the end of the game, with new equipment and abilities being found throughout the game. Similarly, skills are useful throughout the game; choose a weapon skill, and you could expect to find both early game and late game weapons that use the skill.
Sometimes we see class promotions (character irreversibly changes to a more advanced class) and skill trees (once you put enough points into a skill, a more powerful skill opens up); examples of the former include Final Fantasy 1, the Fire Emblem and Shining Force series, and (from what I understand) later Might and Magic games. Examples of the latter include games like Etrian Odyssey, where skills that are useless later are prerequisites for late-game skills.
However, and what I am talking about here, is cases where neither is the case, and you need to switch to better classes of skills as the game progresses. For example, we have:
* Final Fantasy 3 (Famicom): Take the Warrior class; this class is the main sword and armor using class in the early part of the game. However, once you get the Knight class (after a certain point in the story), which is flat-out better that Warrior, the game will stop giving you new equipment for your Warrior, and you'll need to change them into a Knight in order for the character to remain viable. This can be seen with other classes in FF3 as well.
* Wasteland 1: Consider the clip pistol skill. Clip pistols are the worst of the firearm types in Wasteland 1; low damage, short range, and no automatic fire. Furthermore, there are only two weapons in this category, and both are early game weapons. The only reason to even consider this skill is that each character starts the game with one. SMGs are flat out better, but they use a different skill, and it's a little while before you start finding such weapons.
Incidentally, neither game has a severely constrained resource that's needed to improve them; FF3 allows you to change classes (which the game calls jobs) easily (you need CP to change jobs, but since you won't be doing so that often, you will easily reach the maximum of 255 CP and running out is rare), while in Wasteland 1 you only need 1 skill point to learn most weapon skills, with the skill improving as you use it. It's not like more modern games where levels or skill points spent in earlier classes/skills would significantly gimp your character later.
(By the way, in case you're wondering, here's how the other early FF games handle the situation:
* FF2: No classes. Weapon and spell skills are designed to be useful throughout; all weapons have early and late game versions, and spell power depends on the spell's skill level, not the point in the game where it first appears. (OK, Flare *is* stronger than the likes of Fire, but Fire does far more damage to enemies weak against it than Flare (which has no element).)
* FF4: Each character has a fixed class, and you don't choose your party; instead, the game dictates your party at every point, with characters coming and going. (One character does change class at one point, however.) After a character leaves your party, the game will stop giving you equipment that only that character can use.
* FF5: Classes (called jobs like in FF3) can be easily changed at will. Unlike FF3, FF5's jobs are designed to never become obsolete; early game jobs remain useful end game (although once you master a Job, the character gets its stats and innate passives as a Freelancer, so you don't need to use that job as primary again).)
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So, what are your thoughts on this aspect of old game design? Do you think it's reasonable to have classes or skills that are only good early in the game or late in the game, or should every class/skill be designed to be useful throughout?
In a modern game, it is common for classes and skills to be useful throughout the game. A class that you choose early in the game will be at least viable near the end of the game, with new equipment and abilities being found throughout the game. Similarly, skills are useful throughout the game; choose a weapon skill, and you could expect to find both early game and late game weapons that use the skill.
Sometimes we see class promotions (character irreversibly changes to a more advanced class) and skill trees (once you put enough points into a skill, a more powerful skill opens up); examples of the former include Final Fantasy 1, the Fire Emblem and Shining Force series, and (from what I understand) later Might and Magic games. Examples of the latter include games like Etrian Odyssey, where skills that are useless later are prerequisites for late-game skills.
However, and what I am talking about here, is cases where neither is the case, and you need to switch to better classes of skills as the game progresses. For example, we have:
* Final Fantasy 3 (Famicom): Take the Warrior class; this class is the main sword and armor using class in the early part of the game. However, once you get the Knight class (after a certain point in the story), which is flat-out better that Warrior, the game will stop giving you new equipment for your Warrior, and you'll need to change them into a Knight in order for the character to remain viable. This can be seen with other classes in FF3 as well.
* Wasteland 1: Consider the clip pistol skill. Clip pistols are the worst of the firearm types in Wasteland 1; low damage, short range, and no automatic fire. Furthermore, there are only two weapons in this category, and both are early game weapons. The only reason to even consider this skill is that each character starts the game with one. SMGs are flat out better, but they use a different skill, and it's a little while before you start finding such weapons.
Incidentally, neither game has a severely constrained resource that's needed to improve them; FF3 allows you to change classes (which the game calls jobs) easily (you need CP to change jobs, but since you won't be doing so that often, you will easily reach the maximum of 255 CP and running out is rare), while in Wasteland 1 you only need 1 skill point to learn most weapon skills, with the skill improving as you use it. It's not like more modern games where levels or skill points spent in earlier classes/skills would significantly gimp your character later.
(By the way, in case you're wondering, here's how the other early FF games handle the situation:
* FF2: No classes. Weapon and spell skills are designed to be useful throughout; all weapons have early and late game versions, and spell power depends on the spell's skill level, not the point in the game where it first appears. (OK, Flare *is* stronger than the likes of Fire, but Fire does far more damage to enemies weak against it than Flare (which has no element).)
* FF4: Each character has a fixed class, and you don't choose your party; instead, the game dictates your party at every point, with characters coming and going. (One character does change class at one point, however.) After a character leaves your party, the game will stop giving you equipment that only that character can use.
* FF5: Classes (called jobs like in FF3) can be easily changed at will. Unlike FF3, FF5's jobs are designed to never become obsolete; early game jobs remain useful end game (although once you master a Job, the character gets its stats and innate passives as a Freelancer, so you don't need to use that job as primary again).)
)
So, what are your thoughts on this aspect of old game design? Do you think it's reasonable to have classes or skills that are only good early in the game or late in the game, or should every class/skill be designed to be useful throughout?