TL;DR: Played an RPG with custom class system (which made me want to min/max) that made me think about other battle systems in RPGs and what I value in job systems, which I normally don't think about. Also want community opinions and answers to questions in thread title.
So I've been playing an Earthbound/Mother 3 inspired RPG-maker game called Jimmy and the Pulsating Mass. It's honestly amazing and I recommend that you look into it. Pick it up if you think you'll enjoy it because it's made by a single developer! I'll include the trailer below. (It's darkly humorous but well balanced in tone and the gameplay really utilizes the systems to its fullest. Planning on making a LTTP later on.)
The reason I mention the game is because the job system in it was pretty interesting. At certain points in the game the main character, Jimmy of course, can 'empathize' with an enemy and gain their form plus abilities. This means in battle you can switch to different forms which all have different attribute percentage buffs and powers. For example, there's one slime form that emphasizes defense and can tank physical attacks and another punk one that has a higher luck stat that can steal stuff from the enemy.
So all pretty normal so far, not unique but pretty fun to play. Here's the cool part: You still have a base human form, 'Jimmy' that can equip certain skills once you get enough job points put into that class. Each class has its own level and once you get these high enough you can put active and passive skills on your base form. Once you get these forms high enough, you can create a custom job class that can be a fucking monster. It's addicting cause now my 'Jimmy' has an ultra high physical attack stat and can wipe those enemies weak to physical in one go. Min/max-ing has never been so addicting.
The downside is that it takes a while to gather up the levels and skills needed for this. I'm like 10 hours in and I feel likevI finally have enough skills to play around with it without hardcore grinding. However, the other forms are still there and work pretty competently in the meanwhile. There's also an easy mode that can give double EXP which you can switch to. More importantly, it's fun to play around with the job system like this.
I was watching some videos/stream on the game and there was a comment about how the job system/Custom class was something in Final Fantasy 5. I've never played FF5 so I plan to look into it after I finish my current game. Hopefully it's on Switch or PC.
And that got me thinking about job systems in other games... Persona/SMT (actually SMT is a pretty good comparison for this game. Kinda a blend of Persona's and SMT's systems because you can change forms but also attach skills to your MC), FFT, Fire Emblem (kinda, not typical RPG but I enjoyed a custom character to make into whatever class I wanted in Awakening/Fates along with the regular class system), Bravely Default. I also enjoyed the sphere grid system in FF10 too, I admit. Nier Automata had chips you could insert that could change up a certain playstyle, which is kinda like this.
In my RPG job systems that I think are good, I tend to value more freedom in shaping the characters a certain way. And the devs do it in a fun and unique way, it gets me addicted to min/max-ing to get the most overpowered skills of all time. Not that there's anything wrong with linear job systems. Lisa: The Painful is one of my GOAT and it doesn't have anything like that. However there are RPGs that do this wrong and feel suffocating to play.
Final Fantasy 13 is one such example of a 'bad' system. The level up system was called the Crystarium or something like that and it was a huge pain in the ass. Once you leveled up, you could go into it and spend points to gain attributes like +2 strength or whatever. The problem was that there was usually only one path to go which made me wonder why exactly the developers didn't just give me the fucking stats when I leveled up. Why waste my item. Plus there was a level cap that stopped you at a certain level until some arbitrary point in the story. It was aggravating and made me more willing to drop it. To be fair, my description could be entirely inaccurate because I dropped it early and played FF13 a while ago. Perhaps it opens up later on.
Anyway, I want community opinions on this. ERA, what job systems do you remember that stuck with you? What aspects do you enjoy about them? What are some bad ones and why? What are your favorites?
So I've been playing an Earthbound/Mother 3 inspired RPG-maker game called Jimmy and the Pulsating Mass. It's honestly amazing and I recommend that you look into it. Pick it up if you think you'll enjoy it because it's made by a single developer! I'll include the trailer below. (It's darkly humorous but well balanced in tone and the gameplay really utilizes the systems to its fullest. Planning on making a LTTP later on.)
The reason I mention the game is because the job system in it was pretty interesting. At certain points in the game the main character, Jimmy of course, can 'empathize' with an enemy and gain their form plus abilities. This means in battle you can switch to different forms which all have different attribute percentage buffs and powers. For example, there's one slime form that emphasizes defense and can tank physical attacks and another punk one that has a higher luck stat that can steal stuff from the enemy.
So all pretty normal so far, not unique but pretty fun to play. Here's the cool part: You still have a base human form, 'Jimmy' that can equip certain skills once you get enough job points put into that class. Each class has its own level and once you get these high enough you can put active and passive skills on your base form. Once you get these forms high enough, you can create a custom job class that can be a fucking monster. It's addicting cause now my 'Jimmy' has an ultra high physical attack stat and can wipe those enemies weak to physical in one go. Min/max-ing has never been so addicting.
The downside is that it takes a while to gather up the levels and skills needed for this. I'm like 10 hours in and I feel likevI finally have enough skills to play around with it without hardcore grinding. However, the other forms are still there and work pretty competently in the meanwhile. There's also an easy mode that can give double EXP which you can switch to. More importantly, it's fun to play around with the job system like this.
I was watching some videos/stream on the game and there was a comment about how the job system/Custom class was something in Final Fantasy 5. I've never played FF5 so I plan to look into it after I finish my current game. Hopefully it's on Switch or PC.
And that got me thinking about job systems in other games... Persona/SMT (actually SMT is a pretty good comparison for this game. Kinda a blend of Persona's and SMT's systems because you can change forms but also attach skills to your MC), FFT, Fire Emblem (kinda, not typical RPG but I enjoyed a custom character to make into whatever class I wanted in Awakening/Fates along with the regular class system), Bravely Default. I also enjoyed the sphere grid system in FF10 too, I admit. Nier Automata had chips you could insert that could change up a certain playstyle, which is kinda like this.
In my RPG job systems that I think are good, I tend to value more freedom in shaping the characters a certain way. And the devs do it in a fun and unique way, it gets me addicted to min/max-ing to get the most overpowered skills of all time. Not that there's anything wrong with linear job systems. Lisa: The Painful is one of my GOAT and it doesn't have anything like that. However there are RPGs that do this wrong and feel suffocating to play.
Final Fantasy 13 is one such example of a 'bad' system. The level up system was called the Crystarium or something like that and it was a huge pain in the ass. Once you leveled up, you could go into it and spend points to gain attributes like +2 strength or whatever. The problem was that there was usually only one path to go which made me wonder why exactly the developers didn't just give me the fucking stats when I leveled up. Why waste my item. Plus there was a level cap that stopped you at a certain level until some arbitrary point in the story. It was aggravating and made me more willing to drop it. To be fair, my description could be entirely inaccurate because I dropped it early and played FF13 a while ago. Perhaps it opens up later on.
Anyway, I want community opinions on this. ERA, what job systems do you remember that stuck with you? What aspects do you enjoy about them? What are some bad ones and why? What are your favorites?