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https://www.youtube.com/watch?v=6P56OH7RQy8
Final Fantasy Final Fantasy Evolutions JRPG cross-game analysis
A quick look at how ultimate weapons changed, starting with Final Fantasy 1 and up to Final Fantasy 15. Common themes, including trade-offs: ultimate vs. second-tier best, ultimate per character vs. ultimate per class type or category, ultimates with special effects, and ultimates that require powering up to reach their full potential.
https://www.youtube.com/watch?v=Mvg7ta05BGk
Final Fantasy Final Fantasy Evolutions cross-game analysis JRPG
Final Fantasy 5 introduced the Blue Mage class. How did the design of this class change through to Final Fantasy 14? From aesthetics to mechanics. Blue magic is sometimes character or materia specific, and often shared with class members. Characters either need to win the battle, see the spell, or be hit by it. Often it's a utility class, and sometimes a special move; and sometimes, it erodes your soul.
https://www.fortressofdoors.com/oil-it-or-spoil-it/
game analysis final fantasy Dragons Quest x-com oil
We often talk about game juice as cascading actions in response to user input, but what about oil? 'Oiling' a game to remove user pain can drastically improve it. Examples from Dragons Quest, Final Fantasty I, and X-COM illustrate pain-points and their solutions.
RPG CRPG JRPG formulas Dragons Quest final fantasy
A look at how Final Fantasy and Dragon's Quest calculate damage, and how that affects everything from keeping monsters in play to character growth. Includes some useful questions to ask yourself when developing your own formulas.