CoN 25th Anniversary: 1997-2022
FF6 improvement ideas?

Posted: 7th October 2013 17:26

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If you remade FF6 but just doubled the number of frames per animation, and animated the monsters and battle backgrounds...

That'd be cool.

What other interesting but easy-to-do ideas are there? Simple stuff, that won't take too much time, things of that nature.

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Posted: 11th January 2014 19:44

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Quote (Spooniest @ 7th October 2013 12:26)
If you remade FF6 but just doubled the number of frames per animation, and animated the monsters and battle backgrounds...

That'd be cool.

What other interesting but easy-to-do ideas are there? Simple stuff, that won't take too much time, things of that nature.

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I would like a prequel more then anything. As the Emperor gained his own land and destroyed and conquered the nations around him.

I believe show casing Doma as a nation would be interesting as well as the revolts in Figerio. With the story of Clyde and Kefka before they were changed as they are.

As for the game I would love a 3d remake that pokes more into the different cultures and the background differences between the nations.

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Posted: 12th January 2014 00:23

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I doubt anything could be done to improve Final Fantasy VI. (Yeah, I am one of those.) Better graphics perhaps, like you said, would not be so degrading as many other changes which could be made.
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Posted: 13th January 2014 23:17

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More veldt monsters
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Posted: 20th January 2014 20:06

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Yeah, filling up the Veldt's encounter list would be a nice fix. As would making it easier to navigate the Rage menu.

This post has been edited by Glenn Magus Harvey on 20th January 2014 20:06

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Posted: 20th January 2014 22:43
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Along the lines of GMH's post, creating an in-game bestiary would be really helpful with regards to Gau. Something that updated per encounter.

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Posted: 21st January 2014 01:03

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I'd like to know what happened to Bannon and Arvis myself.

My short story idea was that they went to the ancient castle and tried to get Odin to fight the Empire, and were turned to stone.

And then you can go to the ancient castle and fix em up (cuz unlike Odin, they aren't 1,000 years old) and they join your party, filling up the last two empty places in your lineup.

That's what I'd do anyway.

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Posted: 20th February 2014 15:27

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I think I've given enough out without asking for anything in return. BTW - isn't the content for story A good enough for story B?

The most effective idea is that it has to be believable since it's fiction. FF has enough realism and imagination to not be off the wall in some way.

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Posted: 21st February 2014 19:27

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honestly, the esper system should get the boot. it allows too much flexability to the characters and their "classes". even though each character doesnt officially have a class, they do in an underlying way. i dont believe that all characters should be able to learn all the spells, or be able to summon any esper. it just makes the game full of a bunch of clones with small differences that arent noticable enough. what makes this even more difficult for me is the merit badge or merit award (whatever its called). it makes the cloning of characters even easier.
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Posted: 21st February 2014 22:54

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Holes- lots of holes in the story. I'm going to name a few:

Why is it a big deal that Terra can use magic, but Sabin uses a similar ability with a larger effect?

How does Sabin float down a river and into an ocean while unconscious, and end up many miles inland when he comes to?

Who is in charge of Figaro when Edgar is gone?I would have been okay with the city running itself except for one problem- the city was unable to fix the monster problem in the world of ruin, and failed miserably when they tried.

Time flows oddly in this world- How long until the Magi-Tek incident in Narshe to World's End? If barely any time passed between the two events, then there's a huge disproportion about how fast people move, or how small the world is. There's only 1 airship in the world...

If magic/magi-tech is so feared and powerful, what are the relics and enchanted weapons made from?

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Posted: 21st February 2014 23:16

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Quote (chevleclair @ 21st February 2014 22:54)
How does Sabin float down a river and into an ocean while unconscious, and end up many miles inland when he comes to?

He ends up on the Veldt, right next to the ocean.

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Who is in charge of Figaro when Edgar is gone?I would have been okay with the city running itself except for one problem- the city was unable to fix the monster problem in the world of ruin, and failed miserably when they tried.


I'd imagine that the Chancellor ran things while Edgar was out and about.

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If magic/magi-tech is so feared and powerful, what are the relics and enchanted weapons made from?


There's nothing really to say when the relics and weapons were created. They could have been created thousands of years before when Magic wasn't taboo.
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Posted: 22nd February 2014 06:06

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Quote (chevleclair @ 21st February 2014 18:54)
Holes- lots of holes in the story. I'm going to name a few:

Why is it a big deal that Terra can use magic, but Sabin uses a similar ability with a larger effect?

How does Sabin float down a river and into an ocean while unconscious, and end up many miles inland when he comes to?

Who is in charge of Figaro when Edgar is gone?I would have been okay with the city running itself except for one problem- the city was unable to fix the monster problem in the world of ruin, and failed miserably when they tried.

Time flows oddly in this world- How long until the Magi-Tek incident in Narshe to World's End? If barely any time passed between the two events, then there's a huge disproportion about how fast people move, or how small the world is. There's only 1 airship in the world...

If magic/magi-tech is so feared and powerful, what are the relics and enchanted weapons made from?

None of these are plot holes. They are mysteries, meaning that they are unexplained portions of the story. Well, some of them are explained implicitly:

1) It's pretty obvious that the Chancellor takes control of Figaro when Edgar is gone. Furthermore, they don't crown a new king because the monsters prevent Figaro from returning to the surface.

2) They never say that no time passes. In fact it is implied that time does pass, because Terra needs time to recover. I would imagine that 6 months to a year passed in the WoB.

3) Relics are, by definition, artifacts from the past that are no longer being created in the future. Some of them are sold in stores, but many of the most powerful relics were one-of-a-kind, like the Gem Box, Offering, and the Economizer is not sold in stores either.

4) It is possible to float down a river while unconscious, no matter how likely.

Again, these aren't holes, there just things that aren't explicitly stated.

To answer the question, the only thing I'd want to see is some gameplay changes, but that's it. It's probably the greatest RPG ever made without any changes, or it's at the very least in the conversation with a very small group of games.

[EDIT]Plus, people are remake-crazy, but I'm over it. See what happens when you remake Robocop? Also: let me be the first to call it: if they ever remake FFVII, the game will lose a lot of it's charm, and I'm assuming the same for FFVI. Most of the reason for remake pushes are simply marketing ploys.

This post has been edited by BlitzSage on 22nd February 2014 06:11

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Posted: 26th February 2014 03:51

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Turn down the random encounter rate. For the love of God. Or at least make it changeable.

The biggest improvement I would have sited after immediately playing the game and which has been since addressed in the FFVI Advance version is the translation - the original, famously, left out a lot of script. I haven't actually played through the Advance version, but if I do that will be one of the main motivating factors.

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Posted: 27th February 2014 15:28

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Quote (Death Penalty @ 25th February 2014 22:51)
Turn down the random encounter rate. For the love of God. Or at least make it changeable.

I have a hunch that JRPGs gradually moved toward easier but more frequent random encounters as the genre matured in the 90s.

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Posted: 27th February 2014 16:18

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Quote (Glenn Magus Harvey @ 27th February 2014 11:28)
Quote (Death Penalty @ 25th February 2014 22:51)
Turn down the random encounter rate. For the love of God. Or at least make it changeable.

I have a hunch that JRPGs gradually moved toward easier but more frequent random encounters as the genre matured in the 90s.

You've played FF1, right? smile.gif

I think we talked about it in a CoNcast once, but yeah, adjustable random encounters for games that choose to have them seems like it should be an obvious idea now. It's not just FF6 that could benefit from a well-conceived system like that.

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Posted: 2nd March 2014 02:59

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Most FF fans seem to point to random encounters as one of the series' weaker points. The battle mechanics can be lots of fun, but when you have to do them over and over again it gets tedious, especially when you're stuck in a level and all you want to do is get out, but every five steps you get that piercing sound effect and camera zoom in while the battle screen loads.

Having just played through Chrono Trigger again, I have to say that's one thing the game improved upon over FF. Actually seeing the enemies on the map makes a world of difference. Yeah, there are a bunch of forced battles in the dungeons, but it's balanced out by being able to avoid lots of other battles by simply walking around the enemies.

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Posted: 3rd March 2014 03:29

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Quote (MetroidMorphBall @ 1st March 2014 22:59)
Most FF fans seem to point to random encounters as one of the series' weaker points. The battle mechanics can be lots of fun, but when you have to do them over and over again it gets tedious, especially when you're stuck in a level and all you want to do is get out, but every five steps you get that piercing sound effect and camera zoom in while the battle screen loads.

1) Most of the time, at least for FFVI, it wasn't every five steps. If I had to guess, it might've been 15-25 on average.

2) I think that was the point that they were going for. Making someone struggle to get out of the dungeon to a save place was often very tense, especially if you're running low on supplies and you're low on health.

3) For FFVI, the battles on the world map, and most battles in dungeons, were usually rapid.

Quote
Having just played through Chrono Trigger again, I have to say that's one thing the game improved upon over FF.  Actually seeing the enemies on the map makes a world of difference.  Yeah, there are a bunch of forced battles in the dungeons, but it's balanced out by being able to avoid lots of other battles by simply walking around the enemies.


I disagree for a couple reasons. First, while you could see, and possibly avoid enemies, you had a certain opportunity cost there. First, one of the things I loved about FF battles, VI in particular, were the often elaborate enemy designs, which are often lacking in CT. Second, I think it made grinding a bit more tedious for me. Often, I would turn on FFVI, and spend 30 min. to an hour walking around and grinding. It was therapeutic, mostly because I didn't have to leave an area to have the enemies re-spawn.
None of this is to say that I didn't like it, because CT is my second favorite JRPG. It worked well because CT was designed to be played in a much shorter time (not to mention the other non-selected characters in the main menu), but I tried to gain some extra levels at the end and it wasn't as fun as FFVI to me.

Obviously, JRPGs and RPGs in general moved past random encounters for a reason as technology developed. But I think that FFVI and Pokémon got it right for various reasons. And I don't see how they could've changed it without making them something other than JRPGs.

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Posted: 10th March 2014 11:55

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Does the world need to be filled out a bit more, or feel like a larger world? If so what could be changed? For instance we see only the Castle locations from the Figaro and Doma nations and it feels like they only govern a dozen people in them. If there were more random places added to the world map (farms, villages, cities), that would help "fix" the issue but I fear that would also needlessly slow down the game's pacing by adding bloat. However if the game had more variety in graphical perspectives, like FF9, perhaps we could get more visuals in the distance to indicate that they're much larger?

In regards to random encounters vs seeing enemies on a map, I was leaning towards the random enounters but I think I'm leaning the other way now. In FF6 a lot of battles are unnecessary and you may as well just run from them, so you could solve this by turning down the encounter rate but you can also just allow the player to dodge the encounter/enemy on the map for a more natural and less time wasting effect. The issue of losing the exciting tension in dungeons where you don't know how far you'll get on your supplies can still exist when you reveal enemies on the map by incorpating ambushes, so it's basically a balance between the seen and unseen. And I still like the idea of going to a different battle screen after bumping into an enemy on the map so that there can be more randomness in the enemy formation (sometimes enemies you werent quite expecting).

This post has been edited by alasta on 10th March 2014 13:10
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Posted: 11th March 2014 04:39

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Quote (alasta @ 10th March 2014 07:55)
In regards to random encounters vs seeing enemies on a map, I was leaning towards the random enounters but I think I'm leaning the other way now. In FF6 a lot of battles are unnecessary and you may as well just run from them, so you could solve this by turning down the encounter rate but you can also just allow the player to dodge the encounter/enemy on the map for a more natural and less time wasting effect. The issue of losing the exciting tension in dungeons where you don't know how far you'll get on your supplies can still exist when you reveal enemies on the map by incorpating ambushes, so it's basically a balance between the seen and unseen. And I still like the idea of going to a different battle screen after bumping into an enemy on the map so that there can be more randomness in the enemy formation (sometimes enemies you werent quite expecting).

One thing I've always wanted is a sliding number of random encounters. The number of random encounters can decrease as you spend more time in areas.

Another thing could be a mixture, perhaps, between known or visible enemies, and random encounters.

I should say, that all of this is more about other games. FFVI doesn't "need" changes, and with the present debacle of a FFVI port makes me skeptical of anyone tampering with it any further. It's still the best game in the series without any improvements.

Quote
Does the world need to be filled out a bit more, or feel like a larger world? If so what could be changed? For instance we see only the Castle locations from the Figaro and Doma nations and it feels like they only govern a dozen people in them. If there were more random places added to the world map (farms, villages, cities), that would help "fix" the issue but I fear that would also needlessly slow down the game's pacing by adding bloat. However if the game had more variety in graphical perspectives, like FF9, perhaps we could get more visuals in the distance to indicate that they're much larger?


Is the world more sparse than the games that followed, a lot of random encounters, etc.? Perhaps, but the FF games that followed and the FFs that came before didn't have stories that FFVI does. Through one scene (the opera scene) it did more to flesh out the world than what adding more villages would do.

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Posted: 11th March 2014 13:10

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Yeah I suppose you're right.

Also the final boss battle should probably be harder, a tough fight is a grander fight to go with the grand song and visuals!
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Posted: 12th March 2014 00:32

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This is kind of specific but it's always bugged me. Recently, they've been adding character portraits to whoever is talking, which is nice if you're new to the game or bad with names, it helps you remember who's saying what pretty easy.

But, in some games, like the Grandia series and I believe Star Ocean 2, they have not just one character portrait, but several with different emotions so that it more accurately conveys the emotion of who's talking.

http://spritedatabase.net/files/ps1/2184/S...e/Portraits.png

These are a good example, and honestly worked better than voice acting to me. It's a small change that takes a lot of work, but I really liked the effect!

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Posted: 13th March 2014 20:55

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Quote (RelmArrowney @ 11th March 2014 19:32)
This is kind of specific but it's always bugged me. Recently, they've been adding character portraits to whoever is talking, which is nice if you're new to the game or bad with names, it helps you remember who's saying what pretty easy.

But, in some games, like the Grandia series and I believe Star Ocean 2, they have not just one character portrait, but several with different emotions so that it more accurately conveys the emotion of who's talking.

http://spritedatabase.net/files/ps1/2184/S...e/Portraits.png

These are a good example, and honestly worked better than voice acting to me. It's a small change that takes a lot of work, but I really liked the effect!

That's not half bad. I believe the Lunar games (when they were remade for the PSX) employed a similar system.

I, for one, would like a remaster of the music. It doesn't have to be fancy, just no wrong notes. Believe me, we can tell.

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Posted: 14th March 2014 00:55

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Quote (Spooniest @ 13th March 2014 15:55)
I, for one, would like a remaster of the music. It doesn't have to be fancy, just no wrong notes. Believe me, we can tell.

I have not noticed this; but, then, I am no musician. My brother is, though, and he has never remarked on it.... At any rate, minor changes to the music would actually be nice. I think it would lose a lot if it stopped sounding chip-tone, but the occasional difference in composition would be a nice effect.

As for the random encounters; I always thought that of all the Final Fantasys I have played, this one was the most ideal. FF1 had far too many (on the upside it made grinding easier); FF7 had so bloody few it was impossible to grind; but FF6 hit the nail on the head, in my opinion. A few visible monsters would an exciting touch, though. I actually really like that idea.

Extra villages? That seems unnecessary. The only purpose for villages in a RPVG is to buy stuff and sleep. More caves and dungeons, though -- that would be interesting. More places to explore, more treasures to find, more superbosses to defeat... actually any superbosses at all would be nice. That game has an abominable lack of superbosses. I get bored with all these wimpy minibosses, I want something serious!

Holes in the story? Well I agree that those are mostly mysteries. But there is one hole which I am surprised no one has pointed out; a big one, too. At least 15 bloody years ago was when the Empire captured all those Espers, and yet they are only now being drained of their powers? This cannot be possible, since Celes was infused with Esper powers when she was very young; probably about 15 years ago. So how is it that when we walk into the MagiTech Research Facility, we see those very same Espers being drained? Should they not have been drained dry years ago? So all these Espers are sitting around at the Gate trying to figure out a way to rescue the Espers which they ought to have either found or given up for lost by now. And then when they find they are all dead, they go into complete shock as if that was not to be expected? This is indisputably a major continuity problem.

I think the best way to solve said problem is to move the finding of the Esper World up at least ten years. Celes was asleep when she was augmented, so she would still not remember the process; thus her age matters little. Terra was being controlled with a Slave Crown, which would honestly make more sense if she was older when she was captured; because then she would not be so easily brainwashed. A one-year-old baby would probably be fairly docile by the time she was twenty, especially one as meek as Terra. It could be supposed that one event in particular just made her suddenly snap, thus resulting in her outburst which killed thirty and some odd soldiers; but it makes more sense that she was just angry about the loss of her parents and the way she was being used. Yes, Terra is gentle as a rule; but we have seen that she can get downright uppity about family and loved ones, and she will blast you to bits if you mess with her friends. That being said, it seems to make most sense for the capturing of the Espers to be a fairly recent event.

OK, that's my contribution to this thread, with an actual rant about my favorite game of all time. I never thought that would happen. That was exciting.
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Posted: 14th March 2014 04:49

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Remember how Morph works with Terra? She would lose her power if transformed for too long. But after some time, it would be gained back. My guess is that they could have drained an Esper until their power was very low, wait for it to rejuvenate, and then continue to drain their power. Now, it's possible that doing this repeatedly for over a decade caused their power to eventually give, or perhaps they grow weaker in old age, or maybe their wills were almost broken by the captivity.

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Posted: 14th March 2014 13:46

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I would track down whoever was originally in charge of creating Siegfried, stick him in a room with all the resources and time he needed, and tell him to complete his original vision for the character. Then I would finally know.
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Posted: 14th March 2014 13:59

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I like how they've done the speech bubbles in FF9, they didn't need to show portraits because they've increased the animations and the bubbles appear near the person so it's clear who is talking (it also has the effect of letting our eyes focus on the charcters and move around more than just staring at text at the bottom all the time).

This post has been edited by alasta on 14th March 2014 14:02
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Posted: 15th March 2014 02:58

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Quote (BlitzSage @ 13th March 2014 23:49)
Remember how Morph works with Terra? She would lose her power if transformed for too long. But after some time, it would be gained back. My guess is that they could have drained an Esper until their power was very low, wait for it to rejuvenate, and then continue to drain their power. Now, it's possible that doing this repeatedly for over a decade caused their power to eventually give, or perhaps they grow weaker in old age, or maybe their wills were almost broken by the captivity.

Very well, I can accept that; but that only solves a small portion of this problem. Fifteen years, guys. This is an issue.
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Posted: 15th March 2014 04:45

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z_iuv

This post has been edited by alasta on 15th March 2014 04:54
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Posted: 16th March 2014 04:26

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Quote (RavenLalonde @ 14th March 2014 22:58)
Quote (BlitzSage @ 13th March 2014 23:49)
Remember how Morph works with Terra? She would lose her power if transformed for too long. But after some time, it would be gained back. My guess is that they could have drained an Esper until their power was very low, wait for it to rejuvenate, and then continue to drain their power. Now, it's possible that doing this repeatedly for over a decade caused their power to eventually give, or perhaps they grow weaker in old age, or maybe their wills were almost broken by the captivity.

Very well, I can accept that; but that only solves a small portion of this problem. Fifteen years, guys. This is an issue.

Well, maybe, but there is another point, that may not be completely fair, but maybe it is. We don't know the exact population of the Esper World. Couple dozen? A thousand? We aren't sure if they possibly forced the Espers to breed. We also don't know if there was some kind of continuous poaching deal. After all, there were still some Espers left in the world and there was access to the gate.

Another thing that could be said is that those infused with power can generally replenish their magical power with Ether, so their power is "sustainable" after infusion. Mtek Armors also seemed to have an endless supply; perhaps they ran on an Ether fuel? The point is, perhaps the Espers were only necessary for the initial infusion, as we see in the factory as the Armors are being built. This can also explain how someone can know magic after the Magicite has been removed. Maybe they could use a few Espers at a time for the infusion of each Armor or person, replace them if they grow tired, and trash them if they are near death.

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Posted: 16th March 2014 07:42

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Quote (Rangers51 @ 27th February 2014 11:18)
Quote (Glenn Magus Harvey @ 27th February 2014 11:28)
Quote (Death Penalty @ 25th February 2014 22:51)
Turn down the random encounter rate. For the love of God. Or at least make it changeable.

I have a hunch that JRPGs gradually moved toward easier but more frequent random encounters as the genre matured in the 90s.

You've played FF1, right? smile.gif

I think we talked about it in a CoNcast once, but yeah, adjustable random encounters for games that choose to have them seems like it should be an obvious idea now. It's not just FF6 that could benefit from a well-conceived system like that.

I did say "easier". tongue.gif

Well, come to think of it, as other people have noted, the random battle system of FFVI isn't that bad, actually. The battles feel much more smooth than, say, the battles on the NES FF games. They're still not exactly the most interesting parts of the game, but they are by no means obnoxious. (Except maybe the Fanatics' Tower.)

This post has been edited by Glenn Magus Harvey on 16th March 2014 07:44

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