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*** ''VideoGame/FinalFantasyII'' introduced MP, but also featured a very primitive version of StatGrinding rather than the CharacterLevel system that most games in the series use. It had yet to be refined; attacking your own party members was the best way to develop.

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*** ''VideoGame/FinalFantasyII'' introduced MP, but also featured a very primitive version of StatGrinding rather than the CharacterLevel system that most games in the series use. It had yet to be refined; attacking there were many ways to exploit the system. Attacking your own party members was the best way to develop.develop HP.
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i know how to edit a sentence


* When Yugiri was introduced in patch 2.3, she was used as a teaser to the then soon-to-be-playable Au Ra race -- but the model wasn't finished yet, so she actually used a heavily modified Miqo'te model. To cover up the unfinished parts, she wore a veil to hide her face, with the in-universe explanation that the Au Ra are new to Eorzea and she didn't want people freaking out over her appearance. However, this explanation started to look pretty silly when Au Ra became playable, since players could be an Au Ra before meeting her and you could see other Au Ra players running around. Additional races that were added in later expansions would always have their models finished before their teaser characters were introduced, so that the devteam didn't have to bother bother trying to hide their faces or other features and they could just pretend that they always existed everywhere.

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* When Yugiri was introduced in patch 2.3, she was used as a teaser to the then soon-to-be-playable Au Ra race -- but the model wasn't finished yet, so she actually used a heavily modified Miqo'te model. To cover up the unfinished parts, she wore a veil to hide her face, with the in-universe explanation that the Au Ra are new to Eorzea and she didn't want people freaking out over her appearance. However, this explanation started to look pretty silly when Au Ra became playable, since players could be an Au Ra before meeting her and you could see other Au Ra players running around. Additional races that were added in later expansions would always have their models finished before their teaser characters were introduced, so that the devteam didn't have to bother bother trying to hide their faces or other features and they could just pretend that they always existed everywhere.

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this is not from 1.0 so moving to the other header, also fixing a tyop, also adding an information



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* When Yugiri was introduced in patch 2.3, she was used as a teaser to the then soon-to-be-playable Au Ra race -- but the model wasn't finished yet, so she actually used a heavily modified Miqo'te model. To cover up the unfinished parts, she wore a veil to hide her face, with the in-universe explanation that the Au Ra are new to Eorzea and she didn't want people freaking out over her appearance. However, this explanation started to look pretty silly when Au Ra became playable, since players could be an Au Ra before meeting her and you could see other Au Ra players running around. Additional races that were added in later expansions would always have their models finished before their teaser characters were introduced, so that the devteam didn't have to bother bother trying to hide their faces or other features and they could just pretend that they always existed everywhere.



* In contrast, Legacy originally didn't have mobs in the overworld at all -- you could go wherever you wanted almost from the very beginning, only locking quests behind level requirements. Irritatingly, the developers overcompensated when adding them in ''ARR'', and several quest objectives will now happily and repeatedly send you into dens filled with ''dozens'' of hostile mobs that you will have to clear out just so they don't interrupt you when you attempt to actually perform the objective[[note]]Fortunately for Rogue/Ninja players, they can use the Hide ability to avoid confronting most, if not all, of these enemies for quests.[[/note]].

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* In contrast, Legacy originally didn't have mobs in the overworld at all -- you could go wherever you wanted almost from the very beginning, only locking quests behind level requirements. Irritatingly, the developers overcompensated when adding them in ''ARR'', and several quest objectives will now happily and repeatedly send you into dens filled with ''dozens'' of hostile mobs that you will have to clear out just so they don't interrupt you when you attempt to actually perform the objective[[note]]Fortunately for Rogue/Ninja players, they can use the Hide ability to avoid confronting most, if not all, of these enemies for quests.[[/note]].



* When Yugiri was introduced in patch 2.3, she was used as a teaser to the then soon-to-be-playable Au Ra race. She work a veil to hide her face and it was explained that her kind were still new to Eorzea and she didn't want to cause people to freak out over her appearance. Yugiri's decision to hide her appearance became pretty silly when Au Ra became playable since players could be an Au Ra before meeting her and you could see other Au Ra players running around. Additional races that were added in later expansions didn't bother trying to hide their faces or other features and it was easier to just pretend that they always existed everywhere.

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* When Yugiri was introduced in patch 2.3, she was used as a teaser to the then soon-to-be-playable Au Ra race. She work a veil to hide her face and it was explained that her kind were still new to Eorzea and she didn't want to cause people to freak out over her appearance. Yugiri's decision to hide her appearance became pretty silly when Au Ra became playable since players could be an Au Ra before meeting her and you could see other Au Ra players running around. Additional races that were added in later expansions didn't bother trying to hide their faces or other features and it was easier to just pretend that they always existed everywhere.
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No longer true as of Endwalker


* With the exception of the second tier, the Binding Coil raids have no [[BonusDungeon Savage versions]] -- or maybe it would be more accurate to say they have no [[StoryDifficultySetting normal version]], as when played with the expected gear at time of release, the Binding Coil raids were about as difficult as later Savage raids under the same circumstances. Not coincidentally, the Normal Raid roulette introduced a few expansions later doesn't include the Binding Coils. Furthermore, the final levels of the last coil have voice-acted cutscenes. No other raid series in the game ever saw the return of voice acting outside of BossBanter.

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* With the exception of the second tier, the Binding Coil raids have no [[BonusDungeon Savage versions]] -- or maybe it would be more accurate to say they have no [[StoryDifficultySetting normal version]], as when played with the expected gear at time of release, the Binding Coil raids were about as difficult as later Savage raids under the same circumstances. Not coincidentally, the Normal Raid roulette introduced a few expansions later doesn't include the Binding Coils. Furthermore, the final levels of the last coil have voice-acted cutscenes. No other raid series in the game ever saw the return of voice acting outside of BossBanter.
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** Characters would [[{{Permadeath}} die for good]] if they weren't revived in three turns. ''VideoGame/FinalFantasyTacticsAdvance'' has a milder version of this where only certain areas can have characters die and only if they are not revived at the end of the battle. ''VideoGame/FinalFantasyTacticsA2'' gets rid of the perma death completely in exchange for losing the judge's protection for the rest of the battle if you broke the law imposed on your clan, causing you to lose the bonus effect bestowed by the judge at the beginning of the battle and making you unable to revive any KOed party members.

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** Characters would [[{{Permadeath}} die for good]] if they weren't revived in three turns. ''VideoGame/FinalFantasyTacticsAdvance'' has a milder version of this where only certain areas can have characters die and only if they are not revived at the end of the battle. ''VideoGame/FinalFantasyTacticsA2'' gets rid of the perma death completely in exchange for losing the judge's protection for the rest of the battle if you broke the law imposed on your clan, causing you to lose the bonus effect bestowed by the judge at the beginning of the battle and making you unable to revive any KOed [=KO=]ed party members.

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* ''Stormblood'' introduced role actions that gave players certain abilities based on their roles and it wasn't fully fleshed out until later expansions. Initially, each role could only use up five skills, which meant that players would have to constantly shuffle skills around until a later patch allowed them to use every skill. Several role actions that were introduced in ''Stormblood'' were removed by ''Shadowbringers'' due to their uses being too niche or redundant compared to similar skills.

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* Prior to ''Stormblood'', certain classes and jobs had abilities they could learn that could be shared among certain other jobs and/or classes. For example, the vitally important ''Swiftcast'' for casters and healers required the player to level up a Thaumaturge to level 26.
**
''Stormblood'' introduced role actions that gave players certain abilities based on their roles tidied up class/job actions and it wasn't fully fleshed out until later expansions.was available as part of the ability pool for that class/job in general. But this also had some weirdness early on. Initially, each role could only use up five skills, which meant that players would have to constantly shuffle skills around until a later patch allowed them to use every skill. Several role actions that were introduced in ''Stormblood'' were removed by ''Shadowbringers'' due to their uses being too niche or redundant compared to similar skills.
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* When Yugiri was introduced in patch 2.3, she was used as a teaser to the then soon-to-be-playable Au Ra race. She work a veil to hide her face and it was explained that her kind were still new to Eorzea and she didn't want to cause people to freak out over her appearance. Yugiri's decision to hide her appearance became pretty silly when Au Ra became playable since players could be an Au Ra before meeting her and you could see other Au Ra players running around. Additional races that were added in later expansions didn't bother trying to hide their faces or other features and it was easier to just pretend that they always existed everywhere.
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A teensy bit earlier than that.


* The jobs' related artifact armor was tied to the job quests' completion, but ''A Realm Reborn'' had them spread out a little. You got four out of five of them at level 45, with the final, Body piece given at level 50. ''Heavensward'' and ''Stormblood'' would give you the entire set at their respective level caps, but it would take ''Shadowbringers'' and the phasing out of job quests in favor of Role Quests to be integrated within Main Scenario. In ''Endwalker'', artifact gear is now simply redeemed at a specific vendor in Old Sharlyan once you reach level 89 with that job, likely to make it more useful since you can take it with you in the penultimate dungeon and trial. The level 50 artifact gear sets are also the only sets that can be stored into the Armoire.

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* The jobs' related artifact armor was tied to the job quests' completion, but ''A Realm Reborn'' had them spread out a little. You got four out of five of them at level 45, with the final, Body piece given at level 50. ''Heavensward'' and ''Stormblood'' would give you the entire set at their respective level caps, but it would take ''Shadowbringers'' and the phasing out of job quests in favor of Role Quests to be integrated within Main Scenario. In ''Endwalker'', artifact gear is now simply redeemed at It would also make them available from a specific vendor, which can be repeatedly retrieved if you lost your previous copy of the gear. ''Endwalker'' made them slightly earlier to retrieve, being redeemable from a vendor in Old Sharlyan Sharlayan once you reach level 89 with that job, likely to make it more useful since you can take it with you in the penultimate dungeon and trial. The level 50 artifact gear sets are also the only sets that can be stored into the Armoire.

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* The jobs' related artifact armor was tied to the job quests' completion, but ''A Realm Reborn'' had them spread out a little. You got four out of five of them at level 45, with the final, Body piece given at level 50. ''Heavensward'' and ''Stormblood'' would give you the entire set at their respective level caps, but it would take ''Shadowbringers'' and the phasing out of job quests in favor of Role Quests to be integrated within Main Scenario. The level 50 artifact gear sets are also the only sets that can be stored into the Armoire.

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* The jobs' related artifact armor was tied to the job quests' completion, but ''A Realm Reborn'' had them spread out a little. You got four out of five of them at level 45, with the final, Body piece given at level 50. ''Heavensward'' and ''Stormblood'' would give you the entire set at their respective level caps, but it would take ''Shadowbringers'' and the phasing out of job quests in favor of Role Quests to be integrated within Main Scenario. In ''Endwalker'', artifact gear is now simply redeemed at a specific vendor in Old Sharlyan once you reach level 89 with that job, likely to make it more useful since you can take it with you in the penultimate dungeon and trial. The level 50 artifact gear sets are also the only sets that can be stored into the Armoire.



* Early dungeons don't have proper music, just a short tune that plays at the start and then the battle music kicks in for the rest of the dungeon, starting from Pharos Sirius in 2.1, dungeons started having proper music that played for the whole dungeon excluding boss fights.

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* Early dungeons don't have proper music, just a short tune that plays at the start and then the battle music kicks in for the rest of the dungeon, starting from Pharos Sirius in 2.1, dungeons started having proper music that played for the whole dungeon excluding boss fights.


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* While this still exists for some bosses, in ''A Realm Reborn'', many dungeon bosses had mechanics that weren't obvious what to do with. Though for the most part, most of the mechanics weren't debilitating as much as they are in the later expansions. For example, the original Copperbell Mines had a boss where the DPS had to summon an add and either draw it to the boss itself or have the tank aggro it towards the boss. The final boss in Brayflox's Longstop required the only instance where the tank had to kite the boss around the arena. Several bosses also had mechanics whos only tell was either a text blurb or you had to look at the skill name from the enemy's cast bar (which you had to target to see) or from their "wind-up" animation.
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* A lot of trial bosses had the ability to [[RingOut knock players off the area]] and permanently took them out of the battle. This could cause DisasterDominoes for uncoordinated or unlucky parties if too many players fell off, especially if they were a healer or a tank. Starting with the trial against Sophia, players who fell off the platform would reappear so that the healers can revive them. Later patches would make this a standard feature for the earlier trials.

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* A lot of trial bosses had the ability to [[RingOut knock players off the area]] and permanently took them out of the battle. This could cause DisasterDominoes for uncoordinated or unlucky parties if too many players fell off, especially if they were a healer or a tank. Starting with the trial against Sophia, players who fell off the platform would reappear so that the healers can revive them. Later them, and later patches would make (''eventually'') backport this a standard feature for to the earlier trials.
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* From ''A Realm Reborn'' too ''Stormblood'', jobs using pets as a part of their toolkit (Summoner, Scholar, and Machnist) had a few quirks that were changed or removed later on:
** Summoned pets had their own HP pool, which meant it was possible for them to get knocked out from taking too much [=AOE=] attacks. Healers could heal the pets and some jobs had a skill that let them restore their pet's HP over time, but it was a lot of busywork with little gain. Pets could also be afflicted with status ailments, which made managing them even more troublesome. If a pet got knocked out, the player had to summon them again, which meant halting their attacks to do so. It was possible to move the pet to safe spot, but most players did not bother since fights that had [=AOE=] spam from enemies made it too tricky to perform. The developers would make pets take far less damage in battle before completely removing their HP in ''Shadowbringers'', effectively making them immune to all attacks.
** The Summoner's Carbuncle was quite different in the beginning compared to its later iterations. Along with their Egi counterparts, the Carbuncle type that could be summoned were divided into caster, support/tank, and melee DPS. The caster form had the pet use mostly AOE attacks, which most people used on trash mobs in dungeons but hardly ever in fights where there was only one enemy. The support/tank pet could be used as makeshift tank, which made it handy in solo duties or in cases where the party's tank was down. Lastly, the melee DPS pet poured on the pain since it was able to do more damage compared to the other pets. The summoner themselves were also able to give their pets various buffs such as boosted damage or damage reduction. By ''Endwalker'', the elemental Egis (Ifrit, Titan, and Garuda) will only appear for a limited time when summoned while the Carbuncle themselves won't attack unless certain abilities are ready.
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* Job skills were obtained by completing your job quests, a method that was used in ''A Realm Reborn'' and ''Heavensward''. Due to how easy it was for players to level up without doing their job quests, job skills acquisitions were changed to being obtained upon leveling up instead, with the exception of the player's level 70 skill being acquired at their level 70 job quest in ''Stormblood.'' ''Shadowbringers'' would abolish job quests entirely and would use role quests instead in order to give a more cohesive story that would fit each role and would also work alongside the main story.

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* Job skills were obtained by completing your job quests, a method that was used in ''A Realm Reborn'' and ''Heavensward''. Due to how easy it was for players to level up without doing their job quests, job skills acquisitions were changed to being obtained upon leveling up instead, with the exception of the player's level 70 skill being acquired at their level 70 job quest in ''Stormblood.'' ''Shadowbringers'' would abolish job quests entirely and would use role quests instead in order to give a more cohesive story that would fit each role and would also work alongside the main story. Only jobs that were added for expansion get job quests, but only for that expansion.
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* Prior to patch 6.5, items from the online store had to be stored in the glamour dresser, potentially taking up lots of space and leaving little for other items. When patch 6.5 rolled out, all paid costume sets were able to be stored in the armoire.
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* The game's free trial used to be much more limited. Initially it was your standard [[ThirtyDayFreeTrial time-limited trial]], letting you play for 14 days and capping you at level 35. Sometime after patch 3.5 the time limit was removed. Then, sometime after 5.3, the cap was boosted up to level 60, including making all the content of ''Heavensward'' free to play.

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* The game's free trial used to be much more limited. Initially it was your standard [[ThirtyDayFreeTrial time-limited trial]], letting you play for 14 days and capping you at level 35. Sometime after patch 3.5 the time limit was removed. Then, sometime after 5.3, the cap was boosted up to level 60, including making all the content of ''Heavensward'' free to play. This was expanded again in patch 6.5, this time including ''Stormblood'' in the free trial and boosted the level cap to 70.
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* Early dungeons don't have proper music, just a short tune that plays at the start and then the battle music kicks in for the rest of the dungeon, starting from the pharos sirius dungeon in 2.1 dungeons started having propermusic that played for the whole dungeon excluding boss fights.

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* Early dungeons don't have proper music, just a short tune that plays at the start and then the battle music kicks in for the rest of the dungeon, starting from the pharos sirius dungeon Pharos Sirius in 2.1 1, dungeons started having propermusic proper music that played for the whole dungeon excluding boss fights.
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* Early dungeons didn't have proper BGMs, just a short tune that plays at the start and then the battle music kicks in for the rest of the dungeon, starting from the pharos sirius dungeon in 2.1 dungeons started having propermusic that played for the whole dungeon excluding boss fights.

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* Early dungeons didn't don't have proper BGMs, music, just a short tune that plays at the start and then the battle music kicks in for the rest of the dungeon, starting from the pharos sirius dungeon in 2.1 dungeons started having propermusic that played for the whole dungeon excluding boss fights.
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* Early dungeons didn't have proper BGMs, just a short tune that plays at the start and then the battle music kicks in for the rest of the dungeon, starting from the pharos sirius dungeon in 2.1 dungeons started having propermusic that played for the whole dungeon excluding boss fights.
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* Conjurer and White Mage had their Stone and Aero spells as separate skills, which would take up quite a bit of space on a player's hotbar. Players who hardly did low level content would usually remove the weaker versions of their spells and then wind up having to scramble and put them back on their hotbars for the times where they did go into low level content. By ''Shadowbringers'', all Stone and Aero spells are just one button and they [[EvolvingAttack change to the stronger versions upon reaching certain levels]].
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* Up until the introduction of the Glamour Dresser, Glamours were very different in mechanics. Players were allowed to buy a basic Glamour Prism, but they had to be used to ''craft'' specific Prisms for each article of clothing, thus players were toting around five different types of Glamour Prisms

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* Up until the introduction of the Glamour Dresser, Glamours were very different in mechanics. Players were allowed to buy a basic Glamour Prism, "Clear Prism", but they had to be used to ''craft'' specific Prisms for each article of clothing, thus players were toting around five different types of Glamour PrismsPrisms. The introduction of the Glamour Prism led to the unification of Glamour Prisms, depreciating the old ones in favor of one catch-all Glamour Prism.
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* Up until the introduction of the Glamour Dresser, Glamours were very different in mechanics. Players were allowed to buy a basic Glamour Prism, but they had to be used to ''craft'' specific Prisms for each article of clothing, thus players were toting around five different types of Glamour Prisms
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Being one of the biggest and [[LongRunners longest]] video game franchises in the world, ''Franchise/FinalFantasy'' has changed a lot since 1987:

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Being one of the biggest and [[LongRunners longest]] video game franchises in the world, ''Franchise/FinalFantasy'' has [[EarlyInstallmentWeirdness changed a lot lot]] since 1987:[[VideoGame/FinalFantasyI 1987]]:


* Related to this, in ''ARR'', Trials against Primals (and the Ultima Weapon) were the only ones which had an Extreme version. Fights like The Steps of Faith, Cape Westwind, and The Chrysalis never got one. From ''Heavensward'' onwards, ''all'' Trial fights would get an Extreme version, the sole exception being the Kugane Ohashi Trial due to it using a BonusBoss.

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* Related to this, in ''ARR'', Trials against Primals (and the Ultima Weapon) were the only ones which had an Extreme version. Fights like The Steps of Faith, Cape Westwind, and The Chrysalis never got one. From ''Heavensward'' onwards, ''all'' Trial fights would get an Extreme version, the sole exception being the Kugane Ohashi Trial due to it using a BonusBoss.{{Superboss}}.
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There was a redundant entry on artifact armor


* Artifact armor in ''A Realm Reborn'' involved going on a quest that took you all over Eorzea to find the pieces of said armor while also learning about the lore behind them. First you would find all the pieces except for the chest piece at the level 45 quest while said chest piece is given to you at the end of the level 50 job quest. An upgraded version of the artifact armor also exists, which were obtained through a different method. Due to the changes made to ''A Realm Reborn'', the upgraded version of the artifact armor is given to you at the end of the level 50 job quest, which makes your newly acquired gear from before already obsolete unless you go through the effort of augmenting the initial set. From ''Heavensward'' on, artifact armor acquisition got streamlined where the player can obtain them very easily through one method while the upgraded versions had their own methods depending on the expansion being played.

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