Final Fantasy IX's Ability System: Simplicity, Progression & Effectiveness

Final Fantasy IX's Ability System: Simplicity, Progression & Effectiveness

By ahmadmanga | Gaming Snaplogs | 10 Jan 2021


Every Final Fantasy game plays its own twists on the traditional JRPG gameplay. The developers like to experiment which led to every game in the franchise to be known for at least one unique aspect. A gameplay system specific to it.

PS1-era Final Fantasy games are notable for having a completely different system per entry. The final game of that era was a celebration for the series. It came with one of the most subtle systems of the whole franchise.

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Final Fantasy IX feels like the older games of the series, that was intentional. The creator of Final Fantasy: Hironobu Sakaguchi, gave the team total freedom for Final Fantasy VIII. He didn't like some of the ideas they came up with.

Sakaguchi felt Final Fantasy series strayed too far from its original vision. He used his next game to calibrate the series. So he went with FFIX back to the series roots.

FFIX ditches the futuristic setting of the three games before it. It has the medieval style of the first five games. The game uses the familiar Active Time Battle System which has been around since FFIV, but adds its own Ability/Equipment System on top of it.


In Final Fantasy IX, each character is locked into a certain Job/Class. Vivi is a Mage. He's the only character in the game who can use Black Magic.

The Job system that lacks the ability to change Jobs is similar to Final Fantasy IV. In both games the party is hand-tailored for you. It creates a special kind of unity between party members. Everyone has things they can't do. They need each other in their journey.

The Ability/Equipment System

What makes Final Fantasy IX's fascinating however, is the existence of the additional layer of customization. Final Fantasy IX's Equipment contains different Skills & Abilities. As long as a character has one equipped, they can use the skills and abilities in that Equipment.

Once the character accumulates enough Ability Points from battles, they learn these abilities and will be able to use them without the equipment. The Job system also plays a role in this. Each Equipment contains abilities for multiple characters but each one can only use the skills that matches their job.

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There are two types of abilities: Action Abilities cost MP and can be used through a battle commands (e.g. Black Magic and Summon.) The 2nd type: Support Abilities offer special effects as long as they're equipped.

The abilities must be Equipped from the menu outside of battle. Each ability requires a certain amount of special points called Magic Stones. Those are earned by leveling the characters up.

The way Support Abilities implemented in FFIX is what I loved about its gameplay. They're passive abilities in battle. Equip able Passive Abilities weren't common in PS1-era of JRPGs.

Their effect vary. Some prevent bad status effects (Bright Eyes prevents Darkness, Antibody prevents Poison.) Some help with getting stronger (Level Up.) Some modify stats (HP +10%.) Finally there are the character specific abilities like Zidane's Mug/Bandit abilities that enhance his Steal command.

Each character can learn dozens of these abilities, but can only equip few of them at a time. Magic Stones are limited per character. The powerful abilities cost more. Luckily, by the time you reach the final dungeon, you can equip many of the strongest ones at the same time.


Part of the fun of Final Fantasy IX is choosing the best set of Support Abilities for each area. Find the most efficient/fun way to defeat its enemies and/or Boss. Some bosses couldn't beat except by equipping just the right abilities that are effective against them.

Locomotion & Stop

A lot of Support Abilities change how battles are played. Abilities that prevent a bad status effect might be essential to fight some battles. (e.g. Locomotion prevents Stop. Jelly prevents Petrification.) Enemies are designed to be extra had unless you fight against them fully prepared.

When you only have only three mages in the whole gam and Silence is used on one of them. It's a big deal, in this case Loudmouth ability works wonders.

One of my favorite abilities is Return Magic: It allows the user to re-cast a Magic spell after it hits them.

I was enjoying retaliating against enemies until I fought Kraken. Water-magic heals him. When he attacks me with Watera, Return Magic re-casts it back. The damage I inflicted on him that turn heals instead.

That Kraken battle made me more careful when I equip abilities.

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This system makes the grinding worth it. As long as I have new unlearned abilities to grind for. FFIX has slow loading screens (even in the modern port,) so it's nice to know that I'm leveling up multiple things at once.

The Equipment/Ability system of Final Fantasy IX is an Easy-to-Learn/Easy-to-Master. Intuitive enough that most players won't find it difficult to experiment. Deep enough to add layers of customization. Integrated in the world in a way that makes sense. (Something Final Fantasy series was always good at.)

It may not have the infinite possibilities of FFVII's complex Materia system. It's not as unique/different or broken as FFVIII's Junction system. The system of Final Fantasy IX uses is so simple it doesn't need a tutorial to get you started. It's a subtle easy-going system, much like Final Fantasy IX's world & story.

What do you think?

Have you played Final Fantasy IX? Which version/console have you played it on What's your favorite Final Fantasy title? How simple do you like your JRPG systems to be? Would love to read your thoughts in comments!


 

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ahmadmanga
ahmadmanga

Loves Gaming and Writing. Trying to find my place in the world.


Gaming Snaplogs
Gaming Snaplogs

Gaming Snaplogs are written snapshot blogs, each detailing moments in my life with games. Reviews, Opinions as well as records of my gaming experiences are included here.

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