ABSTRACT

This chapter examines the level-up system, stat-points, and gear of Final Fantasy VI (FFVI). The growth of EXP intervals between levels is inversely proportional to the growth of player character levels. In a fair level-up system, the R/T ratio will not vary too widely throughout the game. The level-up structure to which FFVI ascribes avoids the pitfall of early R/T abuse, and also serves a second purpose: to drive the plot. The Final Fantasy development team was presented with a problem: they needed to make stats meaningful without breaking their game's overarching design themes. Weapons and gear play an enormously important role in determining many of the elements of combat. While heavy armor has an advantage for most of the game, everyone's best set of gear is roughly the same.