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Michael "Macstorm" Cunningham
STAFF EDITORIALIST



A good job system can make an otherwise mediocre RPG really fun. It allows for the gamer to customize their party to their liking. Do you prefer melee to magic? Then make your team damage-heavy. Are you a sucker for those powerful magic spells? Then create a mage party and cast away. Most RPGs with job systems give you tons of options for customization, so how could they go wrong? You are given free range to create a party fine tuned to your specific tastes, nothing could ruin this. Or could it?

Things are going great. Your melee centered team is plowing through everything. The one mage-type character that you have is something light on magic like a Red Mage or something like that, but you don't need anything more. The game gives you the power to create a team that you, the player, want. Well, that is until your sword-wielding, armor-toting group of adventurers find themselves in a wicked cavern that requires magic or your mage-heavy team wonders into a tower of monsters resistant to magic. Suddenly, you are forced to create a party based on what the game thinks you should have. Somehow your customization just seems a little less free. Gone is your party of characters with unique jobs; stop and say hello to your cookie cutter classes. I hate being given a ton of choices and then being forced to focus on certain ones. Let me do what I want.

I just don't fully understand the point of forcing gamers to play certain roles while still giving them the illusion of a choice. Not all RPGs with a job system do this, but those that do seem to hinder customization. Along with requiring certain jobs, I also hate when certain jobs are made dependent upon another job. Just look at Final Fantasy V or Final Fantasy Tactics Advance and tell me that a Blue Mage doesn't rely on a Beastmaster. It's just frustrating. There is also the aspect of horrible jobs. A game is crammed with so many jobs that about half of them are next to useless. I'm not even going to get into the whole aspect of required jobs in MMORPGs, because that could be a completely new editorial all on its own. I'm not knocking RPGs with job systems. I actually really love them, but I just don't like to be told that I have complete freedom to customize only to be locked into pairing a desired job with an undesired one, forced to use a specific job type at a certain point in the game, or having a job that serves no purpose at all.




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