Fans of theFinal Fantasyfranchise look atFinal Fantasy 16with all sorts of excitement, as it’s shaping to serve as a return to the classic medieval aesthetic of the series. Moreover, its story between warring nations and all-powerful crystals easily serves as a great throwback to the premise of beloved classic entries in the franchise. In turn, it’s no surprise that some fans look forward to new and returning features thatFF16plans on offering.
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Interestingly, some fans may also clamor for fan-favorite features from classic games to make a return toFF16. After all, there’s no better place to return a classic feature than in a game that throws back the good ol' days ofFinal Fantasy, right? And some features from classic games just seem to fit the atmosphereFF16plans to offer.
13FF1: Character Archetypes
Granted, other mainlineFinal Fantasygames have a more expansive version of the class system. However, it might help forFF16to call back to the first game of the franchise with a unique take on its restrictive class system.
As fans recall, the firstFFgame needed players to choose one of six Jobs for the four Warriors of Light. Each class had specific abilities and combat roles, and then evolve into stronger secondary classes. This restrictive take on classes can help cement the personalities of main characters, with various secondary class options to give players a degree of flexibility to their growth.

12FF2: Performance-Based Growth
Unlike otherFFtitles,Final Fantasy 2introduced a performance-based growth system in place of the EXP. In turn, characters improved stats based on how they used them throughout the game. For instance, characters fond of Swords will gain bonuses when wielding Swords in the long run, as well as slowly improving Strength.
This performance-based growthalludes to theElder Scrolls' method of leveling up, which in itself should makeFF16more familiar to players. Moreover, players may start to pay more attention to the technical side of leveling up with this kind of growth system.

11FF3: Unlockable Classes
It’sFinal Fantasy 3that formally introducedthe Job Systemin the entire franchise. And unlike games where classes are interchangeable on the get-go, Jobs inFF3can also be obtained after completing sidequests or acquiring items. Square Enix givingFF16such a Job System will make it incredibly unique compared to other games. After all, in most other titles, “new” classes only become available after leveling up.
Taking afterFF3, unlockable Jobs inFF16can make growth more personal for players. After all, their list of unlocked Jobs reflects the choices they’ve taken throughout the game.

10FF4: Active Time Battle
Thanks toFinal Fantasy 4, players got the blessing of theActive Time Battle system. This system added the pressure of issuing commands in real-time. As such, players have to come up with strategies quickly before enemies steal the turn from them. Derivatives of the ATB become prominent in laterFFtitles due to its popularity.
WhileFF16has a real-time battle system, using a derivative of the ATB can add a tactical twist to the system. Instead of just having a forever-paused Tactical Mode, a timed Tactical Mode inFF16can increase the stakes in combat and simulate “reaction time” for characters.

9FF5: Ability Points
WithFinal Fantasy 5, players now earn both regular EXP and the new ABP (Ability Points) after combat. Whereas EXP levels up players and improves their stats, ABP levels up a Job. Asplayers advance in Jobs, they learn new skills that can sometimes carry over when players try out new jobs.
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It’s the ABP system that formally introduces the idea of multiclassing inFF5. Theoretically, with enough time, players can have characters master all 22 Jobs in the game. With such a system inFF16, players can have an incredible level of character customization.
8FF6: Party Swapping
It’sFinal Fantasy 6that introduces the idea of party swapping in the franchise. Essentially, players can now freely switch party members depending on the available allies they currently have. Since the game features characters withunique abilities, players can freely optimize combat encounters with the right lineup. Moreover, some segments of the game require specific characters in the party, further adding a layer of strategy in party composition.
Players can experience that same depth of strategy ifFF16features a similar system for party members. This also works ifFF16has a host of potential party members, and even recruitable NPCs.

7FF7: Limit Breaks
Fans of shonen anime will love the action hero Limit Breaks featured inFinal Fantasy 7. In this game, characters slowly fill their Limit gauge throughout battle. Once filled up, players can have that characterunleash a Limit Break, often with devastating effects. Thanks to these abilities, players can turn the tide in combat - especially in sticky situations.
Since forms of Limit Breaks became a staple in the franchise, it makes sense forFF16to feature these super moves. Given its medieval setting, having more formal yet stylish versions of these super attacks can add a glamorous twist to the game’s seemingly serious plot.

6FF8: Junction System
Aside from summonable Guardian Forces,Final Fantasy 8also introduces the Junction System. Instead of an equipment system,FF8characters can “Junction” a Guardian Force to gain a wide variety of benefits. These include the addition of status effects or elemental effects, gaining new abilities for weaponslike the Gunblade, and battle commands, or even improve basic statistics.
Interestingly,FF16implies the importance of series staple summons. In turn, it’s not improbable for the game to let players use summons as part of the character customization system. Perhaps giving players the chance to use enemy-exclusive abilities through a Junction System derivative can add more value to the different monsters in the game.

5FF9: Item-Based Learning
Similar to the Esper System inFF6,Final Fantasy 9also lets characters learn various skills via wearing special items. To acquire an ability permanently, players need to obtain Ability Points via combat while wearing the item for a certain period of time.
InFF16, using a similar system can add more value to the items the players gain. This also gives more meaning to special descriptions in items, especially if equipment or gear the players gain are associated with certain Jobs or classes. In turn, an item named “Mages Robes” can perhaps teach players a Black Mage-aligned Spell.

4FF10: Blitzball
Aside from the controversial Sphere Grid, players loveFinal Fantasy 10for the Blitzball minigame. In this game, players embark on the underwater sport popular in Spiracalled Blitzball. Unlike regular combat, Blitzball needs players to control a team as they traverse underwater and attempt to score a goal over the enemy team’s side.
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Back inFF10’s release, Blitzball offered a refreshing take on the linear narrative and intense story the game offered. IfFF16will have such a compelling story, perhaps a minigame can help players have an enjoyable break from the main story’s events.