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{{FranchiseInfobox | name = Final Fantasy | cargoname = Final Fantasy | developer = Square,Squaresoft,Square Enix | publisher = Square,Squaresoft,Square Enix | type = Franchise | series = [[Final Fantasy (series)|Final Fantasy]], [[Final Fantasy Crystal Chronicles (series)|Final Fantasy Crystal Chronicles]], [[Final Fantasy Tactics (series)|Final Fantasy Tactics]] | platforms = Android,Game Boy Advance,GameCube,iOS,macOS,Microsoft Windows,Nintendo DS,Nintendo Entertainment System,Nintendo Switch,PocketStation,PlayStation,PlayStation 2,PlayStation 3,PlayStation 4,PlayStation Portable,PlayStation Vita,Super Nintendo Entertainment System,Wii,Wii U,Xbox 360,Xbox One | dplatforms = App Store,Microsoft Store,Nintendo eShop,Play Store,PlayStation Store,Steam,Virtual Console,Xbox Games Store | wplatforms = Windows 10 | steam = Microsoft Windows }} {{Nihongo title|Final Fantasy|ファイナルファンタジー|Fainaru Fantajī}} is a franchise spun off of the [[Final Fantasy (series)|series]] developed and published by [[Square Enix]]. Based on the popular [[RPG]]s, the franchise includes multiple releases and constituent series. The franchise is Square Enix's flagship franchise and their best selling video game series with 110 million units sold<ref name="Square Enix Business Holdings">{{Cite web| url = http://www.hd.square-enix.com/eng/group/index.html#game1| title = Square Enix Businesses Holdings| siteurl = http://www.hd.square-enix.com/eng/index.html| sitename = Square Enix Holdings| accessdate = October 10, 2015 (UTC)}}</ref>(as well as revenue earned through mobile releases and MMO subscriptions), and has made an impact in popular culture, particularly for popularizing the console RPG genre outside of Japan. Its critically acclaimed orchestral musical scores, memorable and likeable characters, realistic and detailed graphics and innovative mechanics have made the franchise notable in the industry. ==Gameplay== The ''Final Fantasy'' franchise usually puts the player in control of multiple characters in a party, though there are exceptions. The player will build up the party's strength by gradually acquiring new abilities and equipment to handle more powerful opponents. In many games, this task extends beyond the main story with challenging [[superboss]]es and [[Bonus Dungeon|bonus dungeons]] serving as optional tests of skill. As a Japanese role-playing game, many instalments — particularly the earlier instalments in the main series, or the throwback spin-offs returning to old formulas — involve frequent use of menus to select items, skills and upgrades. ===Battle=== Battle systems in the franchise have varied, with the majority being menu-based with variants on turn-based combat, though other have used action-based combat systems. Earlier installments have instanced battles based on [[random encounters]] while roaming the [[world map]], while some later games (beginning with ''[[Final Fantasy XI]]'', carried over in single-player with [[Final Fantasy XII]]) have free-roaming enemies that are engaged without transition to an instance. Battle commands typically feature a basic physical [[attack]] with the equipped weapon(s), a [[magic]] (with magic spellsets featuring a tiered naming system), other special command abilities (such as [[Steal]] or [[Throw]], or a skillset such as [[Summon|summoning monsters]]), and a set of [[item]]s, though the player may also try to flee from many normal encounters. The characters normally have [[HP]] and [[MP]] stats (though some games ignore or do not incorporate MP); HP determines the damage characters can take before they are [[KO]]'d while MP determines how many spells or other abilities a character can use. Most games also feature [[element]]s and [[status effects]], nuances which can affect the course of a battle, with the enemies and allies attacking with or fending against them to exploit the weaknesses of a foe or to prepare for an upcoming encounter. The best known and widely used battle system is the [[Active Time Battle]] pseudo-turn based system introduced in ''[[Final Fantasy IV]]'' where characters can perform an action when their ATB gauge is full. The fill rate is affected by [[stats]], status effects, abilities used and other factors requiring the player to be economical with time. Many games feature a variant of this system. As an early example, ''Final Fantasy XII'' uses [[Active Dimension Battle]] to determine the rate characters will use actions input through menus or the [[gambit]] system; there are no random encounters, and the player can move the character around the field and must be within the range of the enemy they are using their skill on. The ''Final Fantasy'' franchise has also featured a more basic, traditional turn-based system, such as the original ''[[Final Fantasy]]'' through to ''[[Final Fantasy III]]'' that do not rely on time, but the player and the enemy party take turns executing commands. ''[[Final Fantasy X]]'' features a ''Conditional Turn-Based Battle'' system where turns are taken based on an Act List of the turn order depending on the units' stats and statuses, and commands being ranked, usually with stronger commands having longer "recovery time" until the unit can act again. Outside of turn-based systems, the franchise has occasionally featured purely action-based combat systems, in which the skills the characters use are still similar to traditional skillsets of attacks, magic spells, special abilities and items, but the rate the characters use these abilities depends on player skill with less reliance on menus. The first in the main series with an action role-playing game focus is ''[[Final Fantasy XV]]'', though many spin-offs, such as ''[[Crisis Core -Final Fantasy VII-]]'' and ''[[Final Fantasy Type-0]]'', have used these systems before. {{-}} ===Growth=== Character growth determines how player characters learn new abilities and [[Stat Growth|boost their stats]]. Unlike battle systems, character growth systems are less consistent throughout the franchise, and players must internalize the systems to make the correct decisions. The only consistent character growth mechanic used in the franchise has been the [[level]]-based system where characters raise their level through [[experience points]] earned in battle to improve stats and sometimes learn new abilities. Even this system has been excluded from some games, such as in ''Final Fantasy X'' and ''[[Final Fantasy XIII]]'', where only ability points are accumulated from battles that can be expended for better stats and/or new skills. One of the most common and familiar systems that determine character growth is the [[Job System]], a class-based system where players assign characters a "job", choosing from franchise' staples such as [[Black Mage]], [[White Mage]], [[Monk]], [[Thief]] and [[Warrior]], among many. The character's job determines their base abilities and the stats gained. Throughout earlier games, this was often through experience, though ''[[Final Fantasy V]]'' introduced ability points as a separate system where the experience would increase a level independent of the job, and the ability points likewise accumulated from battles are used to grow the job's abilities. Many games featuring the job system allow the player to switch the jobs around to learn new abilities or face new enemies, though some, such as the original ''Final Fantasy'', stick the job as fundamental to the character. Similarly, games such as ''[[Final Fantasy IX]]'', do not have named job systems, but the characters have defined roles similar to the job system with pre-determined abilities they can learn. ''[[Final Fantasy XIV: A Realm Reborn]]'' expanded on the system, featuring both basic classes, and jobs that can be unlocked once a certain set of classes have reached predetermined levels. Many games offer different systems to allow more freedom when growing characters' abilities and stats beginning as early as ''[[Final Fantasy II]]''. Often this features a mix of the ability points system, in which points are used to grow abilities without being determined by a job. One of the popular systems is the Materia system featured in ''[[Final Fantasy VII]]'' and other games in its [[Compilation of Final Fantasy VII|sub-series]], where the player equips characters with Materia that contain various command or support abilities, and accumulating ability points allows the Materia to grow and gain stat boosts and new abilities. Similarly, the magicite featured in ''[[Final Fantasy VI]]'' allows the player to equip magicite remains of Espers with the accumulated ability points allowing the characters to learn the magic spells they contain, and once reaching a certain threshold the character learns the ability permanently to use it even without the equipped magicite. This way the player can directly control which party members use which skills and customize their party to their preferred play style. Other games in the franchise deviate further from the typical formula. ''Final Fantasy XII'' has player characters learn [[License Points]] (a variation of the ability points system) to spend on a License Board to purchase "licenses" to wield different equipment, use different spells and boost stats, with total freedom. In the ''[[International Zodiac Job System]]'' re-release, the License Boards are based on jobs. In ''Final Fantasy X'' characters learn abilities based on a Sphere Grid that begins linearly, but the player can eventually branch the grid out further, and potentially max all stats with various items usable to alter and improve Sphere Grid growth. Another example featuring items for growing skills is ''[[Final Fantasy VIII]]'' where magic spells are collected into an inventory similar to items, and acquired through refine or draw abilities, with other abilities learned via ability points from the character's equipped Guardian Forces. {{-}} ===Equipment=== Typically, characters can equip [[armor]], [[weapon]]s and [[accessory|accessories]], where armor provides defensive boosts, weapons determine the strength and type of the attacks used, and accessories provide various supporting abilities or bonuses. There are rarely optimal sets of armor or accessories, though many games feature ultimate weapons for each character, often involving [[sidequest]]s to obtain them. Games can deviate from the standard format. ''Final Fantasy VI'' features relics as accessories, while ''Final Fantasy VIII'' has neither accessories nor armor, all effects typically associated with gear being abilities instead. Many games feature specific types of armor, such as head armor, body armor, arm armor or leg armor, while other games only have a single set of armor based on the character, such as ''Final Fantasy VII'' or ''Final Fantasy X''. Armor can provide bonus abilities, such as resistances to status effects or elements, and in some games, such as ''Final Fantasy IX'', are integral to the character growth system where characters learn new skills by equipping gear. {{-}} ===Field=== Outside of battles the player can explore the field for items, dialogue with [[NPC]]s, and for trading in [[gil]] for items and gear. In games featuring instanced random encounters, the party will encounter an enemy randomly while exploring dangerous areas (though abilities to reduce the encounter rate can be learned), while games with free-roaming enemies have enemies appear in the dangerous areas for the player to engage or avoid. The player can explore [[dungeon]]s where enemies are fought and treasures and items can be found. Enemies tend to be more numerous in dungeons, and there is often a [[boss]] at the end. Other areas are safe havens, notably [[town]]s, which contain [[shop]]s for the party to buy new items and equipment, and often an [[inn]] to rest at and fully restore HP and MP. Many games feature a world map used to traverse on foot or via [[airship]]s, chocobos or other vehicles. World maps have random encounters and are crossed to reach other points of interest in the world, often with mountains and oceans and other impassable objects placed to ward off areas the player is not meant to visit yet; by end game players usually acquire a vehicle that allows exploration of every nook of the world. The field areas often feature non-player characters and events that allow the player to play [[minigame]]s, for mandatory or non-mandatory rewards. The first major minigames were introduced in the Gold Saucer in ''Final Fantasy VII'' where the player can play various games including chocobo racing and battle arena. Another notable minigame was the Dragon's Neck Colosseum in ''Final Fantasy VI'' where the player can bet items for rewards and fight various enemies. Card minigames are also popular, particularly Triple Triad introduced in ''Final Fantasy VIII'', which has seen many iterations in the following releases. {{-}} ===MMOs=== Though the MMO releases, ''[[Final Fantasy XI]]'' and ''[[Final Fantasy XIV: A Realm Reborn]]'', are members of the main series, with the exception of some abilities, some equipment, and the job system, they deviate from the traditional gameplay format due to their nature as games of a different genre. The MMOs are free-roaming with enemies appearing on the field, rarely use traditional menu systems (instead abilities are selected from a player-customized list) and use various [[MMORPG Terms Glossary|features typical of MMO games]]. Being multi-player games they include player interaction as well as trading between players. The player does not control a party, but multiple players can form one to fight in dungeons and against bosses. {{-}} ==Synopsis== ===Settings=== The ''Final Fantasy'' franchises' settings range from traditional fantasy to science fantasy. Each game focuses on one world that vary drastically in backstory, technological advancement and culture. [[Human]]s (also called ''Humes'' in some of the games) are the dominant sapient species represente; Chocobos, moogles and several types of enemy are the most common recurring non-humans creatures. The worlds often feature Crystals that throughout early settings were magical phenomena fundamental to the elements of the world, but in others have different roles. Settings often contain elements based on real-world mythology, and the franchise features many allegories to religion. A notable example are ancient mythological creatures that function as summons, and have various different roles within the game lores. Espers from ''Final Fantasy VI'' are a magical race that once lived alongside humans until a war wiped most of them out. Aeons in ''Final Fantasy X'' are the physical realizations of the dreams of the fayth, and summoners use them in their battle against Sin. Many games featuring summoned monsters do not have them as a named race, or give them a key role within the lore, the summons being merely abilities to be used in battle. The franchise often features other mythological references, such as Kefka Palazzo and Sephiroth's godforms based on divinity as their final encounters in ''Final Fantasy VI'' and ''Final Fantasy VII'' respectively. The game worlds themselves are commonly based on real-world mythology, such as ''Final Fantasy X'' and its Shinto and Buddhism influences, and the influence of Jewish mysticism in ''Final Fantasy VII''. Each setting often features some form of magic (sometimes spelled magick), though it often differs between the different lores. In many settings, magic is the power of the world's Crystals. In ''Final Fantasy VI'' magic has become a rarity, with many resorting to magitek (magic technology, a term that would reoccur in later ''Final Fantasy'' video games). In ''Final Fantasy VII'', magic is a product of the Lifestream and can be used via Materia, though scientists like Professor Hojo have stated that "magic" is an unfitting term for what is essentially a force of nature. In ''Final Fantasy XII'', magick is provided by the mysterious substance known as Mist that seeps from the inside of the planet. ===Plots=== The franchises' most basic plots revolve around the cast fighting an antagonist who aims to destroy or conquer the world while coping with their own struggles. The characters are often part of a small resistance against one or more larger powers, and each tends to have different motivations within their own groups. There is a sense of desperation, as the characters fight for everything they hold dear. The plots vary from being light-hearted, such as ''Final Fantasy III'' or ''Final Fantasy V'', to being darker, grim and more realistic, such as ''Final Fantasy II'' or ''Final Fantasy VII'', though many, such as ''Final Fantasy IX'' and ''Final Fantasy XIV'', are a mix of the two. For the first few instalments a key plot point was the Crystals. Each world would feature four, each representing the {{W|Classical elements|four elements}}, and without them the world would deteriorate. The antagonists often begin by destroying or stealing these Crystals for power, and the party would fail to prevent them and be forced to foil their grander scheme later. This plot was abandoned in ''Final Fantasy VI'', and while the games would still feature Crystals, they often did not have the same importance. The Crystal-theme can be said to be the overarching theme of the franchise, as a traditional ''Final Fantasy'' plot involves an antagonistic force trying to make use of the Crystals' power with the player power in opposition, sometimes chosen to wield the Crystal's power to enact their will as the [[Warriors of Light]]. Some games subvert this theme, such as ''Final Fantasy XII'' — where the Crystals are called [[nethicite]] — and the [[Fabula Nova Crystallis: Final Fantasy (series)|''Fabula Nova Crystallis: Final Fantasy'' series]] with its various types of Crystal, showing that the power of the Crystals is not necessarily something that mankind should pursue despite its might. ===Themes=== One key theme in the franchise is dualism, presented in many ways, such as through a contrast between two worlds, between two heroes/heroines, and between a protagonist and an antagonist. Most often this dualism represents a balance that is disturbed by outside forces, forcing the protagonists to restore it. Other times, the "balance" set is deemed unjust by the protagonists and they must instead end the cycle to free the world. Another common theme is rebellion. The protagonists are often forced to fight a higher power either on a quest for revenge, for freedom or another motivation. The higher power can range from an empire, such as the [[Gestahlian Empire]] from ''Final Fantasy VI'', a religion, such as [[Yevon]] from ''Final Fantasy X'', or a deity, such as the [[fal'Cie]] from ''Final Fantasy XIII''. During the journey to vanquish these powers their threat escalates, until the protagonists free the world of the oppressor(s). ==Media== ===Spin-off games=== The spin-offs' gameplay can deviate a lot from the main series. While spin-offs tend to include gameplay fundamentals, if only in abilities and ability names, many stick to role-playing game elements. As an example, although ''[[Dissidia Final Fantasy]]'' and games following its format are fighting games, they still feature character growth, characters using their specific abilities, and similar equipment systems. Another notable spin-off, ''[[Final Fantasy Tactics]]'', is a tactical role-playing game with a job system that uses tactical unit command as opposed to one of the battle systems featured throughout the main series. Many games also feature action elements, such as ''[[Final Fantasy Type-0]]'', while others include shooting elements, such as ''[[Dirge of Cerberus -Final Fantasy VII-]]'', but still keep the to the franchises' fundamentals. Many spin-offs have been released on mobile platforms that use simplified forms of typical battle systems, such as ''[[Final Fantasy Record Keeper]]''. Other games use {{w|collectible card game}}play, barely reminiscent of the main series. ===Music=== The compositions' success has resulted in many side projects by Uematsu based on the music from the series. ''[[The Black Mages]]'' was a hard rock band that rearranged and remixed music from the series. Other notable projects have included live orchestral tours Distant Worlds: Music from Final Fantasy, Final Symphony tours and the Dear Friends -Music from Final Fantasy- tour. Many rearrangement compilations have been released on the series' music, the Piano Collections being among the best known, with many games also having special orchestrated albums whose compositions have been performed in the live orchestral tours. Official sheet music books have been released in Japan, usually for piano arrangements of the in-game soundtracks. ==Impact and legacy== The series' popularity has led to it having an impact in popular culture, with appearances and references in anime, TV, and film. The music in particular has garnered much attention, such as winning a place on the Classic FM Hall of Fame,<ref name="Classic FM Hall of Fame">{{Cite web| url = http://halloffame.classicfm.com/2015/chart/position/9/| title = Hall of Fame: Final Fantasy series| siteurl = http://www.classicfm.com/| sitename = Classic FM| accessdate = October 16, 2015 (UTC)}}</ref> and a performance from {{w|synchronised swimmers at the 2004 Summery Olympics}} to "[[Liberi Fatali]]" from ''Final Fantasy VIII''. The franchise has spawned many spin-off franchises. The most notable, ''[[Kingdom Hearts]]'', is a crossover between ''Final Fantasy'' characters and characters owned by the Disney Corporation (ranging from classic characters like Mickey Mouse and Donald Duck, to others like Captain Jack Sparrow from the ''Pirates of the Caribbean'' film quintilogy), and has gone on to be successful in its own right with 21 million units sold.<ref name="Square Enix Business Holdings"/> Many other video games have been developed by staff who had previously worked on ''Final Fantasy'' titles. ''[[Bravely Default]]'' began as a spiritual successor to ''[[Final Fantasy: The 4 Heroes of Light]]'', and includes the Job System and similar abilities. ''[[Wikipedia:The Last Story|The Last Story]]'' was developed by series creator Sakaguchi after leaving Square Enix, while ''[[Wikipedia:Granblue Fantasy|Granblue Fantasy]]'' was developed by former staff and had a musical score composed by Nobuo Uematsu. ==References== {{Reflist}} {{Final Fantasy}}
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