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Interestingly, some fans may also clamor for fan-favorite features from classic games to make a return to FF16. After all, there’s no better place to return a classic feature than in a game that throws back the good ol’ days of Final Fantasy, right? And some features from classic games just seem to fit the atmosphere FF16 plans to offer.

13 FF1: Character Archetypes

Granted, other mainline Final Fantasy games have a more expansive version of the class system. However, it might help for FF16 to call back to the first game of the franchise with a unique take on its restrictive class system.

As fans recall, the first FF game 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.

12 FF2: Performance-Based Growth

Unlike other FF titles, Final Fantasy 2 introduced 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 growth alludes to the Elder Scrolls’ method of leveling up, which in itself should make FF16 more familiar to players. Moreover, players may start to pay more attention to the technical side of leveling up with this kind of growth system.

11 FF3: Unlockable Classes

It’s Final Fantasy 3 that formally introduced the Job System in the entire franchise. And unlike games where classes are interchangeable on the get-go, Jobs in FF3 can also be obtained after completing sidequests or acquiring items. Square Enix giving FF16 such 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 after FF3, unlockable Jobs in FF16 can make growth more personal for players. After all, their list of unlocked Jobs reflects the choices they’ve taken throughout the game.

10 FF4: Active Time Battle

Thanks to Final Fantasy 4, players got the blessing of the Active 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 later FF titles due to its popularity.

While FF16 has 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 in FF16 can increase the stakes in combat and simulate “reaction time” for characters.

9 FF5: Ability Points

With Final 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. As players 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 in FF5. Theoretically, with enough time, players can have characters master all 22 Jobs in the game. With such a system in FF16, players can have an incredible level of character customization.

8 FF6: Party Swapping

It’s Final Fantasy 6 that 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 with unique 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 if FF16 features a similar system for party members. This also works if FF16 has a host of potential party members, and even recruitable NPCs.

7 FF7: Limit Breaks

Fans of shonen anime will love the action hero Limit Breaks featured in Final Fantasy 7. In this game, characters slowly fill their Limit gauge throughout battle. Once filled up, players can have that character unleash 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 for FF16 to 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.

6 FF8: Junction System

Aside from summonable Guardian Forces, Final Fantasy 8 also introduces the Junction System. Instead of an equipment system, FF8 characters 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 weapons like the Gunblade, and battle commands, or even improve basic statistics.

Interestingly, FF16 implies 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.

5 FF9: Item-Based Learning

Similar to the Esper System in FF6, Final Fantasy 9 also 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.

In FF16, 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.

4 FF10: Blitzball

Aside from the controversial Sphere Grid, players love Final Fantasy 10 for the Blitzball minigame. In this game, players embark on the underwater sport popular in Spira called 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 in FF10’s release, Blitzball offered a refreshing take on the linear narrative and intense story the game offered. If FF16 will have such a compelling story, perhaps a minigame can help players have an enjoyable break from the main story’s events.

3 FF12: License Board

Whereas FF10’s Sphere Grid allowed characters to learn skills and perks that intersect other characters’ grids, Final Fantasy 12 had a more thematic take on its License Board system. In newer releases of the game, players had access to 12 License Boards, each corresponding to a Job and a Zodiac Sign, the latter of which is a recurring theme in the Ivalice Setting.

Thanks to the License Board, players earn points to purchase Licenses in the Board, each corresponding to being able to use new gear, unlocking and improving skills, or even improving statistics. Interestingly, FF16 can benefit from such a system, especially since this can help expand the overall lore of the world while still providing a compelling way to customize characters.

2 FF13: Paradigm Shift

Wouldn’t it feel awesome to just outright “program” an ally’s AI to perform actions? In FF12, the Gambit System allowed players to fine-tune an ally’s AI to respond to certain events. However, incorrect layouts often led to sticky situations. Thankfully, Final Fantasy 13 tries to resolve this with the Paradigm Shift. In it, characters can alternate between six archetypes with preset “habits” suited in combat.

Unlike Gambits, Paradigm Shifts have set role combinations with certain strategies. Moreover, some Paradigms also work best against certain monsters. In FF16, this limited yet flexible degree of control over allies can become a welcome way of feeling like a commander without breaking immersion in the story.

1 FF15: Active X Battle System

In Final Fantasy 15, the Active X Battle System is a completely seamless combat system that capitalizes on the game’s fast-paced battles. Reminiscent of action RPGs, the AXB System will have players move, dodge, cast spells, and attack in combat - with certain actions affecting certain resources. Moreover, AXB features a Wait Mode to let players assign commands in paused combat.

Given the action RPG take of FF16, it makes sense for the game to get a similar combat system. Moreover, its medieval setting would benefit from a slower and more tactical AXB system. Theoretically, minute decisions in such a system would matter for the entire party, especially if enemies take advantage of dodging and evasive maneuvers.

NEXT: Final Fantasy 16: Things We Want (& Things We Do Not)