Important

This blog setup is not official with Square Enix or in any way connected. This project is about how Final Fantasy X-3 can be from my (Lee A. Funnell) perspective. The plot and ideas are mine. Anything that this project contains is not aimed to offend or insult non fictional related. This is a fictional story but an apology in advance anyway. This is just my explanation for my project at hand and for those who wish to learn more.

Monday 10 August 2009

Character Status Display (CSD)


In battle a window on the bottom right of the screen shows the information/status of the active characters in battle. This shows a character’s status such as name HP, MP and the three (3) gauges (overdrive, turn and stamina).

The gauge for an Overdrive sits at the top in yellow. When the gauge fills to the end it turns orange to indicate that character can perform an Overdrive.

The middle gauge is the build up for next move The gauge fills automatically when the character is in battle and isn’t petrified, asleep or KO’d. As the battle rages the gauge will fill; whilst it fills that character cannot take a turn. Only when the gauge is full can that character take a turn. After the turn is over that character has to wait until the gauge fills to the end to have another turn.

Stamina The gauge is the indication of how much stamina a character has left. In battle this gauge will deteriorate and slowly plummet to the left end. When the gauge is light blue it means the character has plenty or sufficient stamina. When it reaches the near left end it will turn blue (darker) indicating the character is running out of stamina. The body language of the character will also indicate when he/she is running out of stamina as he/she would begin to breathe heavily/pant fall to their knees.

However in FFX-3 there is the option of two (2) CSDs. The one on the left (Modern) involves a permanent display of a character’s damage to body parts and limbs. The Stamina gauge sides to the left side of body damage indicator. The Overdrive gauge appears on the right. The Momentum gauge appears amongst a character’s other battle data such as Name, HP and MP. Like in the “Classic” CSD the gauge the Stamina gauge will decline and darken as the character’s stamina worsens over time in battle. The Overdrive gauge builds upwards and changes colour when the gauge is full, enabling the character to perform an Overdrive.

The advantage with this CSD is that the player is given a constant picture of a character’s damage to body parts and limbs by Strategic Damage. That way the player can see and analysis a character’s position and ability to fight. Also the display of gauges is tidier then it is in the “Classic” CSD which makes it easier for the player to monitor each individual gauge. However because it’s a newer approach players familiar with previous Final Fantasy CSD may find the “Modern” CSD difficult to use at first.

The “Classic” CSD (on the right) sticks to familiarity with other CSDs from previous Final Fantasy games. Those familiar with FFX and FFX-2 CSD in particular shouldn’t find much of a problem with the “Classic” CSD setup. It is a familiar CSD to the majority of players and it works because it has been used in other titles. All three (3) gauges (Stamina, Momentum and Overdrive) are aligned together along with the character’s battle data.

However with the introduction of Strategic Damage and a need to keep the CSD tidy the body damage indicator is mostly unseen during battle. When damage is inflicted to a body part such as the arms (depending on the severity of the attack) the body damage indicator pops up and shows the affected area. This data is displayed for only a few seconds and disappears. Say for example the arms of a character have the colour red on the body damage indicator. The body damage indicator will show this data briefly and then disappear. After two (2) turns (depending if whether the character isn’t attacked in that area again or is KO’d, Petrified or Ejected) the body damage indicator will pop up again to show the damaged arms that were red have turned to orange indicating the character’s recovery. A turn later the indicator will pop up again showing the arms in yellow (proving the area isn’t attacked upon). After the next turn the indicator will appear clear indicating that no damage to the previously targeted area. In essence with the “Classic” CSD the indicator will only appear if damage has been sustained to a particular body part and appear briefly so it doesn’t distract the player. However because of this setup its much easier to ignore any damage inflicted to a character’s body parts because the indicator appears very briefly.

The decision for which one the player goes for is entirely up the player’s decision. If the player prefers familiarity and it good enough to avoid the majority of incoming (physical) attacks then the “Classic” CSD would be best. On the over hand if damage occurs often its better to opt for the “Modern” CSD. Fortunately there’s no need to pick one and stick with it; the player can choose which CSD he or she prefers and switch back and fourth if necessary via the Main Menu, Options

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