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== Common elements == {{main|Recurring elements in the Final Fantasy series}} Although most ''Final Fantasy'' installments are independent, many [[gameplay]] elements recur throughout the series.<ref name="ArtOfGameWorlds">{{cite book | title = The Art of Game Worlds | first = Dave | last = Morris | chapter = Insider Secrets: Final Fantasy X-2b | pages = 98–102 | publisher = [[HarperCollins]] | isbn = 0-06-072430-7 | year = 2004}}</ref><ref name="GS-FFHistory-Series">{{cite web | url = http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec2.html | title = Final Fantasy Series | work = The History of Final Fantasy | publisher = [[GameSpot]] | first = Andrew | last = Vestal | access-date = August 4, 2011 | archive-url=https://web.archive.org/web/20060709115341/http://www.gamespot.com/features/vgs/universal/finalfantasy_hs/sec2.html | archive-date=July 9, 2006}}</ref> Most games contain elements of fantasy and science fiction and feature recycled names often inspired from various cultures' history, languages and mythology, including [[Culture of Asia|Asian]], [[Culture of Europe|European]], and [[Middle East|Middle-Eastern]].<ref name="GT-FFRetrospectiveXIII"/> Examples include weapon names like [[Excalibur]] and Masamune—derived from [[Matter of Britain|Arthurian legend]] and the Japanese swordsmith [[Masamune]] respectively—as well as the spell names Holy, Meteor, and Ultima.<ref name="GS-FFHistory-Series"/><ref name="GT-FFRetrospectiveXIII"/> Beginning with ''Final Fantasy IV'', the main series adopted its current logo style that features the same [[typeface]] and an emblem designed by Japanese artist [[Yoshitaka Amano]]. The emblem relates to a game's plot and typically portrays a character or object in the story. Subsequent remakes of the first three games have replaced the previous logos with ones similar to the rest of the series.<ref name="GS-FFHistory-Series"/> === Plot and themes === [[File:Final Fantasy V death crystal screenshot.png|thumb|''[[Final Fantasy V]]'' is similar to the earlier games in the series, in that the heroes must attempt to retrieve crystals to save the world from an ancient evil.]] The central conflict in many ''Final Fantasy'' games focuses on a group of characters battling an evil, and sometimes ancient, antagonist that dominates the game's world. Stories frequently involve a [[sovereign state]] in rebellion, with the protagonists taking part in the rebellion. The heroes are often destined to defeat the evil, and occasionally gather as a direct result of the antagonist's malicious actions.<ref name="GS-FFHistory-Main"/><ref name="GT-FFRetrospectiveXIII">{{cite web|url=http://www.gametrailers.com/full-episodes/r0ogno/gt-retrospectives-final-fantasy-retrospective--part-vii |title=Final Fantasy Retrospective Part XIII |publisher=[[GameTrailers]] |date=November 2, 2007 |access-date=August 4, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20130905043019/http://www.gametrailers.com/full-episodes/r0ogno/gt-retrospectives-final-fantasy-retrospective--part-vii |archive-date=September 5, 2013}}</ref> Another staple of the series is the existence of two villains; the main villain is not always who it appears to be, as the primary antagonist may actually be subservient to another character or entity.<ref name="GS-FFHistory-Main"/> The main antagonist introduced at the beginning of the game is not always the final enemy, and the characters must continue their quest beyond what appears to be the final fight.<ref name="GT-FFRetrospectiveXIII"/> Stories in the series frequently emphasize the internal struggles, passions, and tragedies of the characters, and the main plot often recedes into the background as the focus shifts to their personal lives.<ref name="IGN-Evo"/><ref>{{cite book | title = Japan Pop!: Inside the World of Japanese Popular Culture | first = Timothy J. | last = Craig | year = 2000 | publisher = M.E. Sharpe | isbn = 0-7656-0561-9 | url-access = registration | url = https://archive.org/details/japanpopinsidew00crai}}</ref> Games also explore relationships between characters, ranging from love to rivalry.<ref name="GS-FFHistory-Main"/> Other recurring situations that drive the plot include [[amnesia]], a hero corrupted by an evil force, mistaken identity, and self-sacrifice.<ref name="GS-FFHistory-Main"/><ref name="videogamesandart"/><ref name="egm">{{cite magazine|title=Interview with Yoshinori Kitase and Tetsuya Nomura |magazine=[[Electronic Gaming Monthly]] |issue=196 |date=October 2005 |url=http://www.ff7citadel.com/press/int_egm.shtml |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110818173016/http://www.ff7citadel.com/press/int_egm.shtml |archive-date=August 18, 2011 |url-status=dead}}</ref> Magical orbs and crystals are recurring in-game items that are frequently connected to the themes of the games' plots.<ref name="GT-FFRetrospectiveXIII"/> Crystals often play a central role in the creation of the world, and a majority of the ''Final Fantasy'' games link crystals and orbs to the planet's [[Energy (esotericism)|life force]]. As such, control over these crystals drives the main conflict.<ref name="GT-FFRetrospectiveXIII"/><ref name="1upinterview">{{cite web|url=http://www.1up.com/do/newsStory?cId=3151333 |title=FFXIII Interview: Nomura, Kitase, Hashimoto and Toriyama |publisher=1up.com |date=June 7, 2006 |first=Luke |last=Smith |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110805002459/http://www.1up.com/news/ffxiii-interview |archive-date=August 5, 2011 |url-status=dead}}</ref> The [[classical element]]s are also a recurring theme in the series related to the heroes, villains, and items.<ref name="GT-FFRetrospectiveXIII"/> Other common plot and setting themes include the [[Gaia hypothesis]], an apocalypse, and conflicts between advanced [[technology]] and [[nature]].<ref name="GT-FFRetrospectiveXIII"/><ref name="videogamesandart">{{cite book | title = Videogames and art | first1 = Andy | last1 = Clarke | first2 = Grethe | last2 = Mitchell | year = 2007 | publisher = Intellect | isbn = 978-1-84150-954-9}}</ref><ref>{{cite web | url = http://www.eurogamer.net/articles/i_finalfantasyxii_ps2 | title = This Great Fantasy Interview | first = Rob | last = Fahey | website = [[Eurogamer]] | page = 2 | date = October 31, 2006 | access-date = August 4, 2011 | archive-url=https://web.archive.org/web/20090125070658/http://www.eurogamer.net/articles/i_finalfantasyxii_ps2 | archive-date=January 25, 2009}}</ref> === Characters === {{further|Character design of Final Fantasy|Characters of Final Fantasy}} The series features a number of recurring character archetypes. Most famously, every game since ''Final Fantasy II'', including subsequent remakes of the original ''Final Fantasy'', features a character named [[Cid (Final Fantasy)|Cid]]. Cid's appearance, personality, goals, and role in the game (non-playable ally, party member, villain) vary dramatically, but two characteristics many versions of Cid have in common are being a scientist or engineer, and being tied in some way to an airship the party eventually acquires. Every Cid has at least one of these two traits. [[Biggs and Wedge]], inspired by two ''[[Star Wars]]'' characters of the same name, appear in numerous games as minor characters, sometimes as comic relief.<ref name="IGN-Evo"/><ref name="GS-FFHistory-Series"/> The later games in the series feature several males with [[effeminacy|effeminate]] characteristics.<ref>{{cite magazine | url = http://www.gameinformer.com/News/Story/200702/N07.0228.1154.25773.htm | title = Ten Gaming Clichés | first = Jeff | last = Cork | magazine = [[Game Informer]] | date = February 28, 2007 | access-date = August 4, 2011 | url-status = dead | archive-url = https://web.archive.org/web/20071010053837/http://www.gameinformer.com/News/Story/200702/N07.0228.1154.25773.htm | archive-date = October 10, 2007}}</ref><ref>{{cite web|url=http://uk.ps2.ign.com/articles/441/441293p1.html |title=Final Fantasy XII Q&A |date=November 20, 2003 |website=IGN |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110620082644/http://uk.ps2.ign.com/articles/441/441293p1.html |archive-date=June 20, 2011 |url-status=dead}}</ref> Recurring creatures include [[Chocobo]]s, [[Moogle]]s, and [[Cactuar]]s.<ref name=":0">{{Cite web|last=Adler|first=Matthew|date=April 6, 2020|title=Why Final Fantasy is the Biggest RPG Series of All Time|url=https://in.ign.com/final-fantasy-vii/146623/feature/why-final-fantasy-is-the-biggest-rpg-series-of-all-time|access-date=October 20, 2020|website=IGN India|language=en-in|archive-date=October 27, 2020|archive-url=https://web.archive.org/web/20201027012218/https://in.ign.com/final-fantasy-vii/146623/feature/why-final-fantasy-is-the-biggest-rpg-series-of-all-time|url-status=live}}</ref> Chocobos are large, often flightless birds that appear in several installments as a means of long-distance travel for characters. Moogles are white, stout creatures resembling teddy bears with wings and a single antenna. They serve different roles in games including mail delivery, [[Metalsmith|weaponsmiths]], party members, and [[Saved game|saving the game]]. Cactuars are [[Anthropomorphism|anthropomorphic]] [[Cactus|cacti]] with ''[[haniwa]]''-like faces presented in a running or dashing pose. They usually appear as recurring enemy units, and also as [[Recurring elements in the Final Fantasy series#Summoning|summoned allies]] or friendly [[non-player character]]s in certain titles. Chocobo and Moogle appearances are often accompanied by specific [[Theme (music)|musical themes]] that have been arranged differently for separate games.<ref name="GS-FFHistory-Main"/><ref name="IGN-Evo"/><ref name="GS-FFHistory-Series"/> === Gameplay === {{main|Recurring elements in the Final Fantasy series#Gameplay}} In ''Final Fantasy'' games, players command a party of characters as they progress through the game's story by exploring the game world and defeating enemies.<ref name="GS-FFHistory-Main"/><ref name="GT-FFRetrospectiveXIII"/> Enemies are typically [[Random encounter|encountered randomly]] through exploring, a trend which changed in ''Final Fantasy XI'' and ''XII''. The player issues combat orders—like "Fight", "Magic", and "Item"—to individual characters via a menu-driven interface while engaging in battles. Throughout the series, the games have used different battle systems. Prior to ''Final Fantasy XI'', battles were turn-based with the protagonists and antagonists on different sides of the battlefield. ''Final Fantasy IV'' introduced the "Active Time Battle" (ATB) system that augmented the turn-based nature with a perpetual time-keeping system. Designed by [[Hiroyuki Ito]], it injected urgency and excitement into combat by requiring the player to act before an enemy attacks, and was used until ''[[Final Fantasy X]]'', which implemented the "Conditional Turn-Based" (CTB) system.<ref name="GS-FFHistory-Main"/><ref name="IGN-Evo"/><ref name="VM-FFHistory">{{cite web|url=http://www.virginmedia.com/games/features/finalfantasyhistory2.php |title=(Never the) Final Fantasy |first=David |last=Jenkins |publisher=[[Virgin Media]] |date=February 28, 2007 |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110810220557/http://www.virginmedia.com/games/features/finalfantasyhistory2.php |archive-date=August 10, 2011 |url-status=dead}}</ref> This new system returned to the previous turn-based system, but added nuances to offer players more challenge.<ref name="GT-FFRetrospectiveVII"/><ref>{{cite web|url=http://www.1up.com/reviews/final-fantasy-x |title=Final Fantasy X (PS2) Reviews |date=January 1, 2000 |website=[[1UP.com]] |access-date=August 4, 2011 |archive-url=https://web.archive.org/web/20110629031105/http://www.1up.com/reviews/final-fantasy-x |archive-date=June 29, 2011 |url-status=dead}}</ref> ''Final Fantasy XI'' adopted a real-time battle system where characters continuously act depending on the issued command.<ref>{{cite web | url = http://www.eurogamer.net/articles/p_ffxi_ps2 | title = Final Fantasy XI | first = Tom | last = Bramwell | website = [[Eurogamer]] | date = January 2, 2002 | access-date = August 4, 2011 | archive-url=https://web.archive.org/web/20090310202551/http://www.eurogamer.net/articles/p_ffxi_ps2 | archive-date=March 10, 2009}}</ref> ''Final Fantasy XII'' continued this gameplay with the "Active Dimension Battle" system.<ref name="BRADY35">{{cite book |editor=BradyGAMES |title=Final Fantasy XII Official Strategy Guide |year=2006 |publisher=DKPublishing |isbn=0-7440-0837-9 |pages=35–36}}</ref> ''Final Fantasy XIII''{{'}}s combat system, designed by the same man who worked on ''X'',<ref name="IGNstaff">{{Cite news|url=http://ps3.ign.com/articles/706/706153p1.html |title=E3 2006: FFXIII Staff Check |work=[[IGN]] |publisher=[[News Corporation (1980–2013)|News Corporation]]|first=Anoop |last=Gantayat |date=May 9, 2006 |access-date= December 15, 2008 |archive-url=https://web.archive.org/web/20080403232803/http://ps3.ign.com/articles/706/706153p1.html |url-status=live |archive-date=April 3, 2008}}</ref> was meant to have an action-oriented feel, emulating the cinematic battles in ''Final Fantasy VII: Advent Children''. ''Final Fantasy XV'' introduces a new "Open Combat" system. Unlike previous battle systems in the franchise, the "Open Combat" system (OCS) allows players to take on a fully active battle scenario, allowing for free range attacks and movement, giving a much more fluid feel of combat. This system also incorporates a "Tactical" Option during battle, which pauses active battle to allow use of items.<ref name="XIIIbattle">{{cite web | last=Bramwell | first=Tom | date=June 7, 2006 | title=FF to look like Advent Children? | url=http://www.eurogamer.net/articles/news070606ffxiii | website=[[Eurogamer]] | access-date=July 27, 2008 | archive-url=https://web.archive.org/web/20090624094706/http://www.eurogamer.net/articles/news070606ffxiii | archive-date=June 24, 2009 | url-status=live}}</ref> Like most RPGs, the ''Final Fantasy'' installments use an [[Experience point|experience level]] system for character advancement, in which experience points are accumulated by killing enemies.<ref>{{cite book | title = Vintage Games | first1 = Bill | last1 = Loguidice | first2 = Matt | last2 = Barton | year = 2009 | publisher = Focal Press/Elsevier | isbn = 978-0-240-81146-8}}</ref><ref>{{cite book | title = Final Fantasy Anthology Official Strategy Guide | publisher = [[BradyGames]] | year = 1999 | isbn = 1-56686-925-0 | author = David Cassady.}}</ref><ref>{{cite book | year = 2004 | title = Final Fantasy VIII Ultimania | publisher = Studio BentStuff | language = ja | isbn= 4-7575-1243-0 | author = Sutajio bento sutaffu.}}</ref><ref>{{cite book | year = 2004 | title = Final Fantasy X-2 Ultimania Omega | publisher = Square-Enix | language = ja | isbn= 4-7575-1161-2 | author = Sutajio bento sutaffu.}}</ref> [[Final Fantasy character jobs|Character classes]], specific jobs that enable unique abilities for characters, are another recurring theme. Introduced in the first game, character classes have been used differently in each game. Some restrict a character to a single job to integrate it into the story, while other games feature dynamic job systems that allow the player to choose from multiple classes and switch throughout the game. Though used heavily in many games, such systems have become less prevalent in favor of characters that are more versatile; characters still match an archetype, but are able to learn skills outside their class.<ref name="IGN-Evo"/><ref name="GS-FFHistory-Series"/><ref name="GT-FFRetrospectiveXIII"/> [[Gameplay of Final Fantasy#Magic|Magic]] is another common RPG element in the series. The method by which characters gain magic varies between installments, but is generally divided into classes organized by color: "White magic", which focuses on spells that assist teammates; "Black magic", which focuses on harming enemies; "Red magic", which is a combination of white and black magic, "Blue magic", which mimics enemy attacks; and "Green magic" which focuses on applying [[status effect]]s to either allies or enemies.<ref name="GS-FFHistory-Main"/><ref name="GS-FFHistory-Series"/><ref name="VM-FFHistory"/> Other types of magic frequently appear such as "Time magic", focusing on the themes of time, space, and gravity; and "Summoning magic", which [[Evocation|evokes]] legendary creatures to aid in battle and is a feature that has persisted since ''Final Fantasy III''. Summoned creatures are often referred to by names like "Espers" or "Eidolons" and have been inspired by mythologies from [[Arabian mythology|Arabic]], [[Hindu mythology|Hindu]], [[Norse mythology|Norse]], and [[Greek mythology|Greek]] cultures.<ref name="GS-FFHistory-Series"/><ref name="GT-FFRetrospectiveXIII"/> Different means of transportation have appeared through the series. The most common is the airship for long range travel, accompanied by chocobos for travelling short distances, but others include sea and land vessels. Following ''Final Fantasy VII'', more modern and futuristic vehicle designs have been included.<ref name="GT-FFRetrospectiveXIII"/>
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