Opinion: Job Systems are Good, and Why Xenoblade Chronicles 3's Is Bad

1754380554528.jpeg

Jobs. For a word as scary as that, a good job system in an RPG can make any game a million times more fun. The freedom and customization are only comparable to a monster catching system and gives a lot more flexibility than a game without a job system. As a rule of thumb, if it has any semblance of job system, there is a chance that I will, at the very least, like the game. Of course, there are exceptions. Plenty of them, actually! One of them happens to be Xenoblade Chronicles 3, the main (but not only) subject of today’s article.

Despite being the focus of the article, I am not going to get into detail about this game. This is not a review about it. For every thing that I like about it, there’s something equal that I dislike more than the thing I like. For example, the main cast is great, but the antagonists are boring and not very interesting. The story has an interesting premise, but it fails to hit the important bits way too often. There are a lot of quests, but they are not very interesting. The music is good, but it’s used very poorly. And, like this, many other issues. Again, I’m not going to get into them, it’s not important. What’s important is that Xenoblade Chronicles 3 has a job system (called Class System in game). This, in itself, it’s fine, especially because it gives it an identity over the rest of the games. The first one has an amazing (albeit slow) story, the second one has a monster catching-like system (I think? I haven’t played it), and X has the most MMO feel of the four. Obviously, I’m going to be interested. But, after 44 hours (and still not done!) I have come to a conclusion:

The class system in Xenoblade Chronicles 3 is probably the worst job system I’ve ever come into contact with.

You might think I’m exaggerating, and I wish I was, but out of dozens of games with job systems that I've played, this is the only one that makes me dislike the game more. I genuinely think Xenoblade Chronicles 3 would be better if it didn’t have its class system. In order to understand my point of view, I want to take you on a journey through several games that also have job system and explain why they (or even don’t) work.​

HOW A JOB SYSTEM CAN ENRICH A GAME​

1754380809204.webp

Fun fact: despite being a race based on physical strength, the Trickster has one of the highest Magick growths in the game.
Final Fantasy Tactics A2 is, for me, the polar opposite of Xenoblade Chronicles 3. Despite its poor story, boring characters, questionable difficulty and its ties to War of the Lions through franchise, A2 is among my top 10 favorite games of all time BECAUSE of its job system. I can say, with pride, that this is one of the best of all time. The reason lies in its unparalleled freedom and customization.

Each job has different growths that are relevant to it. For example, a Warrior will have high growths in HP and defense, decent in attack and bad in everything else. A Black Mage, on the other hand, will have good growths in MP and resistance but poor defense and HP. These growths are fixed per job, and don’t change when you switch you another job. This is a dream for min-maxers: as long as you make a character grow in the adequate job (for example, a physically oriented Bangaa should grow as a Master Monk, while a defensive one should grow as a Templar), you can use ANY job you like. On the other hand, if you don’t like min-maxxing… you don’t have to! You can still use any job you like any way you like, and your unit will still remain good, provided you don’t do something stupid like make a character grow as a Warrior and have them remain as a Mage. Other than that, you can do whatever you want! Also, each job is perfectly balanced and usable, with the exception of Flintlock, which feels like a worse version of Cannoneer (and even then, the Flintlock can bestow buffs, which the Cannoneer can't). I'd say the only flaw of this job system is that you have to do a specific quest to unlock each job. Personally, I find it a lot of fun to simply build units as perfectly as possible, even if I don’t plan on using them. It’s just that good. I don’t expect anyone to share this feeling with me, but I hope you, at least, see my point. And its because of this job system that Tactics A2 still remains memorable to me, in spite of its flaws.​

BUT WHAT IF YOUR GAME DOESN’T HAVE A JOB SYSTEM?​

1754381121952.jpeg

Despite all of its flaws, I wouldn't change a thing from this game. I love it precisely because of how it is.
That’s completely fine! To illustrate this, I want to use my favorite thing of all time as an example: Dragon Quest VIII.

Journey of the Cursed King lacks a job system, and I don’t think it needs one. In fact, because of the way our four characters (I’m not taking into account the bonus ones from the 3DS release) work, a job system would probably sour the experience. The Hero uses swords and lances. These weapons are typically associated with knights, which is reflected in his job as a royal guard. Swords are also the signature weapon of Dragon Quest heroes, which also fits. Finally, he gets access to boomerangs. This might seem weird, but it fits immensely well. The Hero is not of royal heritage (in fact, he’s an orphan). As a result, as a kid, he might’ve resorted to simpler, easier to craft weapons, such as the boomerang. In fact, this brings me back to Dragon Quest V, where the Hero, as a kid, can use boomerangs as one of its weapons of choice. It might be the same here.

Yangus, on the other hand, uses hammers, scythes and axes. These weapons are, fundamentally, used the same: a nice swing and it kills in one hit. These reflect the brutish nature of Yangus as well as his overwhelming strength. They, however, can also be used for good. Scythes are used for harvesting, thus bringing food to the table. Axes can chop trees to create lumber, thus bringing heat to homes. Hammers are the biggest stretch here, but you could theoretically use them to smash rocks and build houses? This contrast between destruction and creation complements Yangus wonderfully, as he’s a bandit with a rough exterior but a kind heart. That’s why he’s the best.

Jessica is a mage. The reason why is never disclosed, but it may have been to help her brother in the best way she can. As a result, she uses staves, daggers and whips. Staves are a no-brainer, I don’t think I need to explain this one. Daggers and whips are light and easy to maneuver, which helps mages in close combat when magic doesn’t work. They, however, aren’t very powerful, which complements Jessica’s low physical strength. Also, historically, mages are often associated with daggers and whips, at least in Dragon Quest.​
1754381177156.jpeg

Fun fact: Angelo and Alvis from Xenoblade Chronicles share voice actor. Maybe it's destiny?
Last, but not least, Angelo is a cleric. Usually, clerics use spears, but it’s not the case here. Angelo is a cleric only in job, as he barely has religious faith (he does scream “Goddess…!” when he dies sometimes, though). Rather, Angelo is a promiscuous man that would rather chase pleasure than do his job. This is also reflected in this choice of weapons. Just like the Hero, he uses swords. Unlike the Hero, however, he tends to use rapiers and lighter, easier to wield sword. This, in turn, creates an elegant and quick fighting style, as if to show up. Next, there’s bows. Despite how primitive these weapons are, Angelo uses them with elegance and finesse, as well as great precision. Last comes Staves. Unlike Jessica, he doesn’t get much use out of them except at specific points (including when the skill tree is maxed out). This simultaneously represents his lack of faith as well as his natural talent (which comes into play at points in the story). Overall, it feels like Angelo would rather show off than be effective. Which interesting, because in boss battles he's relegated to be a support.​

JOB SYSTEMS DONE RIGHT
1754381294510.jpeg

The Disgaea games present a well executed and rich mix of job system and monster catching that's consistent throughout the series.

For 90% of cases, a job system is usually well implemented. We have many examples here, such as the Disgaea series, Fell Seal: Arbiter’s Mark, Dragon Quest VII, etcetera, etcetera. There’s not much to say here: if the system works, the game will probably work and be more fun. Sometimes it's perfect, but it doesn't necessarily elevate the game, like with Tactics A2. Other times, however, you wish the system was more interesting. Final Fantasy V is the biggest example here. If there’s something a lot of people praise this game for is the gameplay, mainly its job system. And rightfully so, as it’s done quite well. However, I feel like… it could be better? Let me explain.

Final Fantasy V’s job system works like this: whenever you master a job, the stats of said job are transferred to the Freelancer job, which is the “base” job. But here’s the thing: whenever you master more jobs, the game doesn’t change the stats of Freelancer if they aren’t higher than before. This, in turn, means that if you master specific jobs, your Freelancer (and later Mimic) job will be at its best very soon. If I recall correctly, to have the best Freelancer possible, all you had to master was Monk, Thief and Summoner to get the best stats. As a result, a lot of jobs become redundant (some even become outright useless, such as Dragoon). This doesn’t mean that you CAN’T use the other jobs. In fact, you should so you can learn as many skills and spells as possible. But, at the end of the day, you will be using Freelancer and Mimic to be at your strongest, making the rest of the jobs simple steppingstones towards success. Still, Final Fantasy V has a good system job, and it’s very fun.​

BUT WHAT IF THE JOB SYSTEM IS BAD?​

1754381533870.jpeg

Despite its huge gameplay flaws, the narrative and its cast are superb.

Of course, execution won’t always be perfect. We’re human, after all. We can’t be expected to do everything right, especially the first time. Sometimes, a job system can be poorly implemented or even useless. I’ve heard people claim that the job system of Final Fantasy III is not very good, but I disagree. Sure, it’s flawed, but I think it’s interesting (just not for the right reasons). In case you don’t know, the system is often criticized because of its lack of freedom, which is the opposite of a job system. Basically, to beat each boss, you have to use specific jobs, otherwise they are impossible. Considering it’s the first time we have had such an expansive job system (at least for the time it came out), I think it’s a success. And it’s not like you can’t use other jobs until each boss, so it’s not the worst case. Now, Final Fantasy III’s system is flawed, but at least it serves a purpose. What if your job system was useless?

Meet Yakuza: Like a Dragon. This game is hugely popular, both for newcomers and veterans in the series. Most people praise its outstanding narrative and writing, and with good reason. It’s simply outstanding, one of the best stories I’ve ever seen in a videogame. There’s only one thing that it’s not quite right, but it’s nothing in comparison to the rest. Probably the most remarkable aspect of the game is the switch from real time, beat ‘em up combat to turn-based RPG. Frankly, it’s not very good: it has too many issues for a game that came out in 2020. For me, personally, the biggest one is how useless the job system is.​
1754381634831.png

The Bodyguard job is a glass cannon class that's all glass but no cannon.

Said system is introduced early (but not too early) into the story. You start with a few jobs, and you unlock more as you progress. Pretty standard stuff. Nothing wrong with this. Also, each character starts with a unique job for them. That’s fine! Also, each job, after reaching a certain level, gives each character permanents stats of spells/skills (which are highlighted so you know which ones they are). Splendid!

Let’s cut to the chase: Like a Dragon’s job system is bad because it’s worthless. All of the character’s unique jobs are way stronger than whatever you can change them to. The only exception is Saeko, and I’d say it’s more because there’s a need for healer rather than her job being bad. You could go through the whole game without changing jobs and you’d probably be fine. The only time where this isn’t the case is with a few specific bosses in chapter 13 (if you know, you know), because you HAVE to learn specific spells in order to beat them. And, to be honest, this is more of an issue of horrible difficulty curve rather than the job system being somewhat useful towards the end. Interestingly enough, the sequel, Infinite Wealth, has an even more useless job system (if only because it’s completely optional and unlocked halfway), but because it’s so much better balanced, it doesn’t feel as bad to use. It's also quite fun, especially because the combat in that game is good.​

WHY XENOBLADE CHRONICLES 3’S JOB SYSTEM IS THE WORST EVER​

1754381769647.jpeg

In Xenoblade Chronicles 3, jobs are classified between Attacker, Defender and Healer. Characters also have different stats, which makes then better suited for X or Y.

Let’s start by explaining the class system in Xenoblade 3. After about 10 hours, once you have all playable characters, you unlock the ability to swap classes. At first, you can only swap between couples (Noah/Mio, Eunie/Taion and Lanz/Sena). To be able to swap between all of them, you have to “learn” the classes from the rest. To do this, at least one character has to have a class equipped. When the rest earn Class Points (by defeating enemies), they’ll eventually unlock the other classes. As you progress through the game, you can do quests that allow you to unlock new classes (initially, they’re assigned to specific characters, and for the others to learn that class, they have to earn enough Class Points). Class Points also help master classes, giving benefits when you switch to other classes. What benefits you get are, frankly, not that clear, aside from specific skills. I think it depends on class and character? I don’t know.

For the most part, it sounds fine. In fact, it sounds fun and interactive: simply battle alongside your partners and learn from them. But there’s one problem: Xenoblade Chronicles 3 uses adaptative experience.

What does this mean? Well, if you’re low leveled, you will gain more experience, and if you’re over leveled, you gain less. This is fine, in reality. Nihon Falcom uses it on a lot of games, and it helps to not be over leveled. However, in Xenoblade 3, it doesn’t work, because a lot of things give experience. Kill enemies? Experience. Kill bosses? Experience. Find a fast travel marker? Experience. Hell, even discovering new places gives experience. And this experience isn’t subject to adapting. So, as you progress through the game, you WILL gain experience even if you don’t fight. You WILL be over leveled, whether you like it or not. I guess this makes it so that the curve isn’t annoying like in Like a Dragon, but here’s the thing: Class Points AREN'T subject to adapting. Since you’ll be over leveled, you’ll also gain less Class Points. And, let me tell you: this makes unlocking new classes a chore because it takes a LOOOOOOOOONG time, ESPECIALLY if a character has bad affinity with a specific class (less affinity = harder to learn a class). The only way I can think to not be over leveled is 1. Fight just the right amount and 2. Don’t explore. But why wouldn’t you explore? Exploring is what defines Xenoblade, and the third entry is no exception. And this is what I mean with detrimental: the job system goes against the spirit of the game. Like a Dragon’s system was bad, but at least it didn’t interfere with the design of the game. Xenoblade’s only makes it so that either you ignore the class system (which is completely possible because I’ve had friends beat the game without touching it) or you don’t explore. In fact, the fact that you can ignore the class system makes it more aggravating. What do you making I'm working so hard for nothing? By far, I think the worst part is that, while experience can be obtained several ways, Class Points can only be obtained by fighting, which makes the problem even worse if you avoid battles.

And that’s the issue with Xenoblade Chronicles 3’s job system.​

FINAL THOUGHTS​

1754382005162.jpeg

A good monster catching system, like the one in Nocturne, also scratches my brain the right way.

I love job systems. The customization is only comparable to monster catching systems, which, in a way, are job systems but executed in a different way. There’s plenty of games with great job systems. Nippon Ichi Software excels at this: from the well-known Disgaea to their lesser-known entries such as Labyrinth of Refrain and Phantom Brave. In particular, I think job systems work best in tactical/simulation RPGs. I don’t know, I think they fit very well. If I got something out of Like a Dragon: Infinite Wealth, is that job systems CAN still work even to this day. So here’s hoping they get better and better with time.

What about you? Do you like job systems? What’re your favorites? Let me know in the comments! I might discover something new. Ciao for now!​
 
as someone who honestly thinks of xenoblade 3 as my favorite jrpg of all time.......yeah no class leveling with how easy it is to be overleveled sucks... sure you can level classes with nopon coins which you didn't seem to mention but even then, that's really just a bandaid fix.. doesn't solve the fundamental issue
 
as someone who honestly thinks of xenoblade 3 as my favorite jrpg of all time.......yeah no class leveling with how easy it is to be overleveled sucks... sure you can level classes with nopon coins which you didn't seem to mention but even then, that's really just a bandaid fix.. doesn't solve the fundamental issue
Yeah, true, I simply forgot. Which is weird, because I use them somewhat often. But, as you mention, it doesn't solve the problem, especially because Nopon coins aren't THAT common
 
xenoblade 3's combat is already such a cluttered mess from having a whopping 7 characters in battle that including the class sysem into the mix just makes everything 10 times harder to follow. Combine that with an absolutely bizarre structure where there are twice as many healers as tanks, and an equal amount of attackers as everything else combined, you end up with all your party members all feeling the same but also so OP no matter what you do because if you engage with any of the great sidequests that have Writing and Characters, it doesn't matter if your build is good or not because your numbers are so big youll roll over any obstacle.
 
Not to be that guy, but the hero of DQ 8 is indeed royalty, being of royal heritage and half dragon person, the true ending involved him marrying the 'orse princess.

He is half dragovian through his mother and his father was the former crown prince of argonia, I greatly enjoyed that as an expanded epilogue - post game that completely changes the outcome.

The job class was probably beyond the scope of what level 5 could manage given that it was the first fully 3d, fully realised version of dragon quest in a way that could reflect Toriyamas design, as a matter of fact the character designs being so detailed for even NPC's was because Toriyama knew it was going to be full blown 3d models that could fully realise his designs, so he gave them everything he could. The staff where overwhelmed by this. They fleshed out 9 massively in this manner as a result.

I otherwise agree though, Drgaon quest 8 is the best classic JRPG, but in full 3d, and does not require a job system.
 
xenoblade so unimaginably ass (1 is alright and x is actually pretty great honestly)
 
@Aziamuth x focuses more on gameplay rather than story, and honestly is only a xenoblade game when it comes to a few of the base systems
 
Love the article & see that you are a true geek when it comes to this stuff!

Can't say I'm a fan of Jobs though. Jobs are basically split Classes for me. Full classes that were split into slightly smaller pieces for more variety. Which can be great since it's another level of customization & optimization with countless combinations... but that's where it starts to lose me.

I like it when individual classes have identity & can perform certain tasks much better than others. Like through abilities & not just stats. But like you said some games do it better than others!

Best example of what I like? The Etrian Odyssey series. Oooooh boy. Full classes & the ability to combine those classes later on. There's a set amount of choices & some combos are better than others. But having those set boundaries does create some fun brainstorming potential.
Same with Xenoblade Chronicles X.

I'm just yapping don't mind me ::nervous-prinny
 
Great article. I really enjoyed the first Xenoblade. The second one had amazing music and visuals and lots of good stuff about it, but I can't do the cringey horny waifu character design shit lol. I liked Xenoblade 3 overall, but I really did not like the combat at all. I thought it was a mess.
 

Users who are viewing this thread

latest_articles

Featured Video

Online statistics

Members online
75
Guests online
1,852
Total visitors
1,927

Forum statistics

Threads
11,324
Messages
277,335
Members
849,906
Latest member
Gyraaaaarr

Advertisers

Back
Top