{"version": "1.0", "type": "rich", "title": "Realizing now Final Fantasy X-2 probably wasn't from-scratch an idea to make a sequel, playing enough of the smaller-name Square...", "author_name": "kontextmaschine", "author_url": "https://kontextmaschine.com", "provider_name": "kontextmaschine", "provider_url": "https://kontextmaschine.com", "url": "https://kontextmaschine.com/post/695004821733916672/", "html": "<p>Realizing now Final Fantasy X-2 probably wasn&rsquo;t from-scratch an idea to make a sequel, playing enough of the smaller-name Square games in the PS1/2 era and seeing how like, <i>systems</i> were iterated across various series in combination with others (for example, Parasite Eve makes &ldquo;upgrading your weapon&rdquo; the key to equipment in terms of allocating finite resources to customize, then Vagrant Story goes absolutely nuts with it as part of a &ldquo;randomized loot has very many variables and attributes&rdquo; thing, then FF8 does it in terms of gating power boosts to progression and encouraging off-rails exploration)\u2013</p><p>It just seems like one of Square&rsquo;s staff designers was like &ldquo;well, we have an idea for a job system game&rdquo; and someone was like &ldquo;eh, this doesn&rsquo;t really feel rich enough for a real numbered entry in our flagship series, but you could reuse the characters from the last one and make it girl power dress-up themed, LOL&rdquo;</p>"}