Finding Fun #15: Final Fantasy X

published 16 days ago
Title screen of Final Fantasy X showing main characters Tidus and Yuna in water.
Final Fantasy X (2001) is able to offer an unforgettable journey through cinematic storytelling and highly polished turn-based combat.

Welcome back to Finding Fun, where we learn about game design by analyzing what makes great games tick. This time, we embark on a pilgrimage through Spira with Final Fantasy X. FFX offers lessons in blending narrative with mechanics, presenting memorable characters, and refining core gameplay systems. Let's explore the fun found throughout this classic journey.

Core Gameplay Loop in Final Fantasy X

FFX excels by tightly weaving together story, combat, and character growth. The core loop is straightforward: Story, Battle, Grow, Explore. Each element flows into another, keeping you moving through Spira with purpose.

A fight against Sin's fins in Final Fantasy X.

At a lower level, the loop involves:

  • Story Progression: Advance through Spira's narrative with major story beats punctuated by boss battles and beautiful cutscenes.
  • Combat: A turn-based battle system where you exploit enemy weaknesses, sequence your attacks several turns out, and strategically swap party members to handle different threats.
  • Character Growth: Learn their motives and personalities as you level up and navigate the Sphere Grid (a take on a skill/talent tree), unlock new abilities, and create character builds that suit your play style.
  • World Discovery: Navigate diverse environments, each introducing unique enemies, challenges, and pieces of Spira's lore.

What's Fun in Final Fantasy X?

Immediate Fun in Final Fantasy X

Cinematic Storytelling

FFX hooks you early by dropping you into a futuristic, yet believable, city where the main character is a star athlete ready to perform. You get to learn about the world through direct experience rather than exposition dumps. This approach keeps you curious through those crucial early hours trying to understand what's going on rather than being told through text for hours on end.

Opening cutscene showing a chaotic scene in Zanarkand.

A Character Who Pulls You In

Auron's the only one calm in what seems to be the beginning of the end of the world. In combat, he effortlessly handles enemies that gave you trouble. This combination of narrative intrigue and gameplay strength makes you eager to learn more about him. His introduction demonstrates ways to build player investment through character design.

Auron readying his overdrive to wipe the enemies in the beginning of the game.

Combat That Gets You Thinking

FFX transforms turn-based combat into a tactical puzzle. The visible turn order lets you plan and adapt your strategy. Even basic fights reward thoughtful resource management and turn optimization. The ability to swap at no penalty makes all of your party members valuable instead of forcing you to lock in to a main set.

Combat screen showing the party facing a large boss enemy.

Long-Term Fun in Final Fantasy X

Characters That Grow With You

The game gives you a diverse core roster for your adventure: a cheerful outsider lost in a strange land, a gentle priestess on a sacred mission, a stoic warrior bound by old promises, a devout guardian struggling with their faith, a sharp-tongued mage carrying deep loss, a silent beastman cast out by his own, and a clever girl from a persecuted people. You're likely to find a favorite. Even those you may not initially care for will have story beats that get you more invested in their fates.

The main party members gathered together later in the game.

Sound That Sets the Scene

FFX's sound design enhances both storytelling and gameplay. The core melody serves as both beautiful music and as an integral component to the world's culture in places like temples. In combat, clear sound cues for critical hits and status effects help you track the action without menu-diving. The audio simultaneously creates atmosphere and delivers crucial gameplay information.

A picture of everyone's weapons stuck in the ground where the main theme plays in the background.

Combat That Grows With You

You start with basic strengths and weaknesses that leverage rock-paper-scissor dynamics, then progress to complex party swaps and strategic Aeon summons. Boss design pushes you to use every tool you've learned, while the system steadily provides new tactical options. This careful progression keeps combat engaging throughout the entire journey.

Yuna summoning the powerful aeon Bahamut in battle.

Unexpected Fun in Final Fantasy X

A Leveling System That Makes You Think

The Sphere Grid is the ability tree of the game. Following Yuna's white magic path might seem obvious, but branching into black magic could offer more offensive options if that's how you want to build your character. These decisions accumulate into truly personalized character builds, making every skill point feel valuable. It's a clever system that entices you with showing exactly what your characters can be in theory but tasks you with making that happen in practice.

The complex Sphere Grid interface showing character progression paths.

World-Building Through Gameplay

FFX weaves its world-building into the systems you use. The ban on advanced technology is more than lore; it shapes your weapons, towns, and the tension between old faith and lost progress. Religion isn't background dressing; you experience it by walking sacred paths, performing rituals, and calling down gods in battle. Spira lets you live in its contradictions.

Seymour summoning the dark aeon Anima, showcasing Spira's blend of magic and faith.

Combat Mini-Games via Overdrive

The Overdrive system elevates beyond standard limit breaks by incorporating unique mini-games for several of the characters. These moments add light skill expression to turn-based combat, making powerful attacks more intense by requiring both participation and precision if you want to get max effectiveness out of them.

Wakka's slot machine Overdrive interface during combat.

Not So Fun in Final Fantasy X

Blitzball Fails to Deliver

The Blitzball mini-game is a missed opportunity. The game sells you on a thrilling, high-speed underwater sport with cinematic flair, but hands you a slow, menu-driven system where your main real-time input is positioning the ball in a 2D space. In a sport game, players want to feel the impact of shooting, passing, and reacting in the moment. If you promise action but deliver menus, you're setting players up for disappointment.

Gameplay screen of the Blitzball minigame.

When Challenge Becomes Chore

The save point system shows how "adding challenge" can backfire. Sure, making saves scarce creates some tension, but mostly it just creates frustration when you need to quit the game because of the real world or lose substantial progress to a tough boss because you forgot to save. It's worth asking whether a design choice actually makes the game more difficult, or if that difficulty is going to be felt as arbitrary.

A glowing save sphere, the only place players can save their game.

Puzzles That Don't Make You Feel Smart

The Cloister of Trials are a good example of forced variety that doesn't quite work. These temple puzzles are meant to make each Aeon and the items in their temple feel earned, but they end up feeling more like speed bumps in the story. They're not challenging enough to be satisfying puzzles and they're cumbersome enough to be annoying. Sometimes adding different gameplay styles just dilutes what's already working well.

A view inside one of the Cloister of Trials temples, showing sphere pedestals.

Stress > Relief > Growth > Progress in Final Fantasy X

How does this long JRPG express these game elements?

Stress:Facing bosses with complex mechanics, managing resources during long dungeons, worrying about character fates as the story darkens, and the ever-present threat of Sin against the world.

Relief:Defeating a tough boss, reaching a save sphere after a tense section, witnessing a heartwarming or revelatory cutscene, or successfully executing a powerful Overdrive.

Growth:Leveling up and acquiring stat boosts on the Sphere Grid, learning enemy weaknesses and effective party compositions, finding or customizing powerful weapons and armor with useful passive effects.

Progress:Moving physically across the map of Spira, obtaining new Aeons, advancing the main storyline and character arcs, reaching major new abilities in the Sphere Grid, achieving milestones in side quests like unlocking an ultimate weapon.

Lessons Indie Game Developers can learn from Final Fantasy X

What takeaways does Spira offer for game developers today?

Intertwine Story and Mechanics Tightly: In FFX, the pilgrimage is the game loop. Yuna's journey to gain Aeons directly fuels her combat power and the party's goal to defeat Sin drives both the narrative and the progression.

Look for ways to make your core mechanics directly reflect or serve your narrative themes, rather than having them exist in parallel.

Distinct Characters Foster Player Identity: FFX features a pre-defined cast, yet players strongly identify with favorites like Yuna or Auron. This is achieved through unique designs, clear personalities, meaningful backstories, and distinct combat roles.

Instead of relying solely on player customization, consider crafting memorable, non-generic characters that players can connect with and invest in.

Polish One System Deeply, Not Ten Broadly: FFX didn't reinvent turn-based combat, but it refined key aspects like the turn-order display and the painless character-swapping system.

Identify your game's most crucial system. Is it truly best-in-class? Or maybe it offers a genuinely novel or exceptionally polished take within its genre? Make sure it's standout if you want to be memorable.

Credits

A massive thank you to JRPG NC Journeys on YouTube for their fantastic 100% playthrough footage, which helped immensely in sourcing images for this post. Definitely check out their channel!

To Spira,
James