Sphere Grid (Original) Labeled

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hi guys, first of all I'm new, so nice to meet you all :). but to be honest, I might just pull a post & run because I just wanna get the out there.
now down to business! :D I've pieced together the whole sphere grid from snapshots from the International NTSC-J game & labeled every node that you can activate. hope you guys enjoy, & yes I probably will make one for the Expert Sphere Grid. but it takes about 24 hours (max) in total to make everything.
Sphere Grid (Original) Labeled
sphere_grid__original__labeled_by_darkmagician1211-d7a76es.jpg


Sphere Grid (Original) Labeled (With Highlighted Paths)
sphere_grid__original__labeled__with_paths__by_darkmagician1211-d7a8bja.jpg


Hope you all like it :)
 
The sphere grid is way more flexible and allows for choice. I'm pretty sure that's more the reason why the sphere grid isn't hated.

I'm not really sure about that. X's sphere grid is not as flexible as one may remember.

-Instead of crystarium expansion, you have level keys
-Instead of secondary classes, you have secondary abilites
-Maxing out characters involves sharing all abilites
-They do not involve character levels

They are almost exactly the same in principle, even their layouts are mostly identical.
If anything, one can see where the inspiration for the crystarium came from.
 
I'm not really sure about that. X's sphere grid is not as flexible as one may remember.

-Instead of crystarium expansion, you have level keys

- The crystarium expansions are limited by where you are in the game. Level keys for the most part aren't. They have completely different levels of flexibility.

-Instead of secondary classes, you have secondary abilites

- FF13 forces you to grind cp for about an hour to move one space, giving you maybe 1 more strength for your mage-like character. FF10 allows you to go to another character's area of the grid and stat grind much quicker and more freely. FF13 is therefore much more restricting.

-Maxing out characters involves sharing all abilites

- Maxing out characters gives much more reward in FF10. The extra abilities you learn are actually useful in battle. In 13, all attack moves are pretty much the same. Either they boost the stagger bar, or they damage. Sure, you can teach more characters cure/protect/shell, but the game is too easy to waste your time doing that anyway.

-They do not involve character levels

- Neither does FF2. Does that make it the same as FFX's system?

They are almost exactly the same in principle, even their layouts are mostly identical.

They are a million times different from each other. One is completely restricted and linear, while the other is free and completely open for the player. Of course, FF13 fans always try to bend logic and make it seem like the crystarium is more open than it is, so I'm not gonna talk anymore about that point.

If you anything, one can see where the inspiration for the crystarium came from.

Yep, FF13 took the look of the sphere grid and completely ruined it. Let's move 10 spaces per chapter! Woop woop! :wacky:

But...at least the crystarium sparkles :jess:.
 
- The crystarium expansions are limited by where you are in the game. Level keys for the most part aren't. They have completely different levels of flexibility.

They are a million times different from each other. One is completely restricted and linear, while the other is free and completely open for the player. Of course, FF13 fans always try to bend logic and make it seem like the crystarium is more open than it is, so I'm not gonna talk anymore about that point.

Completely unnecessary flexibility. They pretty much stay in their class, the stat perks are what become useful, which is something base leveling would suffice.

- FF13 forces you to grind cp for about an hour to move one space, giving you maybe 1 more strength for your mage-like character. FF10 allows you to go to another character's area of the grid and stat grind much quicker and more freely. FF13 is therefore much more restricting.

The need for grinding is eliminated until you get down to Gran Pulse. And then it's.. too much grinding.
Seems nothing makes one happy.

- Maxing out characters gives much more reward in FF10. The extra abilities you learn are actually useful in battle. In 13, all attack moves are pretty much the same. Either they boost the stagger bar, or they damage. Sure, you can teach more characters cure/protect/shell, but the game is too easy to waste your time doing that anyway.

In my memory, albeit not very current, I do not remember the characters having much in the way of other classes by the time I got around to Penance and whatnot which served much purpose. Switching out characters at any given time took away the need for overlapping character traits.

And as far as the abilites in XIII, I notice that some just don't like to admit or bring up that you do in fact utilize many things by you're own manual works to turn the tide in battle. It is not just about shifting paradigms, weaknesses and defenses take a big factor there.

- Neither does FF2. Does that make it the same as FFX's system?

The point to be made is that you progress in the same way. Crystarium or sphere grid- they are commensurate to each other.
 
The Sphere grid.

It's like XIII's Crystarium, except it's not XIII, so it's not hated on.

It is nothing at all like XIII's Crystarium. Especially not the Expert one, but the beginner one is only restrictive in where the character starts off; you don't get to choose which role to put everyone in unlike the Expert grid, in which I always put Yuna down Auron's uber-strength grid for example. Not to mention you can switch to other character grids at many points, you can make a black mage Lulu go off and learn white magics for example. It's really free. The Crystarium is the complete opposite, you have no choices in it at all, all paths are linear and you get no choice in which characters fulfil which roles either. They could hardly be more different.
 
I think you have it backwards. What you meant to say was the Crystarium was like the Sphere Grid. Considering its quite obvious that the idea of the Crystarium originated from the SG. Difference being the Crystarium fucking failed beyond belief and was a joke. There was much much more you could do in 10's system vs that of 13's. So get off this idea of the Crystarium is only hated because its from 13. Its hated because its garbage and is quite shit.
 
Because Ultimaja said the Crystarium was like the Sphere Grid, and we all hate him now. Next time he walks out his front door we're all going to point and laugh at him.

Lmao, no but seriously, I can say now that I had more fun using the Sphere Grid, than filling in the Crystarium, mainly because it was just so easy to max the crystarium out for more than half the game. Sure it's probably hard as nails to complete the game without it, but it never really felt that rewarding either when using it the way it's meant to be used. I suppose the strongest argument anyone can make about the Crystarium is that you do have the option to choose between roles before zooming in on the actual crystal, but the problem with that is the simple fact that it's so easy to max out everything, so what's the point having choice?

I remember using a cheat disk (nostalogia!) and activating every item on everyone's Sphere Grid. It was boring, but also fun because I was God. I could murder the enemy in any way I wanted and in one hit, and I could do a big amount of silly black magic spells. If I was to do the same thing in XIII, it wouldn't be near as entertaining because the Crystarium didn't feel very rewarding to begin with. As I said, sure it's probably hard as nails to complete the game without it, but it sure doesn't make you feel overpowered after filling it up. But this borders on another topic, which is how fast XIII lets you upgrade your stats, so I won't go into that.

The Crystarium had the potential to be a Sphere Grid in 3D, but it wasn't, it was linear. It was basically a dot-to-dot spiral staircase, and a staircase only has one path - much disappoint!
 
Because Ultimaja said the Crystarium was like the Sphere Grid, and we all hate him now. Next time he walks out his front door we're all going to point and laugh at him.

Just pointing out the obvious, I'm sure that burns up enough people to wanna single me out and hate..
It won't be admitted, but I'll be damned if it isn't true.

Just brings a lot of irony to a soon to be re release of a final fantasy people shuldn't really be all that excited about. I can't wait for the non-reviews.

FFXIII rocks, good luck living in the past
 
FFXIII rocks, good luck living in the past

:ffs: I didn't get very far in ff13 but they are massively different. It's like 13 is trying to be a sphere grid but didn't want to be slammed for returning to previous games so the modified it, made it linear and almost pointless. Even skill tree systems like in dragon age are better than crystarium. Sphere grid is solid, at least on advanced anyway
 
This is the second warning for this thread. Infractions will be given for further off-topic posts/flaming/spam.

Please do not reply to this post. Any questions, PM me.
 
:ffs: I didn't get very far in ff13 but they are massively different. It's like 13 is trying to be a sphere grid but didn't want to be slammed for returning to previous games so the modified it, made it linear and almost pointless. Even skill tree systems like in dragon age are better than crystarium. Sphere grid is solid, at least on advanced anyway

There is nothing remarkable about the sphere grid. It is not less linear to some substantial extent over the crystarium, and more exists to keep track of character progression and minor preferences.
Just like the crystarium.

In fact, FFX itself isn't exactly the most non-linear game in the world either. I'm surprised the word 'linear' should even be used in reference to X and other games.
You all are simply exaggerating the sphere grid because of some base love affair one has with the game in general.
 
There is nothing remarkable about the sphere grid. It is not less linear to some substantial extent over the crystarium, and more exists to keep track of character progression and minor preferences.
Just like the crystarium.

In fact, FFX itself isn't exactly the most non-linear game in the world either. I'm surprised the word 'linear' should even be used in reference to X and other games.
You all are simply exaggerating the sphere grid because of some base love affair one has with the game in general.

In the sphere grid you can:
Choose which roles each character plays. You can make Kimarhi a white mage and Yuna a warrior if you want. Can you make Hope a commando or Snow a healer?
Choose which abilities each character learns, including abilities from completely separate roles. You can give any character any ability you want, out of all the abilities in the game. Can you do the same with the Crystarium? Can you teach Snow raise? Or poison? No.
Choose everything and anything you want to do with any of the characters. The Crystarium is the complete opposite. You can't choose anything at all, the system is 100% linear, and the sphere grid system is 100% non-linear.

Why don't you tell me something you can't do with the sphere grid? Because you can literally do anything you want in it. The exact opposite of follow-the-path Crystarium. Just look at the picture in the OP, you have the entire grid to do whatever you want to in it, and an entire party to choose who does what. In XIII you can't even choose which abilities you want your characters to learn, let alone which roles they're going to play.
 
In the sphere grid you can:
Choose which roles each character plays. You can make Kimahri a white mage and Yuna a warrior if you want. Can you make Hope a commando or Snow a healer?

Why would I want to do something utterly pointless?

Why don't you tell me something you can't do with the sphere grid?

Anything useful.
 
Why would I want to do something utterly pointless?

Anything useful.

It doesn't matter what you want to do. You're saying the Sphere Grid is as linear as the Crystarium. Fact is; it isn't. As I just proved to you. If you're the type of gamer who doesn't like to have any choices in the way you play a game then more power to you, but don't ignore that it's your choice. X allows you to do anything at all you want. XIII allows you to do nothing but press x and follow a single path, a path you had no say in choosing either. That is the difference between linear and non-linear.
 
It doesn't matter what you want to do. You're saying the Sphere Grid is as linear as the Crystarium. Fact is; it isn't. As I just proved to you. If you're the type of gamer who doesn't like to have any choices in the way you play a game then more power to you, but don't ignore that it's your choice. X allows you to do anything at all you want. XIII allows you to do nothing but press x and follow a single path, a path you had no say in choosing either. That is the difference between linear and non-linear.

It's linear in all manner of respects to usefulness.
There is nothing remarkable about choice if it's between chocolate or crap.

Acting as if X i some extraordinary display of choice and basically the best thing since sliced bread is laughable.
And annoying. But mostly just laughable.

In fact, I doubt I could say any bad thing about FFX without someone going about the game like it's some holy artifact that fell from the sky one day. On the same note, I probably couldn't say anything good about XIII without someone treating it like it rose out from Hell.

It doesn't really make your opinions too credible.
 
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