I seem to remember Garnet being gone longer than you Clement, but that might simply be my dislike for Eiko's character making it feel that way.
Don't get bogged down on Eiko though, when my example specifically stated both Eiko and Garnet. Now, I liked Garnet, so it was a non-issue for me, but specifically for those who liked neither, you will be penalized if you choose to use non of them.
Pretending as if using items is a viable option in replacing both your white-mages without massively increasing the hurdles you need to jump to complete the game is something I don't think can be reasonably justified.
As for Cloud being foisted upon the player - yes this is true, but that is only half of the issue I was talking about.
Story foisting a blank-slate character upon you, and game-play foisting a character with a specific skill-set upon you, are apple and oranges.
If you hate a characters personality, you're screwed either way if the story foists him or her on you - but, as I said, at least in terms of game-play and FFVII, even if you're forced to use a neglected and disliked character, you can somehow make up for that with the materias that you've gathered and leveled up.
You can't do the same in any other FF game I can think of.
As for FFX - As a European, having always played the game with the advanced sphere-grid, and always having taken liberal advantage of the weapon customization, the "forced" roles of characters in that game felt limited to the beginning portions of the game. Also, the fact that you could swap characters so quickly, even in battle, was a saving grace for the potential issue of character dislike.
Then, I didn't really actively dislike anyone in the FFX cast.
All that being said, FFVII's character progression system (materia) is still a more versatile system to be sure.
I appreciate your point about game design, but all in all, isn't this about role-playing games? I think there should be at least some incentive to use certain characters along a specific role in combat, which matches traits described in the story.
I mean, FF XII had something pretty close to a "blank slate" system, and while I enjoyed FF XII, I always felt that the license board lacked... personality (for want of a better word).
Can't you turn that around to say that if it's about role-playing then shouldn't the player be allowed the freedom to actually role-play, not just being forced to adapt to the predetermined roles of the developer?
After all, we don't call reading books and watching movies "role-playing" - and now while granted that games offer interactivity, I find that there is very little actual and meaningful difference between these three, if a game has determined both all of the dialogue, story, and game-play development of the entire cast from the get-go.
In FFIX, we aren't actually role-playing as much as we are purely witnessing the unfolding of roles already determined. Sure, this is a spectrum, and most FF games fall quite short of the kind of role-playing you get from a table-top DnD game for instance, but surely we can agree that an open ended character development system goes a mile longer than one that isn't.
And while I can appreciate that people desire the characters to reflect in game-play what they reflect in story - as I said, this option is available to those players under an open-ended system, which again is not true in the reverse.
I just can't wrap my head around how it can hurt anyone's experience to not be directly forced to play characters in a specific way.
It's completely counter-intuitive to me, and suggest a very similar mind-set to one that I've seen often in studies on religious psychology (and no, I'm not going to compare people who like static system to religious people, or say that they are stupid or any such thing).
The point is that, humans seem to be largely hardwired to seek out purpose in their experiences, and that many humans will, for instance, rail against the idea of there not being a larger force in the universe that determines objective meaning, because they can't wrap their minds around the idea that we can determine meaning on our own.
I think this is similar in the sense - that it simply doesn't occur, on an intuitive level, to most people, that not being limited to a set of roles, does not mean by extension that the characters now have no roles, or that the roles you choose for them somehow now mean less.
I get it - Cloud is an ex-SOLDIER with a big sword - and so we expect him to be a certain way, and we want to see that expressed in game-play, and so when suddenly the option is there to take that away from him somewhat by making him a healer type character some people will feel dissonance between plot and game-play.
Having his role be dictated by the developers, means you'll never under any circumstances have to be faced with that dissonance, and that's probably the experience our unconscious minds tend to favor.
I simply think that's, for the lack of a better word, a cognitive bias that most people would actually be better off by addressing and eliminating - simply because the alternative is more favorable by any and all meaningful metrics.
Again - the more open ended character customization they go with, the more people will be allowed to play the game in their preferred way, and enjoy it -
and the more they limit it, the more they have to rely on having made the best choices for all possibly demographics (which is unlikely), or end up alienating certain people for eliminated their preferred play-styles.
Final Fantasy 7's combat was dated even back in 1997.
This I strongly disagree with. Saying FFVII's combat system is out-dated, is like saying chess is outdated.
It has nothing to do with date, and has everything to do with style and genre.
Action RPGs have existed since the NES era (Zelda 2), and even in the SNES era Squaresoft themselves made action RPGs (Seiken Densetsu).
NES/SNES/PSX era FF battle systems are not products of the limitation of the time - they're a conscious design decision made specifically for the purpose of of catering to people who happen to like a more abstract and systems-based approach to combat, than a hands-on twitch-based approach.
Having played alot of RPG's and action RPG's since then I always enjoyed the gameplay in ones with skill trees and roles much more
And that's great for you as your personal experience - it is however not a good metric for which to decide how to design a game, if that personal experience is largely based on what attitude you walk into a game with, rather than how the game is actually put together.
I shouldn't have to reiterate this but here goes -
A game having an open ended system versus an enclosed system makes no actual meaningful difference for the players who prefer the enclosed system - it only makes a real difference to those who don't.
There is no "correct" opinion on the gameplay though, everyones opinion is equally valid.
Well then, let's ignore the fact that video-games and game-play is now something which is being researched and analyzed on academic levels with interdisciplinary work involving neuro-science and psychology -
Yes, there is no "correct" opinion on what game-play a person ought to prefer - but that's not what I am talking about here.
I am talking about the confused idea that it makes sense to prefer a limited scenario, over an open-ended scenario that includes the exact same possible options as the limited scenario.
I mean, that's a failure of basic priority and decision-making.
Again, if I said I was willing to hand you 100 million dollars for free, no strings attached, to build a house - you would not say to me "Actually I only need 1 million to build the kind of house I want, so I insist you keep the remaining 99".
That is literally a nonsensical position to hold.
There is nothing about the materia system that stops anyone here, or anywhere else, from playing the game as if it was a traditional, class-restricted to character-type game.
A class restricted game however, would stop me from playing the game any other way than that, even if I happen to dislike that way.
If you take the 100 million dollars, you can build whatever you want. If you only take 1, you can only build whatever that affords you.
Why, in any possible universe would one pick the latter over the former?
That's my question.