This is something of a "sister thread" to the one going about people's favorite FF game, but this one is focused on the character progression system, by which I mean the in-game mechanics through which the party learns spells and abilities (and increases its stats, in some cases). A little pros and cons analysis of each one, courtesy of...well, me.
Materia (FFVII)
Pros: Materia is an integral part of VII's plot and gameworld, so it really flows naturally that it's the basis for character progression. Finding new, unique Materia makes for exciting moments. It allows for great combinations/customization to suit the player's style.
Cons: Perhaps allows for a bit too much customization; I've never liked the "each character can do absolutely everything" approach (Barret casting Heal? Weird.), but that is quite possibly just me. Requires a fair bit of in-menu micromanaging, especially when switching party members.
Junction (FFVIII)
Pros: Tying character progression to summons and spells is actually an innovative idea. Again, allows for a fair bit of customization.
Cons: Requires a lot of what I call "prep work," like endlessly Drawing and sucking an enemy dry as opposed to, you know, engaging in exciting combat. Again, requires a fair bit of in-menu micromanaging.
Acquire skills through equipment (FFIX)
Pros: Gives a purpose to what, in many RPGs, eventually becomes useless item/equipment hoarding. Makes for the deepest inventory system of any FF game. Often forces you to make strategic choices (use the sword with the best stats or the best skill to learn?). Reinforces each character's identity through the set of skills available to them -- Vivi is a black mage, Steiner is a knight, and their roles in battle should reflect that.
Cons: Involves fairly constant in-menu micromanaging. Won't appeal to fans of total customization.
Sphere Grid (FFX) *MY CHOICE*
Pros: Like IX, reinforces each character's natural role and skills; unlike IX, still allows complete customization. The Sphere Grid guides you on the most intuitive path and dissuades you from making crazy choices, but you could turn Lulu into a tank and Auron into a healer if you so desired. Branching paths, key spheres and special spheres require strategic choices. Fairly constant "leveling up" makes for steady, rewarding progress.
Cons: Mostly unrelated to anything going on in the actual game. Requires fairly constant in-menu micro-management. At the endgame, when many skills are known by multiple characters, somewhat diminishes each one's special role/value within the party. (Really? I'm nitpicking.)
License Board (FFXII) *Full disclosure: I've played but not finished XII*
Pros: Allows for customization without getting too far away from each character's "intended" role. Somewhat innovative idea. Relatively low/infrequent in-menu micromanagement needed.
Cons: What the hell is a "license board"? I suppose it's the sphere grid's cousin, but the name alone makes it sound lamer, and progress seems to come somewhat slowly. Oh, and the notion of having to buy "permission" to use a short sword is ludicrous. That's an important point.
Crystarium (FFXIII)
Pros: Like everything else in XIII, it looks good. It's tangentially connected to the game. It's an integral part of the Roles/Paradigms system, which was really successful at solving the "impossible problem" of turn-based JRPGs: making combat dynamic and involved.
Cons: It gives the illusion of allowing for choice and requiring strategy, but doesn't. There are short detours, but it's still a linear path, and while, in the end, each character can technically learn any role, practically you're stuck with the two or three you're assigned at the beginning. And those don't make a lot of sense: the gun-toting pilot is an offensive mage? The sunny, cheery girl casts debuffs, poison and death?
So...discuss.
Materia (FFVII)
Pros: Materia is an integral part of VII's plot and gameworld, so it really flows naturally that it's the basis for character progression. Finding new, unique Materia makes for exciting moments. It allows for great combinations/customization to suit the player's style.
Cons: Perhaps allows for a bit too much customization; I've never liked the "each character can do absolutely everything" approach (Barret casting Heal? Weird.), but that is quite possibly just me. Requires a fair bit of in-menu micromanaging, especially when switching party members.
Junction (FFVIII)
Pros: Tying character progression to summons and spells is actually an innovative idea. Again, allows for a fair bit of customization.
Cons: Requires a lot of what I call "prep work," like endlessly Drawing and sucking an enemy dry as opposed to, you know, engaging in exciting combat. Again, requires a fair bit of in-menu micromanaging.
Acquire skills through equipment (FFIX)
Pros: Gives a purpose to what, in many RPGs, eventually becomes useless item/equipment hoarding. Makes for the deepest inventory system of any FF game. Often forces you to make strategic choices (use the sword with the best stats or the best skill to learn?). Reinforces each character's identity through the set of skills available to them -- Vivi is a black mage, Steiner is a knight, and their roles in battle should reflect that.
Cons: Involves fairly constant in-menu micromanaging. Won't appeal to fans of total customization.
Sphere Grid (FFX) *MY CHOICE*
Pros: Like IX, reinforces each character's natural role and skills; unlike IX, still allows complete customization. The Sphere Grid guides you on the most intuitive path and dissuades you from making crazy choices, but you could turn Lulu into a tank and Auron into a healer if you so desired. Branching paths, key spheres and special spheres require strategic choices. Fairly constant "leveling up" makes for steady, rewarding progress.
Cons: Mostly unrelated to anything going on in the actual game. Requires fairly constant in-menu micro-management. At the endgame, when many skills are known by multiple characters, somewhat diminishes each one's special role/value within the party. (Really? I'm nitpicking.)
License Board (FFXII) *Full disclosure: I've played but not finished XII*
Pros: Allows for customization without getting too far away from each character's "intended" role. Somewhat innovative idea. Relatively low/infrequent in-menu micromanagement needed.
Cons: What the hell is a "license board"? I suppose it's the sphere grid's cousin, but the name alone makes it sound lamer, and progress seems to come somewhat slowly. Oh, and the notion of having to buy "permission" to use a short sword is ludicrous. That's an important point.
Crystarium (FFXIII)
Pros: Like everything else in XIII, it looks good. It's tangentially connected to the game. It's an integral part of the Roles/Paradigms system, which was really successful at solving the "impossible problem" of turn-based JRPGs: making combat dynamic and involved.
Cons: It gives the illusion of allowing for choice and requiring strategy, but doesn't. There are short detours, but it's still a linear path, and while, in the end, each character can technically learn any role, practically you're stuck with the two or three you're assigned at the beginning. And those don't make a lot of sense: the gun-toting pilot is an offensive mage? The sunny, cheery girl casts debuffs, poison and death?
So...discuss.