Friday, April 8, 2022

Final Fantasy Tactics's Faith Stat

The Faith stat in Final Fantasy Tactics is weird and doesn’t make much sense, when you think about it.  I mean, at first glance, it seems sensible enough--a stat representing the power of belief to influence the effectiveness of magic spells.  Magic being a highly indefinite force, what with the whole it’s-literally-magic thing it’s got going on, there’s no particular reason why its power shouldn’t have some basis on how strong its user’s and target’s belief in it, or the divine being it theoretically comes from, is.  And with FFT being a game whose events and setting are so specifically steeped in the actions and truth behind an organized religion that also serves as a world power, it certainly makes sense that Faith would be an appropriate stat to add to the regular mix.  Right?

Except for the fact that Faith isn’t a static, unchanging stat.  While it doesn’t change according to leveling up or changing job classes, like most of the rest of the stats in FFT, it is possible to intentionally raise or lower a unit’s Faith stat through the use of certain combat abilities.  And there’s even a quirky little feature in the game for when a unit’s Faith hits 95 or higher--that individual will decide, at that point, to leave the party due to religious convictions and seek out a higher calling with God.

And if the potential for a character’s Faith to be changed exists, and exists in the capacity that it, in even so small a way, ties to the narrative (rather than just being a strictly battle-mechanic number), then everything about Faith kind of makes no sense, upon any scrutiny.

So let’s assume that Faith indicates just how fully convinced an individual is that God, Ajora, and the general hoopla of the divine and supernatural exist, with 100% being completely and totally convinced, and 0% being an outright, full-on atheist.  This is a reasonable interpretation given that Faith is used, in battle equations, as a percentage (thus 0 is none and 100 is full), and the actual maximum a unit can get is 97 (only Ramza, since he can’t actually leave at the 95 mark) and the actual minimum a unit can get is 3 (except Worker 8, who naturally and permanently has 0), falling within the range of the perspective that it's a percent situation.  It’s also reasonable to interpret Faith as being about belief in God and Ajora and higher powers and so on, given that having a 0 is regarded as Atheist status--it wouldn’t be called that if it was about not believing in anything intangible; atheism is generally associated with a disbelief in religion first and foremost, after all.  This being the case:

How the fuck is it rational for any party member in the game to maintain a low Faith score?

Because I don’t know if maybe they just didn’t notice this, but at a certain point in Final Fantasy Tactics’s story, Ramza and company are fighting real, actual fucking demons, and dealing with events, relics, and beings that very clearly indicate that Ajora was a real person, and that several manners of crazy divinely magical shit went down around him in the past.  Even if Ajora turned out not to be the saint that people thought he was, how exactly can the people following Ramza around rationally simply not believe very strongly in the spiritual when they’re watching the stones of religious yore summon demon lords from Hell and create miracles like restoring life to the dead?

How does a party member with a Faith of 49 watch Rafa use a divine stone to call her brother’s soul back from the heavens and into his body, witness a guy who’s been a roof corpse for at least an hour sit up good as new, and still remain more a skeptic than not that there are higher powers in the world?  Hell, how does Malak himself maintain a Faith score of a measly 31 after this?  Does this asshole just open his eyes after the will of God in Rafa's hands hauls his soul back to the corporeal realm, and his first thought is, "I think there's a better than 2/3 chance that I staged this whole thing about dying.  Can't pull the wool over MY eyes, Me!"

How exactly can your belief in the beings from the scriptures not be pretty damned solid as 1 of them holds you up with 1 hand, beats you raw with 3 more, and tells you to start a New Game, because your save file is his bitch now?

But let’s take a step back.  Maybe that’s not exactly what Faith indicates.  Maybe Faith isn’t necessarily a non-specific belief in God and Ajora and the powers beyond the ken of mortals.  Maybe Faith is supposed to indicate how much a character buys into the teachings of the Church of Glabados, specifically.  It’s not just their faith in God and all His jazz, but also in how God and said jazz are depicted, interpreted, and documented by the organized religion of Ajora.  That’s also a reasonable perspective, since the messages for a unit whose Faith is high enough that they’re leaving the group, and the warning messages for when that point is approaching, by and large show the individual doubting Ramza’s cause because it doesn’t jive with the teachings of the church (or doubting that Ramza can achieve anything through combat when the scriptures preach peace and faith as the ways to heal the world).  We assume, now, that the Faith score directly ties to a unit’s belief in the teachings of the church of Ivalice.  That being the case:

How the fuck is it rational for any party member in the game to maintain a high Faith score?

I mean, as the game goes on, shouldn’t the Faith scores of Ramza’s party start dropping drastically?  What with, y’know, this being the group that’s specifically laboring to expose the lies of the church and the truth of the past events regarding Ajora the false saint?  I dunno, maybe I’m just crazy, but I feel like if someone found hard evidence that Jesus was actually the son of Lucifer, and that his daily routine consisted of poisoning wells, kicking kittens, and being acting CEO of Ubisoft, that might lessen just how much stock the person puts in the Catholic church.  Ramza is holding a book in his hands that proves that Ivalice’s messiah was actually the prototype for Randy Pitchford, and that doesn’t lower his Faith in the church a single point?

Or maybe it’s a different scenario.  Maybe Faith is just a belief in the supernatural as a whole.  Sure, God, Ajora, all that junk is in there, but Faith also covers how much a character buys into magic, ghosts, statements made by Pete Hines, vampires, Santa Claus, the ability for the average citizen of the United States to retire, leprechauns, luck, superstition, and so on.  Faith is exactly as the definition of the word implies, signifying a belief in everything that isn’t immediately real and tangible.  This is, of course, backed up by the fact that the Faith stat directly influences how effective magic is when it is cast by or cast upon a character.

But if that’s true, how can anyone’s stat stay low after any battle with a mage?  What, you don’t BELIEVE that your buddy next to you just burst into flames as a mage pointed at him and shouted a catchy little slogan about it?  A lightning bolt just popped a squat on your ally’s head, he fell down dead on the ground, and that’s, what, a coincidence?  Your white mage wants to do something about the fact that your skin’s draping off you like old wallpaper after your last encounter with a samurai, and you’re gonna say “nuh uh all that hocus pocus is a scam!” rather than clap your hands and declare that you do believe in fairies, if by “fairies” they mean “not being bisected”?  Does a low-Faith character just watch the battlefield around her and genuinely think half of what’s going on is an elaborately staged bit of LARPing?

For that matter, ghosts are enemies that you can actively encounter in the game.  Animated skeletons, too!  And squaring off against a lame-ass vampire is an unavoidable part of the main story of FFT.  If Faith describes belief in the general supernatural, how does any unit’s score in it not rise when a ghost comes up to them and punches them in the face?  Does a party member with a Faith of 49 or lower just stubbornly insist, in this scenario, that there’s an above-average chance that his tooth just decided to dislodge itself?

And forget just fighting mages and ghosts and such.  How exactly does it work when you make a low-Faith character into a mage?  How exactly does a black mage not particularly believe in a spell when she herself casts it and sees the spell do exactly what she intended it to do?  Like, imagine if in the first film Luke asked Han Solo, “You don’t believe in the Force, do you?” and then after Han affirms this, Obi Wan pipes up with a “Yeah me neither.”  While he’s opening Han’s mini-fridge with his mind and floating a cold one over.  That’s what’s happening when a low-Faith character gets put in a magic-using role.

It’s not even consistent, really.  I mean, yeah, Faith will have an influence on the success of any and all abilities that count as “magic” by the game’s technical reckoning, but there is shit in FFT that doesn’t technically get calculated as magic which so clearly is magic.  Holy Knight abilities, for example, work completely independently of the Faith stat.*  Meaning that when Agrias swings her sword, shouts a strangely pithy yet abstract catchphrase, and calls forth a spectral blade up from the earth to give her enemy the worst kind of enema, it doesn’t matter whether or not the foe especially believes in magic ground knives, he’s still not gonna be sitting right for a good long time afterward.

I’m sorry, but how is it exactly that you can atheist away a lightning bolt when a dude in a robe summons it down onto your head, but when some hottie swings her sword to bring it down, THAT one you can’t just shrug off as superstitious nonsense?  I’ll give you that a few of these non-Faith-but-clearly-magical abilities are difficult to dismiss as fake--it would be hard to claim that Meliadoul’s Shellbust Stab is all in your head when the armor it broke is currently sitting in pieces around you--but plenty of these unique unit abilities are quite clearly just as unreal as the actual magic in the game.  More so, really, because things like fire and ice and lightning actually are real, physical phenomena, while I’m mostly sure that glowing broadswords sprouting out of the dirt like crabgrass are not.  Unless moles developing and launching tactical sword warheads is a regular and documented happening in Ivalice,** someone with a low Faith count should be way less doubtful of a spell evoking some fire, which is a thing they’ve seen before, than just about everything in Agrias’s arsenal.

And I haven't even gotten into the fact that monsters and animals also have Faith scores.  So depending on what exactly we believe the Faith stat to represent, at least 1 of the following is a cold, hard fact: that ghosts and animated skeletons in Final Fantasy Tactics are not fully convinced that they themselves exist, that demons in Hell don't completely buy into religious lore that is their own literal past, and/or that every random goblin, panther, and bird in Ivalice has given thought to the matter of, and formed a distinct personal philosophy regarding, the feasibility of a higher power and its presence in the works of man.

Yeah, it’s not a bad idea in theory, but in practice, Final Fantasy Tactics’s Faith doesn’t make much sense.  It’s capable of influencing the game more than just the battlefield alone (in that characters with too much will leave to pursue devotion to God), and it’s not unchangeable by human action, so we can safely regard it as a dynamic trait rather than solely as a battle stat...but once that’s done, as soon as we start thinking about FFT’s Faith at all, it becomes clear that the way it works doesn’t make any sense.





















* Which in and of itself makes no sense; of ALL the Job Classes in the game whose abilities should have some interaction with the Faith stat, shouldn’t a Holy Knight be 1?


** Which if it is true, then what are all these idiots doing worrying about stuff like royal succession, societal upheaval, and the invasive incursions of the devil into reality?  They clearly have bigger issues demanding their attention.

6 comments:

  1. I wonder if a stat like this is better off being calculated one-way from the caster's side, like in Dark Souls. It's easier to rationalize someone more sincerely or fervently calling down the fire on behalf of a higher power than it is to parse out an agnostic or atheist taking less damage because they hacked the Matrix and realized "your mind makes it real". If anything I'd expect them to take bonus damage depending on the situation or deity. Kinda awkward for the casual believer who gets lumped in with the reprobates because of a two-way faith mechanic, too.

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    1. Funny thing is that this would not only have solved most of these issues, but it even would have made more sense from a technical perspective. Because Faith's equivalent stat, Brave, works exactly like this--it affects the effectiveness of one's own physical abilities, but it doesn't really do much regarding how others' attacks work upon one. All they'd have had to do is make Faith work the way Brave already did!

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  2. I think that there are two issues at hand here:

    First, you are trying to apply logic to faith, and faith and logic do not always go hand in hand. So, at one point, you eloquently ask, "How the fuck is it rational for any party member in the game to maintain a low Faith score?" I don't think that faith, in the religious sense especially, is really about determining belief based on what you've seen; it's about having faith in a higher power you cannot ever truly see. Once monsters, angels, and people that can conjure fireballs exist in the real world, believing in their existence stops being a matter of faith (i.e., this is why Scully from the X-Files just seems stupid after the series keeps presents her with proof that aliens exist, rather than someone who lacks faith).

    Second, the bravery and faith stats in Final Fantasy Tactics seem to me like they were clearly designed as game mechanics first and foremost. You raise some legitimate issues with the characters' beliefs in Final Fantasy Tactics, but I'm pretty sure that Square didn't consider any of them and mostly considered the stats on a mechanical level (a few story events can affect characters' bravery; no story events affect faith).

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    1. But the fact is that the Faith stat does directly affect the strength of magical abilities in the game, so by the laws of FFT's reality, believing in people who can conjure fireballs IS still a matter of faith, regardless of their provable existence in the world. Your first point seems to be trying to argue that my problem is associating Faith with demonstrably existing phenomena of FFT, but the unavoidable fact is that they CAN'T be disassociated by the game's own rules of reality.

      I'm sure they were designed as game mechanics first and foremost, but the problem is that in a game where the setting, lore, and events of the game are all HEAVILY rooted within concepts of the church, religious fervor, and the power of an organized religion as a ruling entity, a unique-to-this-title stat like Faith is already difficult to totally ignore in the narrative sense, and, as I established early in the rant, they DID link it, mildly but undeniably, to the realm of the game's storytelling by allowing the Faith stat to affect whether or not a character of the game--even a story-specific character like Agrias, Mustadio, Rafa, etc--stays with the party. I'm not the type to take stuff that's specifically only combat-relevant seriously (I've never, for example, treated Sephiroth's stupid magic spell during the last battle of FF7 having an animation that implies that it has destroyed the solar system as though it really happened in FF7's events), but Faith's ability to have an actual, recognized effect on the cast BEYOND a strictly-combat mechanic makes it fair game.

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  3. This is a common topic of discussion in D&D based comunities every time someone try to play an atheist.The gist of it is that in such universe atheism mean not aknowledging the god as gods rather than not believing they exist as at all. And it is common enought as a belief that the wall of the faithless was deemed a sensible solution at some point(at some point i should send you some D&D lore about the wall, as i feel MotB is a bit unfair to Kelemvor about it) As for magic, it could have been explained in an Umineko sort of way: is that actual magic or just something that looks like it but is actually a natural phenomenon,an illusion or at least not something that come from god? There are nonmagical ways in Ivalice to harness elemental power iirc, so the low faith people may simply believe that magic uses them instead. Or they can believe for magic to be an illusion, that can only hurt you if your mind make it real, wich is a common way illusion-based powers work in fantasy media. Mind you, the most likely explaination is simply gameplay and story segregation, but i suppose it can be rationalized.

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    1. Feel free to send me that lore - MotB was amazing, and the concept overall of the Wall and its ramifications and cause is fascinating to me.

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