The Octopath games have unwittingly created a new sub-genre of RPG games. I think that more and more games are going to copy this multi-person traveling trope, and its going to merge into other genres as well.
The job system is nothing new, but the divergent storylines that go with them rather is. Octopath 2 upped the stakes and scope in a lot of ways. However it did hold back in some places.
I wanted to go through and share my predictions for how they could take the next game in the series. What plot directions, what character architypes, and how they could incorporate things from the previous 3 games (including the spin-off).
There is a delicate balance of adding more to the 3rd game, while not over complicating it to the point of eternal development.
How will the stories be handled in their Paths?
Every character will have an Epilogue story, that will only take place after you have finished all of the final chapters for each person (although I think maybe there will be less chapters in their main quest?). Meaning all 8 will pop up (maybe delayed or based on the climax chapter).
In addition to this each character duo will have a story to explore, where Octopath 2 had only four pairs, this would be every character has a story with every other character. I know that seems like a lot, and it is, but I think that each character should have a reason they are traveling with the party.
Maybe there could be a limit to how many characters you can pursue at once, as in you pick 4, and then you'll have to replay the game to get the other 4? Or start over temporarily, so that you don't have creeping level curves. Just thinking out loud for this part.
I like how Octopath 2 weaved together all of these disparate storylines, and it was hard I am sure to manage all of that. Especially as things get more complex with the crossover chapters. However having only 2 per pairing seems a bit low, as you don't even get the first duo until you've beat the 1st or 2nd chapter of the characters, and then the final ones happen AFTER you beat the characters final stories. Maybe this was done because of the complexity on the player, or perhaps it was the complexity on the devs.
The first game went like this: chapter 1 > chapter 2 > chapter 3 > Final chapter 4
The second game gave you a bit more freedom, as both Temenos, Throne, and Castti have split chapters. Osvald's intro is two chapters long. Partitio has his scent of commerce which is like a 3 in one before you do your next chapter. Ochette is in order like the first game 1-4, but you CAN do them out of order.
I think the next game would have to spice things up or simplify:
Let me explain! Now before you get your pitchforks stating you want MORE chapters for each character. Keep in mind that they did that this game, and they experimented quite a bit on the flow of them. However I think that came at a cost of the crossover chapters, which to me fits more in the spirit of what Octopath is about.
It is 8 Travelers coming together, and we want to SEE that interaction with each-other. Those random party talks the first two games have were because they wanted interactions with the different characters, but if the travelers are already doing their quests in the same city. Then who is to say they can't have COMBINED chapters?
Perhaps if you have it set up to where both characters are going to be in the same place for their story, then the stories interweave.
Adding in that level of complexity would mean you would need to either decrease the total chapters, and/or make it to where you could complete the story without the other person or with them combined.
Perhaps you can have a follower, as in a second in command or second player if you will. So whoever is 2nd in your party interacts with the chapter. Still leaves out the rest of the team, but might make you want to play it again with other people.
Not unlike how Mass Effect handles their companions on various story missions, and their individual responses.
Ideas for Each Job Path Character
The goal is to create a character idea that is unique from the first games, even Champions of the Continent as best as I can, and have some sort of interesting story imaginable from that combination.
If the first game went with a simple healer cleric, to some sherlock holmes type inquisitor. Then the next game should take a new direction. Another example being the big jump from grumpy old soldier, to the Samurai prince of a kingdom.
Warrior – Paladin or Barbarian
I think just Crick inspired me with the idea of a paladin. I can't think of a warrior storyline for such a generic character idea, but for cleric it makes more sense. As it pushes the boundaries of what a cleric should be. Such as instead of having a mace, the cleric would have a sword (or both).
I think the more interesting path would be that of the Barbarian.
Being somewhat of a brute, but being able to rage into battle. Which could be a secondary skill, and make you move first in the turns. I think that barbarian could also be a bard of some sort. And the path action would to play music for an NPC. Which might incite them into battling you to get you to stop.
Just thinking of how the barbarian would play differently as a warrior. Spear and Ax being the main weapons this time around.
Warrior Epilogue: The barbarian learns of the Lute of the Ancients. A holy instrument, that makes any user of it sound divine. Given how many times the barbarian has been told they suck at playing music, they go after it.
Scholar – Novice Sorcerer or Witch Doctor
Think of a freshman in the Scholar College. Each of his magic spells are unlocked in each of his chapters. At first he can only cast level 1 magic, and so its not very powerful. Like Partitio and his Scent of Commerce, the first round of spells fire/ice/lightning/wind are free to choose which ones you pursue first.
Then you would pursue his chapter 2, where he will gain Advanced Magic, and he could then do the double spell attack like Cyrus. Following that chapter it goes back to the choices, light and dark, then followed by another chapter. This could either be a story based chapter, or his final one. In the case of the latter, the final chapter will give him what is essentially Alephan's Wisdom. Where he then becomes the Sorcerer secret job, and is able to do the triple spells.
I'm not sure if the boosts from his chapters would be permanent or not. Perhaps he'll have an epilogue where that becomes the case.
Scholar Epilogue: While in the main story chapters you unlock the second level and third level spells. The Scholar learns from the dean of his school, Cyrus, of a magical relic that keeps the magic user's energy flowing. Which would allow the Scholar to keep the level 3 spells always.
Merchant – Pirate or Black Market Fencer
In either case it is a bid towards the acquisition of Wealth. The Pirate would spend most of the time on the water perhaps, or perhaps between trade ports.
Perhaps the Merchant is a Pirate FOR the Black Market. Now that is an idea, and instead of trading around between characters. The steal path action will actually be on the Merchant this time.
Being a pirate by trade, but forced into working for the Black Market after trying to steal one of their bounties or loot. Story revolving around doing their work, and getting out of their fleet.
Merchant Epilogue: The ghost ship, a classic pirate trope, but the pirate wants it for their own. Allowing them to have one of the fastest vessels on the sea. The quest to finding and captaining that ship.
Apothecary – Necromancer or Monk
Honestly I think the final boss of Castti's story wearing a Plague doctor costume in the final act was an inspiration.
Think of an apothecary, someone who is meant to be a doctor or healer, but rather he is an "unboxer" of the undead. Perhaps for a noble goal, as in trying to extend the life of people.
You can have a lawfully mixed bag of a necromancer, and try to see where the character draws the line. With using corpses to extend the life of others.
The latter is inspired by the story of Li Ching-Yuen, who was an Herbalist who is said to have lived to be 200 years old. Regardless of it is true, the idea remains really cool, and the Monk could be an interesting story arc.
In either case they are somewhat of an alchemist for the extension of life.
Apothecary Epilogue: After learning the error of his ways, bringing people back from the dead and all, the Apothecary travels the lands to try and find the rarest herbs and ingredients for prolonging one's life.
Thief – Robinhood
A classic trope, that would be I think fun to play as in Octopath, as each chapter would just be this character bouncing from city to city helping out the poor. It could even be a bit antagonistic to the law, and the bosses would be towns guard, all the way up to the regional judges or seats of Power.
I almost thought I should SWTICH the thief and merchant job descriptions, but then I thought NO. It is more interesting to have it this way. The merchant who in past games has been a positive and good hearted person, now is that of more of the scummy parts of trading.
Conversely, the dark gloomy thieves of games past, is instead switched out for a positive give back to the people type character.
While the merchant gets the steal path action, the thief ironically gets the purchase or entreat. As they have a reputation for stealing from the rich and giving to the poor, that when they talk to poor people they can entreat/beg, but when they talk to rich people you have to purchase at a higher rate cause they don't like you.
Again this could be all upside down, but I think that would make those characters more fun to experience.
Thief Epilogue: After going around returning the riches to the populace, the robinhood like character will sit down. Only to realize they have no home of their own, or even belongings to themselves. They go out searching for their first real materialistic item.
Hunter – The Demon Hunter or Bounty Hunter
I think this is a really awesome idea. Given how they started coming up with different characters contributing to the return of the dark flame and what is essentially the demonic embodiment of hell.
With books like the "From the Far Reaches of Hell" making appearances. It makes sense that a character would rise up and try to prevent these artifacts from getting into the wrong hands. That being their sole job to "bag, snag, and tag it" if you will.
While I do think the bounty angle could be cool, and maybe it is demon bounties?
Overall the Demon Hunter sounds like a more fun class to play, and to have unique abilities.
Hunter Epilogue: I think after going through the Gates of Finis, that would only strengthen their resolve. Turns out a high ranking demon under Galdera escaped, and the hunter needs to find it before it causes any trouble.
Dancer – Shaman or Blade Dancer
Just like with the Cleric and the Warrior, there is another job description that I think would fit for another pairing of Travelers. The Shaman is a healer and spiritual leader, which is why it is perfect for the Cleric. Take the same spell ideas or slots, and change them for a more naturalistic origin.
However the Dancer fits as well, as the Shamans of the real world are known for their trance like states. Using forms of Dance to communicate with the group, and to bring people together. Very much akin to how Agnea would leave an impact on the people around her. I think the Shaman's quest would be like Ophelia's where they need to reignite the spiritual presence in some distinction regions.
The other idea, and a bit more unique for Octopath would simply be the Blade Dancer. One could imagine blades at the end of her dress, and/or on the fans she has. Which is probably why the Dancer uses the Dagger in the first place, and why in CotC Dancers use the Fan weapon.
Dancer Epilogue: After facing the final battle the shaman is told that there is one more secret area, that needs to be spiritually cleansed and reborn.
Cleric – Paladin or Shaman
I love this idea for a Paladin, which is why it is on here twice. While technically it is more of a warrior type job, the likes of Crick would like to say otherwise. As he certainly was that of a Paladin level character, RIP, and it would be interesting to see a combination of the healer and warrior architype in this game series.
Not much to say on the plot, as it would probably be to fell some unholy beast, quite like Hannit in the first game.
I could even see the Dancer Shaman and the Cleric Paladin having a crossover chapter as they disagree with how to heal a patient or pursue a spiritual matter.
Cleric Epilogue: Perhaps the cleric discovers a new god, and is challenged by his faith of the 8 normalized ones. Learns to either accept that there is a new one now, or that it is okay either way.
Although I thought that would increase the complexity too much. Even if you limited it to just one job per Traveler for their "special 2nd job". It still would mean 16 different stories.
I think the Eight Travelers would be:
- Warrior – Barbarian
- Scholar – Novice Sorcerer
- Merchant – Pirate for the Black Market
- Apothecary – Necromancer
- Thief – Robinhood
- Hunter – The Demon Hunter
- Dancer – Shaman
- Cleric – Paladin
These seem to provide the most unique storylines, and are the most different from the first two games. Now the stories will have their ups and downs of course, and the final chapters for each character happens after the final battle against the evil. I presume everyone will come together to fight this regions version of Vide or Galdera. Then they go their separate ways once more, to continue their quests, and at the end be forced to come back for one last superboss.
Ideas for the Special Jobs
In the first two games 3 out of 4 of the special jobs have a very similar option in both games. However the fourth special job in each game are unique, so I'm going to treat either of those as individual. Then the rest will be the replacement for either game's special job of that category.
One could say the Arcanist replaced the Starseer, but I felt that such a magic heavy secret job would only get replaced by another magic heavy one. Hence why Osvald is one of the best people to put that job onto.
The special jobs fit into two categories really: the high breaking elemental or weapon ones, i.e. you attack with all weapons or all magics.
The other category being support and mixed builds. The inventor for example could boost latent powers and speed, but also could be a relatively heavy hitter. Especially in the early game.
Alternative to the Warmaster or Armsmaster – Raidmaster
I mean come on there are only so many words for arms or attack. I did consider Battlemaster, which still could be good.
The Raidmaster I felt though gave a sense of urgency, or that of charging at you.
Maybe this time around it isn't so much about high DPS or damage output, but rather speed and accuracy. Lowering the critical and attack stats, but you get someone who can move first, and break the enemy sooner. Leaving the other party members to focus on damage or healing.
Alternative to the Runelord or Conjurer – Carddealer
Each card has an elemental or weapon buff, and so you could attach a spear to a Cleric. Meaning when they hit with their Mace, then it also counts as a second attack with a sword.
Giving you the options to use weapons or elemental magic as boosts. Again really focusing on the breaking aspect. Perhaps might need to turn the damage down, or find a way to limit how much you can use it.
I was thinking that instead of applying to all users on the field, it can only apply to just one traveler at a time. Maybe one for each, i.e. one for weapons, and one for spells, but they don't have a limit on turns.
That seems a bit over-powered, so maybe the limit is simply increased for the lack of diffusion.
Alternative to the Sorcerer or Arcanist – The Apprentice
Given how the scholar is already a sorcerer in training, the need for a variety of magics is no longer as prudent. Which may be why they replaced it with the Arcanist in the second game anyways.
Note: This could be a good spot to put the Witch Doctor or a Voodoo Master type job. I get that is what they were going for with the Arcanist, but really digging deeper into that type of character.
If we don't go the voodoo route, then the special magic secret job would be Osvald's Apprentice. Presumably this game would take place after the previous ones, or in an alternative world. Who knows.
However with Osvald discovering the "One True Magic", it would be a shame if that spell wasn't continued into the next game. This new secret job would have that spell as the damaging spell.
Then it would have a lot of boosting skills for the scholar or cleric roles.
Alternative to the Starseer or Inventor – The Demon Hunter
The inventor I feel is the replacement to the Starseer in the range of secret jobs. While the Inventor doesn't replace the USE CASE, it does take up that slot.
They both serve completely different roles in battle, with the Starseer fitting more of a primarily support role (plus a bit of reversal damage or the tri-attack). Whereas the Inventor follows a similar pattern just opposite. If the Starseer is 60/40 support/attack, then the inventor is 40/60.
Note: While I think the demon hunter is a perfect candidate for
Point being they are a mixed job, and the replacement should fit accordingly. This is why I think the fourth special job should be something completely different. Fitting some sort of new hole that the new travelers don't fill with their unique combinations.
I mentioned before that I think the Demon Hunter is a great role FOR the hunter job architype. However it may just be too powerful of an idea to leave to just as a simple storyline. If the Bounty Hunter is good/chosen for the hunter job, then the Demon Hunter could be for the special job.
New Ideas for Special Jobs – Commander or Alchemist
The idea of the commander is simple, it helps support the rest of the team, by boosting their skills, attributes, and perhaps even their position in turns.
It could be like the all in one boosting special job. Where previous special jobs may have had one or two stat boosting effects. Like boosting attack or health cap. Then this could be the job that has them all in one, just like how the Warmaster has all of the weapons in one.
The Alchemist is already sort of what the Apothecary IS, but I'm thinking taking a step further. Where the Alchemist can concoct even more powerful potions or poisons. Perhaps even the ultimate could be the "sorcerer's stone", which would give a character full 9999 health one time in a battle or something.
I like this idea because I feel that in the first two games the Warrior and Scholar had preferential treatment with the Armsmaster and Sorcerer secret jobs. This would be the Apothecary's version of that.
Stories for the Special Jobs
I was disappointed in the second game not having too much in the way of stories or bosses for the secret jobs. I know that the first game didn't really have ANY stories, so the whole "blacksmith for divine weapons" guy story was interesting, or the Inventor being some out of town steampunk crazy dude. Is far better than we got as far as story in the first game.
However each secret job in the first game had an amazing boss battle, which you had to prepare for and challenge.
Technically the Conjurer had like 5 boss battles, so it sort of made up for the others not having any. However most of them were relatively easy, as by the time you unlock the challenge you are already high level. It would have been interesting if you could start the challenge right away (like how you can get the inventor job at the start). Then over the course of your playthrough you could come back and try your hand at the next boss.
Also if each of the 8 Travelers all have their own Paths, and their jobs directly relate to their paths. Then it only stands to reason that the special jobs would have their own Paths TOO.
Meaning you should get a storyline for each one, once you unlock the job, and then perhaps like the 2nd game it would just be a two part story (like how the crossovers were only two parts). However it would give you a good chance to actually use those jobs for something that required their skills.
Changes to Path Actions
There's already so much you can do now that they introduced time change. With the day and night cycle it gave each character two path actions.
What if you included Twilight? The inbetween hours gave you a different action, or you could even turn that twilight into Dawn/Dusk. Thus giving you TWO more actions than the previous game. That is a lot though, so let's tablet that for now.
I already talked about how the Merchant and Thief were ironically switching the steal/purchase actions.
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Note: I might say "his/her/them" without thinking about it, I haven't thought too much on the characteristics.
- Warrior – Barbarian
- Day: NEW PATH ACTION
- Night: Provoke (playing his instrument until they can't take it and attack)
- Scholar – Novice Sorcerer
- Day: Inquire (instead of scrutinize, as he is just a novice trying to learn)
- Night: NEW PATH ACTION
- Merchant – Pirate for the Black Market
- Day: Bribe (such as bribing the dockmaster)
- Night: Steal (stealing loot to sell on the black market)
- Apothecary – Necromancer
- Day: Scrutinize (figuring out how people work... inside and out)
- Night: Purchase (this is how they get their cadavers)
- Thief – Robinhood
- Day: Entreat/Beg (Being that of a nomad and hero, people are willing to give him items/food)
- Night: NEW PATH ACTION
- Hunter – The Demon Hunter
- Day: Coerce (would challenge people to get information on his bounties)
- Night: Hire (Finding new people to help his cause for hunting)
- Dancer – Shaman
- Day: Soothe (Medicine man always has the trick up their sleeve!)
- Night: Ambush or Befriend (must be able to get their patients somehow)
- Cleric – Paladin
- Day: Challenge (it is dishonorable for a Paladin to fight without purpose)
- Night: Guide (take people under his wing)
How to solve the level scaling problem.
You're just gonna have to do more work, and expect that your players are not going to go from chapter to the next chapter. The game encourages you to jump between travelers, and many players (especially those with OCD) will go chapter 1,1,1,1, then chapters 2,2,2,2, and so forth.
Meaning by the time they get to the higher level chapters, they tend to be over leveled. This was a serious problem in Octopath 2, and skills like hired help and sidestep + diffusion were not helping the matter.
Perhaps the merchant just needs a lot of reworking.
A pokemon rom hack did something really interesting, Crystal Clear, which had two regions in one. Which means you had 16 gyms, all of which were faceable in any order. How does one program for that?
Well the developer simply just made 16 different versions of the gym leaders/bosses, that scaled with how many you had completed so far. In Octopath this could be done based on level.
Level's 1-10 would be a tier 1 boss, 11-20 tier 2, and so forth up until level 100+ where anything would just be the same as level 100. This would make the final bosses of each traveler's chapters much more difficult/exciting to fight, as you wouldn't come in over-leveled.
By my count that is "X" many chapters...
Let's do some quick math for all of the chapters I mentioned before. I think each Traveler having 3-4 main chapters is completely reasonable, as they would have side stories to complete as well. I.e. the Scholar going out to get his spells. The Merchant having to go to different black markets at each port, etc.
Not counting the "scent of commerce" type chapters, but only the story progression based ones. Then each traveler times let's say "3", would be 24. Then each traveler has an epilogue as well. Making it 32!
Note: If we were to assume each traveler has FOUR chapters instead, then just add 8 to the ending total!
Each special job getting two chapters, 8 more.
Each traveler getting a crossover story with each other, or let's limit this to just each traveler getting TWO crossovers. Which improves it from the last game only having 4 pairs. So 2 pairs times two chapters, equals 4, times that by eight (let me know if my math is off haha). 8 Pairs times two chapters, equals 16 more.
Then finally the two climax/superboss chapters, one before the epilogue, and one after for the secret super boss of course.
If I were to combine all of that it would 58 chapters, or if each traveler has 4 chapters, then 66 chapters!
The first game has 33 chapters, and the second game has about 34-35 if you count Galdera. Meaning this would be DOUBLE in length to either of those games. I still think it is doable, especially if you plan it right. Maybe the complexity of music or spriting would get in the way.
Thanks for reading!
I've been brewing this post in my head for quite a while. I was talking to my roommate as we played through Octopath 2. For me a 2nd time, and for him his first. It was fun exploring the character dynamics, as he tries to predict the stories I have beaten before.
We then started to explore the concepts of future travelers, and what they might be like. If you enjoyed this post then please let me know, and if you want to MAKE this game with me without the Octopath IP. Then I have ways of doing it, just would need YOU to program! ;)
If you liked this, then check out my idea for an Octopath game set in the Pokemon World:
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