dtgreene: I think it's more that the Final Fantasy series started being directed by someone who really wanted to be a movie director, and his first FF games was FF6; it's enough of a change that I consider FF6 to be the first "modern" FF and FF5 the last "classic" FF. (Yes, I put the line there rather than after FF6.) I also notice that the *feel* of the series changed between FF5 and FF6; FF1 through FF5 feel more FF to me than the later games. (Final Fantasy 2, however, sometimes feels like early SaGa, even though that game and the early SaGas are actually quite different mechanically, and SaGa 1's growth mechanics are completely different from FF2;s.)
It still doesn't explain the glaring balance issues found in early PSX Square games, of which only the main series FF games had the same director; SaGa Frontier was directed by the same person who directed almost every SaGa game (SaGa 3 being the exception, and it shows that it was developed by the team that later did Final Fantasy Mystic Quest instead of the usual SaGa team). yet that game has some particularly awful balance issues in it.
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Mafwek: Please don't take this as an insult, I am just curious. You are aware that games don't need that abstract concept of "balance" and that change towards more "cinematic" direction from FF6 onward was accepted positively among the broader gaming audience? Why do you feel "balance" is needed and what should this balance even be?
P. S. And speaking about the Knights of Round, it was one of the most awesome spells from my childhood, which I would not use now because it's animation is really long.
Actually, a game does need some semblance of balance to be fun. When a game is not balanced, the strategy devolves into the same thing over and over again, either because there's an easy and obvious way to trivialize the difficulty, or because the game is so difficult that, unless you use one specific strategy, you don't stand a chance. (It is, perhaps, OK for a game to require specific strategies to win, but only if the strategy you need isn't always the same; in an unbalanced game, often the same strategy is optimal all the time.) On the other hand, in a balanced game, one can try different strategies and still not find the game to be boring or exceptionally frustrating. One needs to strike a careful balance here.
The long animation of KotR is another sign of the direction the series took, and is an extension of the absurdly long unskipable cutscenes that became prevalent in FF6. (There's some of that in FF4 and FF5, but it's not nearly as bad in these games.) You might be able to avoid KotR's animation by not using it, but that won't work for Supernova (since that spell is used by a boss; the only way to avoid it is to kill the boss before it gets used), and it won't help when there's a 5 minute unskipable cutscene followed by a 3-phase boss fight where you are very likely to lose at the start of the third phase on your first attempt (as happens in FFX).
(Also, I'm pretty sure you mean "its", not "it's".)