>>11315277
>different endings not just based on TFs but how far you get
it's bad enough having endings for each combination but you should be careful about the absurd added complexity of trying to consider every path having an incomplete path ending
in any case, the most standard thing is
>fights are by default quite hard but if you use powers that push you further down the corruption path the fights are easy
I hate to mention Undertale but it has a pretty good way of doing this
>There is a very obvious way to win
>Doing the obvious way to win results in the 'bad' outcome (in this case, corruption)
>Trying to get the 'good' result requires you to effectively solve a puzzle
therefore players who only care about the content won't have troubles playing the game but people who are more hardcore and want to do a no-corruption run are the ones who engage in the puzzle mechanics.
Limited by the confines of a JRPG, these puzzle mechanics can be things like:
>Using an option repeatedly even though it gives only a very slightly different result each time
>Running repeatedly instead of fighting
>Going for less effective attacks that progress something instead of reducing health
The biggest problem with this is that you have to connect every transformation with "I choose violence over pacifism" which might not make sense (how does attacking people make your boobs grow?)