I mean, they did 10 of them. Now they want to change things. I don't see the problem.
Comparing stand-in-a-line turn-based to the depth of tactical positioning and choice in a pen and paper RPG is pretty laughable. I also know for a fact that you can't just mash buttons in XV unless you drastically outlevel the competition. I did not care for the game's battle system at all, but you would definitely get knocked on your ass regularly without trying to pay some attention to guarding or dodging on even fights.
Also, let's mention again that even were your premise true which I don't believe it is, XV is a bad example of an Action RPG. Try doing the same thing in a Souls game or even in some of the more demanding bosses in the KH games. You have to spend a good deal of time learning attack patterns, where things land, when bosses use these abilities, etc. You don't find anything approaching that level of combat engagement in any stand-in-a-line JRPG I've played, Persona included.
I'll reiterate that I think turn-based is perfectly viable, but it needs an added layer of tactical depth that isn't present in traditional turn-based.
In general the turn based rpg shouldn't be exclusive to handhelds. Persona 5 is a masterpiece but it should have some competition from somewhere.
What's laughable is taking it to a deeper context than what I meant, my point was simple the notion of taking turns is what it's all about. That's the point of pen and paper, that's the point of turn based... It's a loosely based video game take on pen and paper, it's as simple as that.
And you're right, doing that in souls doesn't work but souls is a different monster. I love all the Souls games, that combat is light years ahead of ffxv. Even kingdom hearts has better feelings combat than xv
My comment of just mashing buttons thru combat was specially for ffxv
I think turn-based combat in the sense of a battle system where characters stand in a line and wait to slap some other characters in a line is going the way of the dinosaurs for good reason. I used to be a staunch supporter of this form of turn-based combat, but as my tastes have branched out I've come to realize just how lacking in real meaningful decision-making and thought processes these systems are. I see a lot of people sing such system's praises for tactical depth but I haven't encountered anything of the sort. The most complex decision you make (especially in regards to Final Fantasy) is whether or not you need to heal and beyond that you just pick an elemental weakness, MAYBE buff your party and then go to town mindlessly. As I got older, this type of battle system grew duller and duller. I had to throw on self-imposed challenges just to make things interesting and even then it was only a matter of time until something just worked and was used ad nauseam.
This is not to say that I think turn-based itself should die, but rather that I think it needs an added dimension to stay relevant and satisfying. A system that embraces tactical positioning, for instance, would literally add such a dimension. Take into account the placement of your party, their movement capabilities, attack range, AoE, etc. and all of a sudden you're cooking with gas. It's a crying shame that the Tactics series has failed to get any big budget entries.
To this end, I strongly prefer the action-based direction being taken. While action can boil down to the same basic rinse and repeat tactics (KH is derided often for the normal difficulty being essentially a button-masher) the added element of enemy attack patterns with differing execution times, areas of effect, dodge and block timings, etc. make an action system more engaging on its face than a turn-based stand-in-line system.
I say this as someone who did not care for XV. XV didn't have poor combat because it was action-based, it was a poor implementation of the idea.
It bothers me that even Type-0 with its admittedly mediocre gameplay got more ability variety (and playable characters) than XV. Each character in Type-0 had three or so unique attacks. Noctis had Warp. What a bitter disappointment.
"Taking turns" is not what pen and paper RPGs are all about, even just in terms of combat. You do take turns, yes, but that's basically because that's the only way these games can work by necessity. You can't have a multiplayer action system using just pen and paper unless you feel like LARPing. The real goal of combat systems in pen and paper RPGs is to engagingly simulate fantasy combat, and pen and paper RPGs are so far ahead of stand-in-a-line turn based in this regard it isn't even funny. This is why I don't like the comparison; if stand-in-a-line turn based is trying to achieve what pen and paper RPGs do, it's doing a pretty bad job when you look at both. They've stripped away too many dimensions of what makes pen and paper combat meaningful and tactically engaging. This is why I think character positioning and systems based off of it should become standard to turn based games, so that they can actually be tactical.
I reiterate that, unless you're drastically overleveled, mashing buttons in XV probably has you constantly chugging potions to get up from a downed state. I thought the game was bad but you couldn't just mash to win without suffering a lot of frustrating gameplay pauses to get your hero back up. I'd also reiterate that XV is a pretty bad action RPG, so toting it out as an example is more about proving an agenda than actually presenting factual comparisons of the two battle systems.
It's a loose connotation of pen and paper, that's all there is to it. You can dig as deep and as hard as you want but the premise behind turn based gaming is in alignment with the structure of pen and paper, loosely.
Were talking final fantasy games bro, I'm using ffxv as the example because that combat system sucks
Stop your fingers for 2 seconds and read what I'm saying, I'm not saying all action combat is bad... There are tons I love and I want plenty of action rpgs. But final fantasy was built on a turn based structure that I came to enjoy for about 20 years under a form of turn based combat so there is a tie in to that combat just as persona games have turn based, dragon quest etc... So my comparison is simply seeing the other side of SE combat systems like FFXV which sucks in my book compared to any and all Turn based combat square has used in modern final fantasy.
I'm not condemning action real time combat in its overall embodiment, I'm solely speaking for final fantasy and playing ffxv currently reminds me just how awful that combat engine is compared to Persona 5 which I'm playing now as well, that's it.
Over react much?
I agree. All of the attempts to deviate from turn-based are so iffy at best. Maybe I'm not that good at FF15 but I don't think the combat is 'good', I merely think it's 'okay'. S-E trying to appeal to the western audience so much has kind of hurt them. Dumbing down XIII to try to appeal to the CoD audience has made XIII one of the most disliked entries.
I honestly think if enough research and development went into the evolution of turn-based combat S-E could've made something that is almost indiscernible to real-time combat which could've potentially attracted new players and kept long time fans happy too.
Maybe I'm totally off the money here though. My point is that S-E seems like it is failing miserably trying to imitate western game design. Reminds me of that Buscemi pic where is pretending to fit in with high schoolers.
Toriyama said:"We received a lot of comments about the earlier portion of the game game being quite linear," Toriyama said when asked about the game's response in Japan. "But from a development standpoint, this was an intentional path that we created for players. We really wanted the world and its characters to sink in with players, especially because the battle system was completely new. We wanted to ensure that players could get a hold on the system during the later portions of the game."
I perfectly understand what you're writing, and I'm saying that stand-in-a-line turn based combat is so unengaging that I don't mind if it goes the way of the dinosaurs. The reason I delve further into the pen and paper comparison at all is because pen and paper does exactly what turn based SHOULD do, while classic FF does not. Therefore, the "loose" affiliation is not effective at making a good system, even if it works for pen and paper. A system that comes closer to pen and paper RPGs in incorporating movement, positioning, AoE, etc. would be the real revitalization that turn based needs to actually have meaningful moment-to-moment combat.
Also, if we're just using Final Fantasy as a comparison why is Persona mentioned? If you can use Persona as an example, why shouldn't a counterargument incorporate action RPGs from other companies in the same way? For instance, Platinum worked with SE closely to make one of their games which had a pretty poor action RPG system into one with a great action RPG system. Don't see why the same can't be done for Final Fantasy. Tabata's team being bad at what they do shouldn't bar Final Fantasy from action RPG altogether when the system has so much to offer.
I'd be interested to see what you think the virtues of turn based are, honestly. I'm mostly seeing "the point is that it's turn based" from you but I suspect you have a lot more to say on the matter than that. What is it that makes turn based so appealing that it should be reinstated as the series standard? Does it need changes or is it good just how it is? Elaborate man, I'd love to have a conversation.
Final Fantasy has always radically changed the battle systems from title to title, while other series made very minor adjustments to their systems or kept them the same.
Final Fantasy has always been about reinventing itself. From the worlds, to the characters, to the art style, to, yes, even the battle system. So you saying the gameplay should "go back" or "make minor changes" is confusing as that's not what Final Fantasy has ever been about.
I perfectly understand what you're writing, and I'm saying that stand-in-a-line turn based combat is so unengaging that I don't mind if it goes the way of the dinosaurs. The reason I delve further into the pen and paper comparison at all is because pen and paper does exactly what turn based SHOULD do, while classic FF does not. Therefore, the "loose" affiliation is not effective at making a good system, even if it works for pen and paper. A system that comes closer to pen and paper RPGs in incorporating movement, positioning, AoE, etc. would be the real revitalization that turn based needs to actually have meaningful moment-to-moment combat.
[...]
I'd be interested to see what you think the virtues of turn based are, honestly. I'm mostly seeing "the point is that it's turn based" from you but I suspect you have a lot more to say on the matter than that. What is it that makes turn based so appealing that it should be reinstated as the series standard? Does it need changes or is it good just how it is? Elaborate man, I'd love to have a conversation.
No, you actually aren't off the money. Toriyama himself admitted he drew inspiration from Call of Duty for parts of FFXIII's design.
The commentary is seen here - http://kotaku.com/5470533/final-fan...-of-call-of-duty-card-games--the-toyota-prius
Admitting even going against the trend of the traditional jRPG template despite criticisms of it.
I mean even this part seems a bit baffling to me
Getting a hold of the system is one thing for a learning curve, but 30 to 40 hours of that? Come on now?
I think an RPG does best when it focuses of the core tenets of the RPG genre itself, and not chase the success of games outside of it's genre concepts. I'm not playing RPGs to get FPS experiences, if I wanted that, I just play a FPS instead. In short, I think an RPG should strive to be the best it can be as an RPG, and not half-hearted attempts to cater to something else. Having this sort of genre identity crisis just seems like a developer cannot decide what to do with a game's direction and lacking cohesive vision.
They never "radically" changed anything for a solid 20 years, made small tweaks here and there but nothing was radically changed game to game. I bought the original in 86 or 87, played and loved it... Then FF4 was out in 1990 I believe, the combat was still in the same ballpark.. Then once again in 94 when 6 released the combat was still in the same ballpark.. And even with FF7 the combat while tweaked via ATB was still within the ballpark of turn based combat, it was an adjustment. And so on and so forth, they kept a certain style of turn based combat into 8, then 9, and even 10. The combat still felt like a true FF game.
People use this crutch that the series is all about reinventing itself and that's not what I experienced as I was there for every game since day 1 and the combat in its essence felt close to the mark.
What's laughable is taking it to a deeper context than what I meant, my point was simple the notion of taking turns is what it's all about.
That is a deeply flawed assumption about why TT RPGs are turned based.
I'm not here explaining why pen and paper are turn based. I'm saying that the turn based nature of rpgs whether table top or in a video game are based on the same premise.
I don't know if the production budget of a typical mainstream FF could be sustained with a turn-based premise. They've revisited classic turn-based gameplay in smaller productions: mobile and portable games.
Persona's made on a shoestring, afaik.
I think you're wasting your energy on these posters. Your point is clear and makes sense, everything else is just a derailment.
Back on topic, I agree with what you're saying about the Final Fantasy series. I feel like it's lost its identity and has really watered down the experience. It's as if the philosophy has become "be all things and all genres to everyone" and in the process they stopped playing to its strengths. Turn-based combat was one of those strengths and I greatly miss it. Square Enix would do well to take a look at the Persona series and see how to keep turn based combat relevant and fun. Hell, they could learn a lot from something like Comic Star Heroine, too.
Sadly, I don't think any of this will show up on SE's radar. Mainline FF games will continue down the path of AAA action games and we'll get an occasional bone thrown to us in the form of a spin-off. If it's gotten to the point where even the FF7 remake cannot remain true to its roots, what hope do we have for the series as a whole?
I don't know if the production budget of a typical mainstream FF could be sustained with a turn-based premise. They've revisited classic turn-based gameplay in smaller productions: mobile and portable games.
Persona's made on a shoestring, afaik.
Yeah there is no way the millions and millions of people who made final fantasy one of the number one franchises in gaming would buy another game with the turn based premise.
Much safer to instead design your games with other systems to appeal to gamers who have no interest in what you are making.
I really like Persona 5 but acting like it's this wellspring of tactical gameplay is puzzling to me.
Since I started playing the series (P3FES), the gameplay boils down to hit enemy with elemental weakness and exploit 'til its dead. The only thing P5 brings to that gameplay is that now Shadows can be weak to bullets. Very rock-paper-scissors. Same strategy every time.
^Yep.
That budget has anything to do with it is as silly a notion as turn-based combat being inherently "archaic" or "regressive". Square could trust the audience they built up, but they chase the other crowd instead. They choose flash over substance. It's working out (kinda sorta) on a business level, but let's call a spade a spade.
Yeah there is no way the millions and millions of people who made final fantasy one of the number one franchises in gaming would buy another game with the turn based premise.
Much safer to instead design your games with other systems to appeal to gamers who have no interest in what you are making.
Switching paradigms is itself a way of commanding your party members. And settting up/using your different paradigms had more strategic depth to it than any other Final Fantasy battle system except maybe FF Tactics.
FFXV's combat is a technical trainwreck. It just happens to know it is and is easy on top of not being punishing at all. You get a lightshow participation award just for holding circle.
I knew what I was doing but it never approached anything remotely satisfying. I beat the final boss only getting hit twice, but it took like 45 fucking minutes cuz I was underlevelled. Giant fucking slog.I get an A+ on like every battle and couldn't tell you what the fuck I'm even doing other than warping around and doing the same move over and over. I mean but... Modern day ff fans act like there's something so special there.
At least ff12 let's you setup how you want your team to perform
I love turn based games but I love FF games that arent turn-based too. Is it inconceivable that if Persona reached 10+ numbered titles it'd experiment outside of straight turn-based?
I get an A+ on like every battle and couldn't tell you what the fuck I'm even doing other than warping around and doing the same move over and over. I mean but... Modern day ff fans act like there's something so special there.
At least ff12 let's you setup how you want your team to perform
And it still way better than any AAA JRPG released this gen.Nah I would be down with square still experimenting with new styles. 15 was definitely rough around the edges. It gets old always doing nothing but turn based.
Also no persona 5 is not a AAA title
If you beat FFXV by point warp > warp striking until everything died, then you were ignoring most of the mechanics and playing the game wrong.
I mean, XV's combat has some real flaws here and there, but people who claim it's shallow because you deliberately refused to learn how to play kind of confuse me.
If you can beat the entire game by spamming one thing over and over then you're not "playing the game wrong" -- the dev team failed to leverage their own battle system to create compelling combat scenarios. Give me a reason to "learn how to play."
If you beat FFXV by point warp > warp striking until everything died, then you were ignoring most of the mechanics and playing the game wrong. It's like me calling FF9 a shitty game because all i did was go Zidane/Steiner/Freya/Amarant and spam attack on everything. Or just GF spamming in FF8. Or Trine/Beta/Aqualung spam in FF7. Or Figaro Cheese in FF6.
I hated Bravely Default and found the combat in WoFF really tedious and boring even with the fast-forward button. Turn based was never why these games were great to me and I could honestly care less if it came back or not.