I'm going to play a bit of devils advocate. What is the point of a a "Game"play mechanic when there is only a single resulting outcome 99.99% of time. How is a game strategic by being turn based when strategy is about applying your resources effectively to over come losing odds? In classic CRPG style of turn based games your odds of winning are so high that the chance of losing is nil. If this is the case why add a combat mechanic in the first place? If your assumed that you are going to win anyways? Then on top of that they give this insanely non game odds and give it to player thousands of times.
I'm all for turn based strategy. They can be strategic, but in there use in JRPG's they are not strategic at all. Press kill a few times, pump up your HP after or during the fight, rinse and repeat.
JRPG would be much better off if there were less meaningless fights. Fights were much harder, HP had more meaning and remove burst healing in fights. As it is Combat in JRGPS are a bizarre bastardized deformation of any real RPG. See the importance of combat in a REAL RPG is that after the fight resources are used up eventually leaving the group of players having to deal with the injuries and consequences of there choices down the road. Can the playes afford to enter more meaningless fights. How are they going to kill the Wyvern when there Priest is out of spells, no healing potions and most of the team is down to half the HP. These situations make RPG exciting and tense and require the players to talk, consider and plan. Something that CRPG remove because it's easy to slap healing herbs from a near infinite stock of healing supplies.
So no. RPGS have shitty game play and pretty much consist mostly on story and hopefully an amusing minigame. Remove the massive amounts of healing, remove the endless meaningless combat and these combat mechanics will be more meaningful. As it is I sorta agree with the poster. Why play a game when the game isn't a game at all? Well just play it for the story. Heck Square seems to agree.
Squilliam: On Vgcharts its a commonly accepted practice to twist the bounds of plausibility in order to support your argument or agenda so I think its pretty cool that this gives me the precedent to say whatever I damn well please.