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Forums - Gaming Discussion - Lets talk about RPG battle systems

Author's note: I'm bored. I will try to keep it as concise as feasible.

So generally speaking the purpose of fighting systems in RPGs, mostly jRPGs but many wRPGs hold to this as well, is to be representative of battle that takes place in the world, at least to concerning the degree of abstractness of the system itself.

E.G. Persona 3, FFTactics, Kingdom Hearts.

While a developer's choice in a battle system is partly to fit the aesthetic and style of the game, and if they are good paying attention then it fits the environment of the game as well such as Paper Mario or Twewy, the technical limitations are an important factor, simply look at the Legend of Zelda series.

However, it is a misconception to think Real-Time systems and Turn-Based systems are distinct from each other. In reality, they are simply opposite ends of a spectrum, with ATB (Active Time Based) systems being in the middle.

The differences are mainly found in that of execution and controllability.

A TTBS (Tactical Turn Based Battle System) is a derivative of the Turn-Based battle system that utilizes its advantages to control an arbitrary number of characters at one time because it has the slowest execution speed. However, once execution speed increases, the amount of characters one can control must decrease significantly, ATBS might only have 4 controllable characters, and a Real Time system will usually be limited to one. While control over a character can remain constant more or less, its impossible to control multiple characters independently and simultaneously.

In other words, as excution speed rises towards real time, the amount of controllable characters sharply decreases.

Other than these two factors, everything else remains constant including possible complexity, depth (when describing the intracies of the combat system and its subsystems), degree of control on a single character at one time, player involvedness, scale, difficulty in programming, Etc.

With regards to the concern of Abstractness, the slower in execution a battle system is the more it tends to be abstract. This can easily be seen in TTYD vs Super Paper Mario. There are exceptions however, KH:COM and Re:COM are real-time but very abstract while a game like Chess, for lack of a better example, is turn based in the world it exists in so its not Abstract at all. Thus it varies based on developer preference but is heavily influenced by execution time, i.e the faster the execution time the harder it is for the combat world to be abstracted from the game world.

tl:dr: RPGs use the same battle system, turn-based and real-time are simply on a spectrum of execution time, how long player's have to carry out actions. Controllability, the amount of characters the player can control at one time decreases with rising execution time. Abstractness, the divorcedness of the combat's world from the game world is tied to execution time but not strictly, thus there are exceptions. Everything else is constant, a game will not be more strategic because its turn-based or more action oriented because its real-time. 



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I just hate turn based combats. They are relics of past and needs to go away. Only turn based game I like is this.



A lot of remakes on mobile have the option to auto battle.. thank god for that.. I only battle the bosses manually..



 

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Sure let's go.

But personally I really liked turn-based battle systems; though systems like the one seen in Xenoblade Chronicles which is a nice blend will do me even better.



 

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If it isn't turnbased it isn't worth playing   (mostly)

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FFT or SRPG games in general might be my favorite sub genre. I never got into the whole being rushed into making a decision is fun. Thus while I enjoy real time strategy games I tend to like tradition JRPGs or games like CIV 3-5. I will make an exection to the RTS that allows me to pause, and build my complex plan while paused. if I can do anything unless game is moving forward count me out.



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I'd say it's a tie for turn based and action for me. Games like Mario and Luigi really fit the whole turn based thing, and I wouldn't have it any other way, likewise for other series.



For my taste, RTwP ("real-time with pause") based, like in Planescape: Torment and Baldur's Gate, is best of two worlds.

While characters are always in action, game automatically, depending on how you set it, pauses when certain conditions are met (enemy spotted, enemy attacks, critical injury, spell cast, weapon ineffective...) or you can manually pause it at any time so you can give commands to all your characters at your own pace.



FFT, VS, KH and FF12 had some pretty great systems. Especially FF12. Kingdom hearts seem to be the ultimate evolution of the JRPG combat system though... which is kinda why i am looking forward to FF15



Yeah I agree, turn based combat is the way to go in JRPG's.



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