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Forums - Gaming Discussion - How Can SE Make The FFVII: Remake Battle System Fun For Everyone?

 

What's your opinion on how SE will change the battle system?

They'll change it to an ARPG 10 22.22%
 
They'll retain turn based combat 10 22.22%
 
They'll modernize the old system 23 51.11%
 
Other (explain below!) 2 4.44%
 
Total:45

EDIT: I'll just clarify this because I think I worded my title poorly. I doubt there is a system that will be enjoyable for both sides. I meant by "fun for everyone" that it would cause the least amount of criticism from both sides.

Inspired by the comments of the somewhat obvious revelation that the battle system from FF7 will not be present in the remake, I decided to see if we could have a civil discussion on what the new battle system will either most likely be or how you envision it should be. Of course lets stay within the realm of reality here too. 

At the same time perhaps you have an idea of how both people of traditional and newer RPGs could have a combat system that won't result in either side hating each other. 

My opinion: 

I believe they could modernize the battle system and improve it in several ways. For example I feel like switching between characters should be easy (were you set with what you had during battle, I forget ) but I also feel like the summons can be handled like in FFX where you bad full control over the animals you had (maybe for a limited amount of turns like in Dragon Quest 8?). Also the menu's magic list should be a be less bulky (some magic I wanted to use on enemies was at the bottom of the magic list and took forever to reach... I feel like there should be a way to organize that without having gaping holes where other magic the character lacks is). 

However, since it'll probably run on the FF15 engine, I think combat will be similar to that except you'll be able to switch between characters (I think initially they thought about doing that in FF15 but took that out, can't find the source for that though XD). 

But what are your thoughts? How should they handle it? How will they realistically deal with the battle system? Is there a way to combine turn based and action without it being like FF12 (liked the game but I feel it didn't have everyones fave system of combat)?



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Impossible to make it something that is fun for everyone.

My opinion is to make it just like the original. Someone is always going to get pissed off otherwise. Random encounters can go though.



No one is gonna win. Either they leave most of it alone. Or it's changed to match what they do now. One side will rage. Adapting Bravelry Defaults options. But keep the FF7 system the same. IS the best option.



At least an auto battle button.. I really couldn't play jrpgs any more without them.. I just don't have the time



 

Face the future.. Gamecenter ID: nikkom_nl (oh no he didn't!!) 

I prefer that action oriented take like FFXV



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Nem said:

Impossible to make it something that is fun for everyone.

My opinion is to make it just like the original. Someone is always going to get pissed off otherwise. Random encounters can go though.

I guess what I meant by "fun for everyone" was more of an agreed on system that causes the least amount of backlash from both sides



They can't. No matter what they won't be able to please everyone.



Well in the end some people will be butthurt, no matter the choices the team make. Final Fantasy was always about choices that divide the fanbase, with the "every new title is a completely new experience" guideline.

Keeping ATB seems like an obvious choice though, at least to keep some nostalgia maniacs at bay. Completely changing the original experience is probably not the point of the remake, and the creative team is pretty much the original creative team.

I guess OP is right about a lot of things (OP is right about changing character in Versus XIII too !). Modern ergonomy should be the key, and the original game could use a lot of QOL changes for sure.

I don't think he is right about FFXV system being used though, for multiple reasons :

  • It would cost a bridge. Turn based is always cheaper. Let's not forget it's a remake, and that never in the history of gaming a remake was as successful as the original.
  • Valiant Hearts use the same engine as Rayman Legends. Their gameplay have nothing in common though.

I think the best way would be ATB with lots of QOL changes, more clarity, modern UI and ergonomy, more battle animations and movement (FFX-2 handled that pretty well while keeping ATB) and for the creative team to not try to make something completely new, but to focus on what they wanted to make almost 20 years ago but didn't have the technology to.



Well, considering FFVII's combat was pretty weak, I think they need to make it more strategic with the ability to fully control the party. Perhaps have a Dragon Age Inquisition like ability to directly control characters if the player wishes, but have a zoomed out camera so the player can see the battle field and issue commands.

So, for example: A battle starts, you get the chance to issue commands for each character (e.g. Aerith uses Enemy Skill>Big Guard , Cloud casts Bolt, Barrett attacks from range). The battle starts and characters carry out the commands until the end of the turn (based on a set time limit, perhaps based on the opponent i.e. 5-10s). For commands the end before the turn, character reverts to a default action set by materia. In that time you can control each character and move them into more strategic positions (and dodge/block/Item) as the battle dictates. At the end of the turn you get to issue the next set of commands allowing you to respond to how the enemy has attacked.

I think a strategic hybrid system as above could work.



i dont think there is a way. the remake was just a bad idea, SE is dead, they havnt made a good ff in 10 years...