LMU Uncle Alfred said:
Passionate is the politically correct word on that front >.> FF tactics is a different beast though as a SRPG. Every battle felt like you were constantly getting stronger and gaining points you could use soon, and it had an emphasis on distance between characters. You could also prolong the battles to make more gains without having to end it and then start another one; thus every action netted you rewards and not just ending battles. If JRPGS on the 16 bit era would just take into account a better balance of number of battles to get into , with more to gain per battle they would have a better reputation on the mainstream front. Maybe do a design more like Chrono Trigger too instead of an omnipresent encounter rate. I don't know if it's coincidence or not, but it's like there's this dogma that for 16 bit era RPGs you can't have a relaxing encounter rate, or if not that you can't be allowed to progress relatively quickly. I found out that for FF7 the JP version has a higher encounter rate than the US version. Whoever made that decision for the US version may have well made the best decision ever for the FF franchise considering how important FF7 was to introducing RPGS to people, not just JRPGs. |
You make some good points. I think the main problem with "grinding" is the repetitive nature of it. If you are in a weak area and just hit attack 4 times to end the battle then that is boring. In FF Tactics you still had to think a little even on the "easy" random encounters. So fewer battles that are more challenging and more rewarding is a better idea than many battles that are quick but give little reward. Basically, it doesn't feel like such a grind if the battle system is made to be interesting.
I don't think the problem is turn-based combat, but quick, repetitive, mindless combat.
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