By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming - Final Fantsasy 15 is CLASSIC FF

The Fury said:

Soon, CoD will release as a 3rd person shooter with cover mechanics. Then Activision will wonder why it didn't sell as well. Still a shooter in a military setting though right guys?

FF signiture is to reinvent it's story, world and how it's magic works, not how you basically play the game.


Yes, it reinvents its battle system constantly. XV is no exception. 

Were there Espers in FF 3? Jobs system in VII? Draw in X? Did you choose how to level your characters the same way in X as you did in IX? How did you approach the Job system of V? Did you level everything during countless hours? Or did you choose what job to improve? What about XII? Was it all dynamic unlike anything that came before it, or was it still the same "wait for your input, every turn" kind of deal? Were all battle system prior to X based on its Rock-Paper-Scissors concept? What about character swapping in battle? Were we allowed to do that in every game prior to X? Do I have to mention the summons? How they were awesome, albeit repetitive, animations, but were controllable in the later games, with the party being reduced to a single character next to it? Should I go on?

I see. Yeah, gameplay in FF games are soooooo always the same. Only the stories, magics and settings change. -__-



Around the Network
Hynad said:
The Fury said:

Soon, CoD will release as a 3rd person shooter with cover mechanics. Then Activision will wonder why it didn't sell as well. Still a shooter in a military setting though right guys?

FF signiture is to reinvent it's story, world and how it's magic works, not how you basically play the game.


Yes, it reinvents its battle system constantly. XV is no exception. 

Were there Espers in FF 3? Jobs system in VII? Draw in X? Did you choose how to level your characters the same way in X as you did in IX? How did you approach the Job system of V? Did you level everything during countless hours? Or did you choose what job to improve? What about XII? Was it all dynamic unlike anything that came before it, or was it still the same "wait for your input, every turn" kind of deal? Were all battle system prior to X based on its Rock-Paper-Scissors concept? What about character swapping in battle? Were we allowed to do that in every game prior to X? Do I have to mention the summons? How they were awesome, albeit repetitive, animations, but were controllable in the later games, with the party being reduced to a single character next to it? Should I go on?

I see. Yeah, gameplay in FF games are soooooo always the same. Only the stories, magics and settings change. -__-

Basic gameplay, this is what you need to focus on. Of course it reinvents the magic system, but the basic gameplay didn't change. What you are listing is the magic system, not gameplay. Remove the differences in magic/how you perform actions (usually based on story) from each game and all you have left is 'run around a screen/map, then fight in random battles and each character takes a turn over time to perform an action, chosen by you, until the enemy or you run out of HP'.

Regardless of how you acquired your magic, how the story progress, how you level, if Summons even existed, whatever, this was the basic gameplay. CoD is an FPS and while it reinvents the perks, guns etc of each entry, it sticks to the basic gameplay of an FPS with aim down sight mechanics. It's not a twitch shooter, not an TPS. It doesn't change this basic gameplay.



Hmm, pie.

The Fury said:
Hynad said:

Yes, it reinvents its battle system constantly. XV is no exception. 

Were there Espers in FF 3? Jobs system in VII? Draw in X? Did you choose how to level your characters the same way in X as you did in IX? How did you approach the Job system of V? Did you level everything during countless hours? Or did you choose what job to improve? What about XII? Was it all dynamic unlike anything that came before it, or was it still the same "wait for your input, every turn" kind of deal? Were all battle system prior to X based on its Rock-Paper-Scissors concept?

I see. Yeah, gameplay in FF games are always the same. Only the stories, magics and settings change. -__-

Basic gameplay, this is what you need to focus on. Of course it reinvents the magic system, but the basic gameplay didn't change. What you are listing is the magic system, not gameplay. Remove the differences in magic/how you perform actions (usually based on story) from each game and all you have left is 'run around a screen/map, then fight in random battles and each character takes a turn over time to perform an action, chosen by you, until the enemy or you run out of HP'.

Regardless of how you acquired your magic, how the story progress, how you level, if Summons even existed, whatever, this was the basic gameplay. CoD is an FPS and while it reinvents the perks, guns etc of each entry, it sticks to the basic gameplay of an FPS with aim down sight mechanics. It's not a twitch shooter, not an TPS. It doesn't change this basic gameplay.


FF XV is still a JRPG. It's not a FPS, or a platformer. You explore, you battle enemies, you spend your MP, level up, ride chocobos, summon creatures. Heck, you even sleep in tents. xD

The battle system changed. Like it does in every FF games. You're just not comfortable with the changes, or open minded enough to accept them. But at its core, it's still a Final Fantasy game. Most people who actually tried the demo are saying it feels like a Final Fantasy game, despite the changes.

Maybe you should do the same and try it out before complaining?



Sentient_Nebula said:
I prefer turn-based RPG since they require more thought and strategy if you want to do well. I usually don't like hack'n'slash games since they're often just button-mashy, and that's not what I think of when I think of "Final Fantasy".

The strategic element in a turn-based RPG comes from the ability to micro-manage all the commands of the party members.

The strategic element in an action-based RPG comes from stamina managing, positioning in the battlefield, the defensive stance as the player is in control 100% of the time not 50%, and overall control over the party members through "gambit" system if it is implied.

How deep the strategic factor in any RPG depends on the design choices, not the subgenre.



VXIII said:
Sentient_Nebula said:
I prefer turn-based RPG since they require more thought and strategy if you want to do well. I usually don't like hack'n'slash games since they're often just button-mashy, and that's not what I think of when I think of "Final Fantasy".

The strategic element in a turn-based RPG comes from the ability to micro-manage all the commands of the party members.

The strategic element in an action-based RPG comes from stamina managing, positioning in the battlefield, the defensive stance as the player is in control 100% of the time not 50%, and overall control over the party members through "gambit" system if it is implied.

How deep the strategic factor in any RPG depends on the design decisions, not the subgenre.

But in games like FFX12 that strategy was reduced when you couldnt manually dodge your attacks considering you had full control of your character.  Because of that , itss pointless to strategially position yourself, because where you go , you will be hit.  The end result you were still pressing X in FFX12 until you had your sup. Not getting hit was pretty on luck not skill.  If you going to have an action rpg then at least allow players to dodge the attacks as that would be more skill.  I hope FF15  has it , as ales games have them and so did star ocen games. 



Around the Network
Hynad said:

FF XV is still a JRPG. It's not a FPS, or a platformer. You explore, you battle enemies, you spend your MP, level up, ride chocobos, summon creatures. Heck, you even sleep in tents. xD

The battle system changed. Like it does in every FF games. You're just not comfortable with the changes, or open minded enough to accept them. But at its core, it's still a Final Fantasy game. Most people who actually tried the demo are saying it feels like a Final Fantasy game, despite the changes.

Maybe you should do the same and try it out before complaining?

Not saying it won't be a good game, never said it wasn't a JRPG. I like Kingdom Hearts, can't wait for the next one. I thought FF12 (which didn't have random battles, self contained fighting arenas or 'actions chosen by me', it had auto attack basically, you could also buff your characters before even entering a battle) was fantastic game.

But this doesn't mean I don't want a new FF entry with the gameplay that I really loved from when I first played them (6-9), there is no reason why they can't do that but they don't.



Hmm, pie.

VXIII said:
Sentient_Nebula said:
I prefer turn-based RPG since they require more thought and strategy if you want to do well. I usually don't like hack'n'slash games since they're often just button-mashy, and that's not what I think of when I think of "Final Fantasy".

The strategic element in a turn-based RPG comes from the ability to micro-manage all the commands of the party members.

The strategic element in an action-based RPG comes from stamina managing, positioning in the battlefield, the defensive stance as the player is in control 100% of the time not 50%, and overall control over the party members through "gambit" system if it is implied.

How deep the strategic factor in any RPG depends on the design choices, not the subgenre.

I guess I didn't use enough words (You also cut off a large portion of my post which explained more), but you do seem to understand what I'm trying to say. Yes, I do enjoy that sort of "micro-management" aspect of traditional RPGs. (I also like RTS games for the same reason).

Many action-RPGs require a different kind of strategy. Most generally require more "on your feet" impulse thinking, and rarely give you time to plan out your moves. In addition, making a mistake in an Action-RPG usually isn't a big deal, since you can quickly correct your mistake. In a turn-based RPG (or slow-paced action-RPG) making a mistake is usually much more punishing, since you have to wait a much longer time before you're able to correct yourself. So you're given more time to plan your moves, because you have to plan them well in order to play well.

I'm not trying to say one is better than the other... It's all completely subjective. I'm just trying to clarify the details as to why I prefer turn-based RPGs over action-RPGs.



"Never argue with stupid people. They will drag you down to their level and then beat you with experience."

-Samuel Clemens

dane007 said:
VXIII said:
Sentient_Nebula said:
I prefer turn-based RPG since they require more thought and strategy if you want to do well. I usually don't like hack'n'slash games since they're often just button-mashy, and that's not what I think of when I think of "Final Fantasy".

The strategic element in a turn-based RPG comes from the ability to micro-manage all the commands of the party members.

The strategic element in an action-based RPG comes from stamina managing, positioning in the battlefield, the defensive stance as the player is in control 100% of the time not 50%, and overall control over the party members through "gambit" system if it is implied.

How deep the strategic factor in any RPG depends on the design decisions, not the subgenre.

But in games like FFX12 that strategy was reduced when you couldnt manually dodge your attacks considering you had full control of your character.  Because of that , itss pointless to strategially position yourself, because where you go , you will be hit.  The end result you were still pressing X in FFX12 until you had your sup. Not getting hit was pretty on luck not skill.  If you going to have an action rpg then at least allow players to dodge the attacks as that would be more skill.  I hope FF15  has it , as ales games have them and so did star ocen games. 

That is one of the major reasons why I dislike FF XII. So I agree with what you said. But notice that XII wasn't an action-based RPG. It was real-time RPG. It took away too much freedom from the player. It took the worst of both worlds imo.

As for XV. Yes, it is an action-based RPG where you will be 100% in control, Dodging consumes your stamina, so do your abilities. So you have to manage your stamina carefully. To restore your stamina you must hide or warp to an object in distance (the importance of your positioning), then you can warp back to fight again.

Check these previews if you are interested in more details

http://gamrconnect.vgchartz.com/thread.php?id=199338&page=1#



VXIII said:

That is one of the major reasons why I dislike FF XII. So I agree with what you said. But notice that XII wasn't an action-based RPG. It was real-time RPG. It took away too much freedom from the player. It took the worst of both worlds imo.

FF XII didn't take away any freedom from the player. It took away most of the control inputs. A nuance that is very important.

You were still totally free to make your characters act exactly as you wished by properly assigning their gambits, and if that wasn't enough, you could pause the action at any moment to input a particular, non gambit-assigned command.

There was never any lack of freedom in FF XII.



this one looks more like an action game, maybe that's what this franchise needs.