| Areym said: Any person who has ever touched an JRPG would know better than to simply ignore all small fights and not grind for a while. Granted, it gives the player the ability to play however he wants, overleved or underleveled. This is more important if the player is playing on a lower difficulty or just for the story. Take for example Star Ocean: Till the end of time (i'm gonna ssume you are familiar with its battle system) You get to see the type of monster which you will face off, which allows the player to pick the type of monster he/she wants to train on, as oppose to just running around, hoping you will find a battle with monsters that will give decent exp. In Star Ocean, you can fill up a bonus battle gauge that can let the player gain bonuses in battles, the most desired for me being triple exp. The rate to fill up the bar goes down as the fight drags on and it is lower as the party gets stronger in level. Thus, a player can seek out the right monster to fight, that give the best experience and that make raising the gauge much easier. This is a battle system which I have always loved because it is so versatile and rewarding. Also, the monsters in the game are generally aggressive and will engage combat if you get within range (which is the case for a lot of games in recent memory) And by low level riffraff, i mean the monsters you do not want to fight when you are backtracking or have reached a sufficient level. I honestly don't see how having the choice to fight or not is worse than having no choice at all (There are ways to circumvent random fights but you get my point) but do your thing. I, personally, don't tell to hang on to older concepts in gaming. The transition from turn-based, random battles to action-oriented combat is the natural evolution of any game involving combat (aside from specifically strategy based games like FF tactics), in my honest opinion. |
Sure, I've played Star Ocean, really liked Til End of Time (didn't like Last Hope, acting was so bad it put be off the game). I understand your view on seeing the opponent but your 'plus' points, I don't see them as all plus. Having the choice of enemies also removes risk. No longer will I have fear that I'll randomly have to fight a Malboro (or flee from it like most cases), I'll see the Malboro and just go the other way. I will level up not but fighting through each opponent thrown at me but the ones I want to so it's easier on myself. But I don't mind it in SO:TEOT, as I started the series on that one, didn't play the ones before then but wouldn't have minded the random battles they had before.
One thing though: " The transition from turn-based, random battles to action-oriented combat is the natural evolution of any game involving combat"
This just isn't the case, why does turn based combat have to vanish? even if graphical power has changed, turn based still has it's place. Combat is only evolving because people are thinking it needs to, the turn based combat of FF people still want we just aren't getting it. A New FF game with the graphics of FFXV and traditional turn based FF combat is what many people want.
Hmm, pie.









