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Final Fantasy X/X-2 HD Remaster

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Turn based combat was really just a limit of technology of the time. You couldn't have parties of heroes and monsters fighting all at once. It juts wasn't possible. Now, however, we have come past that. Ni No Kuni should be the kind of battle system we strive for, with the ability to pause and give suggestions to AI not currently controlled by the player, similar to Dragon Age Origins. A melding of that, along with traditional JRPG concepts such as amazing music and story depth and we can have a truly amazing game.

Sadly, we don't get that. We get Plants vs Zombies...
 
Turn based combat was really just a limit of technology of the time. You couldn't have parties of heroes and monsters fighting all at once. It juts wasn't possible. Now, however, we have come past that. Ni No Kuni should be the kind of battle system we strive for, with the ability to pause and give suggestions to AI not currently controlled by the player, similar to Dragon Age Origins. A melding of that, along with traditional JRPG concepts such as amazing music and story depth and we can have a truly amazing game.

Sadly, we don't get that. We get Plants vs Zombies...


Turn based reflected PnP DND. Everyone gets a turn to make their moves.
 
Turn based combat was really just a limit of technology of the time. You couldn't have parties of heroes and monsters fighting all at once. It juts wasn't possible. Now, however, we have come past that. Ni No Kuni should be the kind of battle system we strive for, with the ability to pause and give suggestions to AI not currently controlled by the player, similar to Dragon Age Origins. A melding of that, along with traditional JRPG concepts such as amazing music and story depth and we can have a truly amazing game.

Sadly, we don't get that. We get Plants vs Zombies...

While that's a valid point, its simply not possible even with modern technology to have one player effectively micro manage 3+ characters simultaneously without something resembling turn based combat. You will always give up fine tune control of a party to AI in non turn based combat regardless of technology limitations.

Its not just console power, its biomechanical and controller input issues as well controlling a party in real time vs turn based.

A happy compromise is loose AI auto attacking with filler white damage with guidelines on abilities they can use on their own while waiting to charge a chain or party attack where the clock stops for you to queue up a precise turn ordered chain of events and unleash "yellow/red" damage.

But then you have to be careful that it doesn't just become a one button auto battle joke either.
 
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While that's a valid point, its simply not possible even with modern technology to have one player effectively micro manage 3+ characters simultaneously without something resembling turn based combat. You will always give up fine tune control of a party to AI in non turn based combat regardless of technology limitations.

Its not just console power, its biomechanical and controller input issues as well controlling a party in real time vs turn based.

A happy compromise is loose AI auto attacking with filler white damage with guidelines on abilities they can use on their own while waiting to charge a chain or party attack where the clock stops for you to queue up a precise turn ordered chain of events and unleash "yellow/red" damage.

But then you have to be careful that it doesn't just become a one button auto battle joke either.

This slightly reminds me of FFXII, although I know you're referring to Xenoblade.
 
A happy compromise is loose AI auto attacking with filler white damage with guidelines on abilities they can use on their own while waiting to charge a chain or party attack where the clock stops for you to queue up a precise turn ordered chain of events and unleash "yellow/red" damage.

A happy compromise is let me toggle on and off when party characters are computer controlled, and when they are all off its turn based action. That way if I am grinding through a dungeon I don't have to mash buttons on worthless grunt fights, but will allow game depth when you fight that one rare monster that requires a certain character to use a certain item because some rooster three continents over told you to do that. Or whatever.

A lot of the fun in jRPGs is that the lines are so strict when you do find a way to color outside them or just color with a different crayon it gives you great satisfaction.
 
While that's a valid point, its simply not possible even with modern technology to have one player effectively micro manage 3+ characters simultaneously without something resembling turn based combat. You will always give up fine tune control of a party to AI in non turn based combat regardless of technology limitations.

Its not just console power, its biomechanical and controller input issues as well controlling a party in real time vs turn based.

A happy compromise is loose AI auto attacking with filler white damage with guidelines on abilities they can use on their own while waiting to charge a chain or party attack where the clock stops for you to queue up a precise turn ordered chain of events and unleash "yellow/red" damage.

But then you have to be careful that it doesn't just become a one button auto battle joke either.

That is kind of what I mean. In DA:O, you could set up strict 'algorithms' (for lack of a better word) to find tune the party members you weren't directly controlling. And Ni No Kuni handled what I call "traditional JRPG" type combat in real time perfectly. If you could meld the two, allowing you to basically write your own AI scripts and allow you to seamlessly have real time combat, a very happy medium could be found. Give the ability to pause and 'retune' whenever, and it is almost perfect IMO. Even the difficulty could scale with your level of involvement of how to, not only position, but manage your party in battles.
 
That is kind of what I mean. In DA:O, you could set up strict 'algorithms' (for lack of a better word) to find tune the party members you weren't directly controlling. And Ni No Kuni handled what I call "traditional JRPG" type combat in real time perfectly. If you could meld the two, allowing you to basically write your own AI scripts and allow you to seamlessly have real time combat, a very happy medium could be found. Give the ability to pause and 'retune' whenever, and it is almost perfect IMO. Even the difficulty could scale with your level of involvement of how to, not only position, but manage your party in battles.

I wasn't a huge fan of Ni no Kuni's system, because it became a weird chore to quickly change a party member's command. I was getting rather annoyed at the volcano boss. If I remember correctly, I had to switch back to Ollie from my familiar, and then I could finally adjust the command for the girl. It usually takes me longer to get use to these obtuse commands (you should see me when I was getting used to Angel vs. Demon vs. Normal weapons in DmC: Devil May Cry). It was just frustrating since I knew what I needed to do, but I just couldn't execute it. I also have that same problem in DmC sometimes as I'll hit Demon instead of Angel and just end up falling to my death. 😛
 
If you could meld the two, allowing you to basically write your own AI scripts and allow you to seamlessly have real time combat, a very happy medium could be found. Give the ability to pause and 'retune' whenever, and it is almost perfect IMO. Even the difficulty could scale with your level of involvement of how to, not only position, but manage your party in battles.

My body is ready.
 
So... Final Fantasy 12?
Hated FF 12, and 13. I like RPGs for the tactical aspects, what abilities/spells to use, what works well with what. I like to control every character. Leaving the AI to control the characters removes a lot of the tactical options (might as well control my character too and I just sit and watch the cutscenes)
 
Hated FF 12, and 13. I like RPGs for the tactical aspects, what abilities/spells to use, what works well with what. I like to control every character. Leaving the AI to control the characters removes a lot of the tactical options (might as well control my character too and I just sit and watch the cutscenes)

He's referring to the last few posts regarding programmed AI. And you do control your character, through programming (in 12).
 
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I haven't played enough of XII to form an opinion, but from my FF experience (3 (DS), 4, 6, 7, 8, 9, 10, 13) I have enjoyed the combat in X the most.

Turn-based combat will always have a place.

I'm excited to pick this up today. I still have to beat VIII again (yes, I enjoy it. Especially on PC with audio/video mods) before I'll really be able to get into it. It'll also be my first go at X-2.
 
I personally loved the gambit system in 12. Rather than selecting the same attacks over and over again myself through a turn based menu, I could create a set of rules that picked the commands automatically. It didn't really cheapen the strategy aspect to me, it just streamlined putting your strategy to use.
 
I loved X-2 so damn much back in the day. I really enjoyed it a lot more than X for some reason. Yuna is a much better character than Tidus.
 
I have both games on PS2 and while I wouldn't mind playing the upgraded versions on the PS3, I'm not quite sure it's worth it to me yet at it's full retail price. Part of me is considering getting it for my Vita but I get annoyed each time I'm looking at my perfectly usable PS1 copy of XYZ rpg and have had to pay $8-10 or whatever to play it on my PS3/Vita. Obviously a personal opinion.
 
I wish I could play FF6 on my 3DS. We need SNES on Virtual Console or a re-make. I've never played the original, because I missed it on SNES and PS1. I'd much rather play it on a handheld now than on my PS3.
 
I wish I could play FF6 on my 3DS. We need SNES on Virtual Console or a re-make. I've never played the original, because I missed it on SNES and PS1. I'd much rather play it on a handheld now than on my PS3.

It's available for iOS and Android.
 
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