I bet the second the “Love/Hate” Monthly Musing came up a majority of gamers went straight to JRPGS and the “Hate” portion of the title. It would seem that I’m no different, but I really do want to finish Final Fantasy XII and love it to death as I tend to do with Final Fantasy games. I’ve heard all the praise for its rich story and dynamic characters, but I can’t bring myself to keep going. I can link the reason to one aspect of the gameplay that makes me want to toss the game disc into rush hour traffic. That aspect is the awful battle system.
I can’t blame the Final Fantasy developers for wanting to try something new. Everyone can agree that the battle system used through Final Fantasy X worked, but was becoming archaic. The system definitely needed to change. When Final Fantasy XI Online was released, we were introduced to the new battle system meant for the MMO community. This was the same battle system that was ported over to Final Fantasy XII, a game that’s strictly a one player experience. This is a shame because I really dislike MMOs.
Positioning during battle doesn't matter in FFXII, leading to battles that boil down to one click combat and constant micromanaging.
I’ve taken my shots playing World of Warcraft and Star Wars Galaxies and have become extremely bored with them. Usually I’ll play with great enthusiasm until I hit level 20 and the grinding (the MMO term for fighting random enemies to gain levels) overtakes the pacing and I begin to lose interest. Perhaps the biggest reason I begin to feel like I’m grinding is the common one click battle systems employed in a lot of them. Final Fantasy XII has that kind of feel to it even though it tries to shoe horn in micromanagement on the fly as a big feature, misunderstanding that strategy is suppose to end battles sooner instead of making them unnecessarily long. It didn’t have to be this way.
The “Tales of” series has my favorite battle system and it would fit perfectly in a Final Fantasy game. My favorite game in this series, Tales of Symphonia, sports all the micromanaging of Final Fantasy XII as a way to prepare for battles. You can set certain buttons as shortcuts to tell a computer partner to do a certain action, set your formation to keep your spell casters back and your melee fighters up front, and if you hit certain attacks together you can create a unison attack that does major damage. None of this stuff is revolutionary and can be seen in other titles, but when you actually get into the battle all the micromanaging gets cut down to “choose spell to cast, cast spell.” The success of the battle is usually a mix of preparation and your actual skill in battle. Yes, battle skill is a player action and not necessarily one of character levels. Since dodging enemy attacks comes down to physically moving out of the way, you can employ real battle strategies like flanking, diversionary tactics, hit and run, and others. Compared to this kind of system, Final Fantasy XII creates an illusion of strategy.
In Tales of Symphonia, however, positioning means everything, leaving battles more up to skill and on the fly tactics than menu navigation
Even though Final Fantasy XII allows you to run freely during a battle, it doesn’t actually affect the battle itself. You can stand directly behind an enemy and watch him attack where you once were, only to take damage. You can hit an enemy and run away, being a good ten feet away from the enemies attack and still get hit. It will quickly dawn on you that you’re just playing the same old Final Fantasy battle system with some minor MMO clichés tossed in for good measure. All the free roaming does is help you avoid random battles by not attracting attention (Or “aggro” as the MMO players call it) and have you run away manually and waiting for the invisible bungee cord all enemies are attached to fling them back to their starting positions. It doesn’t take long before that same feeling of grinding kicks in.
My copy of Final Fantasy XII continues to sit on my shelf collecting dust. I know I want to finish that game after hearing how great it gets towards the end. Unfortunately the clumsy and convoluted battle system meant for MMOs just takes all the fun out of the game. Instead of rewarding you for skill and strategy like Tales of Symphonia, it penalizes you for not pausing the game every few seconds to micromanage every little thing about your computer partners and seems to loathe the idea of open world battles that aren’t just glorified dice rolls. Maybe one day I’ll be able to get over that system and be able to enjoy the much lauded story I so desperately want to witness. However, it’s far more likely I’ll just get an MMO loving friend to play the game for me and allow me to watch the story while I play Mario Kart DS during the battle sequences.
Right now I would say my favorite battle system in a RPG is Demon's Souls'. Demon's Souls' battle system is what I had hoped PSO/PSU would eventually evolve into.
In FFXII, you have a AI system you program to recognize conditions to act upon them. This is basically taking all the work you'd do in a turnbased RPG and just letting you do it up-front so you don't have to button mash X to attack or navigate menus to select all these actions you normally would. This lets you sit back and oversee the action and you can change tactics as needed.
Both systems are only as convoluted as you make them. If you think the Gambit System is steep, you should see the macro lists I composed for Scholar in FFXI. It consists of 100+ spells from the Scholar/Red Mage job combination and also includes gear swaps and macroed page swaps, too. And I only did it to make my play efficient as possible, I didn't have to. Many people wouldn't go to that much trouble for one job.
All my Dragoon Macros fit in a neat little set of 20 macros. Ranger has less than 60, one set of 20 assigned to Bow, Crossbow and Guns respectively.
FFXII's Gambits are a cakewalk by comparison, the only annoyance for me being manually switching out equipment in character equip menus.I only need Thief's Gloves for Steal.
Coupled with power levelling, which I'm doing at the moment, and the need for constant micro management is gone. Set up your gambits correctly for each battle area, and watch how the party kicks arse. When you have your gambits up and running all you need to do is use the left analouge stick to move about, perfect for zoning out and enjoying the character designs of the enemies, or appreciating all of the visual work the dev team did on the game.
I did not find the system convoluted at all or steep, simply because I kept it simple and used brute force to over come enemies/bosses rather than messing around with magic, setting up healing gambits for my party. This worked grat and after countless battles, never let me down.
The story just hasn't grabed me. The characters all seem so bland and flat (and why do they only wear shades of brown?), and I have no idea what is going on with all these warring Kingdoms and their politics and their silly names.
Saying that though, the combat is the only thing that has kept me going. The MMO-style loot collecting aspect is extremely addictive. But I never really use spells, and battle tactics seem to boil down to who has a higher level. Overall, it all seems sluggish. I found FFX way more fun, and here's hoping that XIII is closer to capturing that high-speed fun.
At least in FFXII characters keep attacking automatically, and I always kept my party-leader with the gambits turned off.
What I'm seeing in the comments so far is that people either ignored a large portion of the battle system and just set up a couple of gambits and relied on brute force to get them through or they set every last little thing to create a totally customized party designed for the sole purpose of kicking ass. I don't like how there really is no middle ground with that system. You're either tinkering with every character's movesets or you're just setting a couple gambits and hoping your power leveling prevails. To be honest though, I mostly just hate the battles themselves that try to pass themselves off as open world encounters that have the same base mechanics of every other Final Fantasy game set on Active. I want to be able to move freely and rely on timing and strategy than doing something like selecting defense from a menu for when the monster inevitably hits me.
Now for some of the other comments.
@ElectroZack: Yes, I've heard the Demon's Souls system is fun and engaging, but I haven't gotten a chance to play it myself.
@Riegel88: True, the fact that there are no loading screens before battles is one of the positive things they took from MMOs.
@Excalipoor: I've played a few "Tales of" games and I enjoyed them all, though Symphonia and Abyss stand out for me. I can't wait for Graces to come out.
@Ezequiel Alvarez: I don't think there's really a wrong answer here. I just love seeing a community that's so passionate about video games that when they defend it they actually give reasons instead of baseless name calling. It's very refreshing.
youtube.com/watch?v=yvjD0GV7lOY
Tell me that's not genius.
No we can't D:
Final Fantasy 12 is the only Final Fantasy I've ever enjoyed - apart from 9, but that was for aesthetics, not for mechanics - and I'm deeply depressed to hear that FF13 will be going back to the more traditional style of turn based strategy - as far as I know - instead of sticking with the fantastic system in 12 which actually turned me on to the franchise for once.