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Community Discussion: Blog by Lance Icarus | Love/Hate: Final Fantasy XII's Battle SystemDestructoid
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About
Hello, my name is Lance Icarus. I'm an avid video game enthusiast. I've been gaming ever since I got my Turbo-Grafx 16 when I was about five. I shortly got my hands on an NES and I never looked back. Here's a quick list of my favorite game per system. Keep in mind that these games may not be the best for their system, but are the games I have the best memories of.

Favorite Turbo-Grafx 16 game: Alien Crush

Favorite NES game: Bad News Baseball

Favorite SNES game: Saturday Night Slam Masters

Favorite N64 game: Harvest Moon 64

Favorite Gamecube game: Tales of Symphonia

Favorite PS2 game: God of War

Favorite Wii game (so far): No More Heroes

Favorite XBox 360 game (so far): Batman: Arkham Asylum

If you want to know more about me, feel free to drop me a line.
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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.
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Honestly, I can not get into either battle systems. Tales "feels" like button mashing; and FFXII, like you said, feels like a MMO. Maybe I am old school but I prefer the old FF battle systems with the occasional twist thrown in.

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.
I'm a fan of true turn-based RPG's like FFX is. But I think they did a great job on the FFXII battle system. It take a little time to get used to, I'll give you that, but after you know what's going on it's pretty good.
Its a false statement to stay FFXII uses FFXI's battle system. FFXI is a bunch of independent people using programmable macros for gear and actions that they decide should take priority over other actions and gear sets. All actions and macros are still entered manually, though, the players always decide what their next action will be.

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.
I love the FF12 battle system, and loved the fact you can make your party go fully auto.

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.
XII doesn't get any better towards the end.
I actually started playing again 2 days ago, and I happen to love the battle system. It is different and new, and I love not having to see a load screen before killing crap.
I've played just about every Final Fantasy, but I only started XII about 3 weeks ago. I'm 40 hours in, and for the first time ever in a FF game I don't care.

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.
If you think Symphonia is good then you must have only played that one.
I really liked the FF XII battle system. It wasn't very frenetic but it gave the battle a good pace.
I came hear as the rest to say how bad you are wrong but it seems to be pretty clear, you ARE wrong, FFXII combat system is great, a great improvement to the damn FFX "combat" system (more like press X while watching the TV).
At least in FFXII characters keep attacking automatically, and I always kept my party-leader with the gambits turned off.
Wow, looks like I definitely stirred up some emotions from the Destructoid community. Awesome. I'll try to just give a blanket response here due to the huge amount of responses, so bear with me.

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.
I agree with Brimtastic. I couldn't get into the story nor did I connect with any of the characters. XII was one of the few FF's that I didn't care to play through. I found the battle system to be ok, but it was not enough to keep me playing such a boring game.
About two thirds of the way through the game you can use the auto grinding trick

youtube.com/watch?v=yvjD0GV7lOY

Tell me that's not genius.
I ran through way under leveled to grab the zodiac spear. Then i proceeded to just grind. Once u have the gambits set i found the battle system quite fun. Just a matter of reaching the point where everyone is set nicely and has great weapons.
"Everyone can agree that the battle system used through Final Fantasy X worked, but was becoming archaic."

No we can't D:
A tip ElectroZack, if you try to play FF12 again, crank the battle speed up as far as it will go. You'll have a roaring good time, I'd recommend it.
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.

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