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Traditional-style JRPG turn-based battles
They're tedious, slow, and get in the way of dungeon exploring. And they also interrupt the music; why haven't more game designers figured out simply omitting a battle track and continuing the area track?
Comments
^LoZ is a boring as fuck series, why do people keep liking that shit.
2. Battle music is almost always better than the area music. Though, that too gets kind of old since battle music doesn't usually change at any point during the game, except for bosses. By the end of Persona 4 I was completely sick of hearing "Reach Out to the Truth" all the time... Plus a lot of the time I don't think area music would really fit as well in battles. Though that depends on the game and what the area music sounds like.
I liked the approach taken by Paper Mario 2 (and presumably the first game as well, which I don't have) and the Mario & Luigi games. That is, traditional RPG style combat, but no random encounters and you still have to push buttons and stuff in order to perform attacks once you've selected them from the menu.
>^LoZ is a boring as fuck series, why do people keep liking that shit.
Because it's fucking awesome, that's why! ^_^
I don't find them boring because you actually get to do stuff, rather than just selecting stuff from a menu. That said, you're entitled to your opinion.
"Though, that too gets kind of old since battle music doesn't usually change at any point during the game, except for bosses."
Makes me glad Tales of Symphonia swapped out Full Force when you got to the second world. It helps that Like A Glint of Light is a far more kickass tune.
;P
^LoZ is a boring as fuck series, why do people keep liking that shit."
Stats are mission based.
while, especially in older JRPGs where there were random encounters
seemingly after every few steps... Though it is nice to be able to not
have to fight them later in the game when you'd just kill everything in
one turn anyway. But a lot of games give you the ability to avoid
battles somehow.
I don't find them fun, because all I'm doing is entering commands and waiting until they're finished executing. In the traditional-style turn-based battles, there really isn't much strategy other than:
* if things are going to do only minor damage, spam the accept button.
* if things are at significant risk of killing your party, come up with a strategy for dealing damage as quickly as possible, and healing when necessary.
Which leads me to the main reason I like FF4's battles--they were quick. Very quick, especially if you play on an SNES emulator and thus can turbo through them while mindlessly spamming your keyboard equivalent to the A button.
> 2. Battle music is almost always better than the area music.
I disagree; I usually find the area music more entertaining. And more atmospheric.
And this goes double for games that don't know how to remember loop position and return to the very beginning of the track after every battle.
As for action commands, I agree that they make battles more fun. Haven't tried the Mario & Luigi games yet, though they seem boring from a spectator's point of view...but they may be far more fun from a player's.
"Haven't tried the Mario & Luigi games yet, though they seem boring from a spectator's point of view...but they may be far more fun from a player's.'
A lot of games seem boring from a spectator's point of view. But when you're actually hitting the buttons, it's a whole different story. And the games make some of the best use of the Mario canon around.
Well... yeah. I kind of like that more than real-time battles, though. I dunno. (I'm neutral toward action commands) But in any case it's true that a lot of the time there isn't much strategy. Or rather, there usually is some requirement for using strategies more complicated than "spam the accept button," but the problem then is that those strategies are usually applicable to most battles in the game, so once you realize what you should do the first time, you pretty much just keep doing the same thing for every other fight in the game. And even in games where there's more strategy required, this doesn't usually apply to random encounters. It's typically only bosses that require much thought.
Then again, I think the last JRPG I've played with real-time combat was Shining Force EXA which has an item that gives you invulnerability for several minutes. And there's no limit to how many you can buy. ...naturally, that game quickly stopped being fun as soon as that item became affordable. So perhaps that's affecting my perception of real-time JRPGs.
And... Oblivion and Fallout 3 are fun, I guess (well... the combat is. Both of those games have a lot of other issues though...). So I guess it's not that I don't like real-time games... still I do like turn-based combat.
This post ended up longer and more pointless than I intended. Sorry.
Well, that or just let you buy items that prevent random battles fairly early on in the game, and make them relatively cheap.
^^ Paper Mario does that.
I wish more games copied Nintendo in general. It's weird. People copied Sonic more than Mario. People copied WipEout more than F-Zero. Legend of Zelda spawned, what, Okami and Darkstalkers?
Fighting a group of Wolves or Goblins got tedious, and fighting a group of Death Elementals and a Killer Shark up in the 60+ dungeons was essentially just the same thing, just with either a palette swap or a stat-boost sprite migration. The people who designed that game were fucking lazy, I tell you that. Even the weapons were boring.
Although I wouldn't mind a hand-held Oblivion with a similar battle style and no music swapping.
/opinion (because I have to clarify this for some fucking nonsensical reason)
And for some reason, now I'm thinking of the battle system in Infinite Space, which is... odd.
Schitzo > ^ I kinda don't, because many battle boil down to "hope your enemy doesn't cast first before you."
You know what would really help that? A turn order diagram, like the one featured in Nostalgia. Shows you the next six or so characters that will be taking turns, in the order of their turns. It would actually be pretty simple for a game like FFI or Golden Sun where you give everyone's commands and then everyone takes their turns--just include turn order in a diagram that's visible somewhere in the interface. The diagram need not be very big either (unless we're talking a handheld). I think FFX or so does something like this, in fact, though that's an ATB game.
(This also makes turn-order-affecting abilities much more useful.)
Vorpy > The people who designed [FFI] were fucking lazy, I tell you that. Even the weapons were boring.
Well, it was also the first JRPG of that style. I wouldn't exactly fault pioneers for, say, not springing up settlements wherever they go.
Ghilz > Personally, the thing that pisses me off about them is the pseudo turn based system used by most JRPG. What Squaresoft calls the ATB. Present in most FF games, Chrono Trigger and others. Waiting for a bar to fill up is DUMB.
I like ATB more than turn based, to be honest, since it does make you have to think faster and speeds up the process.