I hate when that happens...
I find there is little difference in PS1 generation and SNES generation versions of ATB. Except possibly IV and VII, IV cause it put in "cast" time for abiulities so your character never did immediately do what you asked them to. VII cause it made multiple spell effects cast simultaneously instead of the past where each enemy gets hit one at a time thus speeding up some of the animations. Even then if you could add that speed to other FFs you would still get the effect.In regards to the ‘ATB-ness’ of FFXII, it wasn’t in regards to any specific comments in this thread, just the general attitude that FFXIIs system is a departure from traditional FF mechanics. If we take away gambits, (which aren’t really mechanics so much as bots on top of the existing mechanics) it really reminds me of a SNES era system more than a PS1 era system.
X pretty much tells you how to do everything and then further insults your intelligence by making the game ridiculously easy to boot as though it was so hard you really did need the computers help. It treats you like a child.As for setting up gambits, I simply automated all the tasks in the game I found repetitive and thoughtless, and I wasn’t left with anything else. I could have taken some control away from the gambits but I wouldn’t have enjoyed doing it manually myself any more. (Think if you had a computer controlling FFX for you and you were told that you would enjoy it more if you controlled it yourself.)
To me it just sounds like you think combat is tedious and repetitive (which it actually is) so when you switched the gambits for it you found nothing else, once again I feel this says more about the player than the game. To be honest, XII really opened my eyes to how much I felt random normal encounters are tedious and pointless but I never once felt it was XII's fault, rather thinking back made me realize how often I don't like normal encounters cause all I usually do is mash X and read a book.
Because of this discovery I started to play more with Gambits and the License Board (which is actually what I do in most games so this does not make XII any different from past installments) and found ways to creatively use things to make the game a more enjoyable experience for myself.
Fair enough, I guess we'll just agree to disagree.FFXII was the last straw in me deciding I didn’t like side quests mid game. I wasn’t high on them to begin with, but with Mark Hunts (and FFXII in general) being a great new paradigm in game development I decided to give it an honest go. As you can see it did not end amicably.
I believe in Min/Max as well, where my school of thought differs is that I don't believe in clones. I treat melee and magic as opposites and instead min-max the concepts themselves. I don't build ultimate omni set-ups in FFT nor did I bother in XII cause my major complaint with RPGs that allow you to build parties based on a group of generics is that you have the ability to make them the same and even though they are powerful, it doesn't any less cheapen the experience of the game itself for me.For me one of the most enjoyable parts of any video game is trying to min/max my party to the best of my ability. So when I make something at the start of the game and feel no need to change it as I play though, you can understand how I am a little disappointed. In a game, such as FFT, the first time I play through I am constantly trying to make my party as powerful as possible, and am constantly having to adapt and think of new things as new enemies/abilities are introduced, not to mention my knowledge of the game increasing as I go along. FFXII never had that for me in the least.
Anyone can build an army of clones and I feel its not very difficult to do so even in games like Tactics, true skill in my crazy train of thought comes from making any combination good instead of just building the best combination but this is how I've always approached Min/Max in RPGs. Overall, I learned along time ago that Ultima spamming in VI wasn't fun and instead I got more of a kick out of specializing each of my characters and XII brought this all back to me.
See I don't consider this handicapping, rather you are choosing to approach the game differently while still using all the tools available. You can still have one character be absolutely perfect but choose to specialize the other two, how is that really handicapping? cause you know an abusive combination that makes the game less fun for you? Handicapping to me in XII would be choosing not to use the License Board or using a stating equip set up only, or choosing not to level. Handicapping is what I have to do to make X fun cause in order to make the game challenging I have to ignore using the Sphere Grid completely and never use Aeons which are core components of the gameplay. Handicapping to me is ignoring what the game tells you what you should do and nowhere does XII say that building a party of perfect omni-clones is the only way to approach it.In regards to handicapping, if you have to handicap yourself on your first play through to make it enjoyable it is a broken game. Subsequent play throughs it is a given, but the first time is inexcusable. Even in FFT when I handicap myself to try out new classes and strategies I lay the ground rules at the start of the play through and then try and tweak and max out my party as much as I can within those rules.![]()
Utilizing a Limited set-up and handicapping are very different things in my opinion. Limited set-up just requires that you are focusing all your resources into making them the best at their specific task. I don't see how making an ultimate black mage is handicapping myself cause he can't use armors or swords and I stuck to only giving him skills to make him good at one thing over others. This is really all you are doing In XII as well You throw light armor on one, magic armor on another and heavy on the third and go from there. If I need my magic user to be a warrior I change their set up to reflect this and then switch out another character to fill in the void my magic user left.
Just because you can build an army of clones doesn't mean that is what the system is designed for and can only be used for. I still feel you are approaching this game with a narrow view but if that is your choice then its not my place to say you are wrong or not. Obviously the game just wasn't designed for you in mind.
I actually don't like them either but I felt XII hit the right balanced. Though I feel we share a very different opinion on what "open-ended" meansAs you can probably guess I’m not a fan of sandboxy titles in general.![]()
The few games I've played that utilize this mechanic has never bothered me. Of anything it really changed my way of approaching games as I found myself using characters I never would have thought to use and enjoying it sadly enough. By specializing and building in strengths and weaknesses you can set up dungeons and gameplay to cater to specific characters and allow them to shine. I really feel the best design for the future of RPGs was made in Persona 3 cause it pretty much does all I've been talking about. Better usage of NPCs better gameplay that focuses on strategy over power leveling, and just more thought into how you use a party or how you should build a game world, not to mention the title is challenging. Its a linear game that utilizes very non-linear gameplay choices and options.One problem with the weaknesses of party members (I agree with it as a game mechanic whole heartedly) is that you are then forced to chose between play style and favorite characters. I generally try and build my party of my favorite characters first and foremost (this is the one constraint that overrides the min/maxing I mentioned above), mainly because I know if I pick a party of people I don’t like as characters I will probably lose interest in the title and stop playing. And generally I don’t fell like having a good section of a games characters in my party (I’m a fairly misanthropic person). Now, in some games where there is virtually no difference game play wise I am free to do what I want. In others this can lead me to into a choice between choosing characters I won’t enjoy playing as, or a play style I won’t enjoy. Something like FFXII where anyone can be anything isn’t a bad design paradigm, but the fact everyone can be everything kind of smurfs it up. (I prefer the FFT idea where you can learn everything but still have to be highly selective as to what you can actually be.)
Of course this has been marginalized by the proliferation (Is it a good or bad day when I have to stop myself from using paradigm too many times in an argument?) of cutscenes and voice acting, forcing every character to be in every plot scene.