Real time battles, not seamless battles![]()
And I'm not of the opinion that Real time is better than turn based at all, but I think it would better suit the style that RPGs are heading. They're trying to create one style of game while using a battle system that doesn't mesh all that well and it just comes off a little bit meh.
I'm not fond of the direction battle systems are going either with modern games. I quit playing action games predominately for RPGs and its seems ironic that the turn base system has evolved into an action game.
True beauty exists in things that last only for a moment.
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Well, to be fair, RPGs have nearly always adhered to the Grinding is Good mentality.
True beauty exists in things that last only for a moment.
Current Mood: And it's been a long December and there's reason to believe. Maybe this year will be better than the last. I can't remember all the times I tried to tell myself. To hold on to these moments as they pass...
While I can enjoy a Tales of game just fine, I still prefer either straight up ARPG (Mana, Crystal Chronicles, etc) or JRPG with turn-based battles (DQ). In games that offer the option of having ATB or turning it off, I turn it off, usually.
And I don't understand why people say modern console JRPGs cannot have completely turn based or even ATB battles. Look at DQ VIII, it was modern for it's time on the Ps3 and did a great job with turn based.
With the recent demonstrations of Dragon Quest X, it may unfortunately be the case that all turn base is in fact dead. While it looks like participants take one action every round of combat, you're moving around the battle screen and such. Oh well, there's still handhelds...
Really? Even DQ is going real time? Argh!
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I've never understood that mentality. ATB is basically turn based, but you have to watch a bar fill up between turns, so it actually takes longer. In turn based, you just cut straight to the turn, without any periods of everybody doing nothing, waiting for a bar to fill up. ATB, to me, was the aspects of turn based, combined with the worst aspects of real time.
But... it's Active. If you do nothing, the enemies are gonna keep attacking you until you're dead. That's the big difference between ATB and non-Active.
Er.. no. Your "turn" is based on a specific period of time and I really don't think "you're moving around the battle screen" manually. It looks like they're using the same version they used in DQIX where you select Attack and then it causes your character to run up and attack and run back to starting position.
Last edited by Bastian; 09-06-2011 at 07:23 AM.
Only if you're playing on 'Wait'. If you play on the actual 'Active' mode, the battle is always unfolding and you have to make smart decisions on the fly if the pacing ensures a good challenge or you've ran from enough battles to maintain one. Also, if the game incorporates charge times, like FFIV or Tactics, it adds in yet another layer of strategy because when each character does something becomes far more important. Another advantage to ATB is targeting - many games would be worse off if you had to choose your initial targets and simply hope for the best.
One of the brilliant parts about FFVII was the 'Recommended' setting. It paused the bars for the super-lengthy animations, but everything else remained active. It went well with the game's theme of being super cinematic (being the first game to do so) but still having great RPG gameplay.
Overall, it makes everything more intense than traditional turn based, which essentially turns half of the battle into a cut scene, but still has that strategy you simply can't get from real time. I love ATB.