[POLL] WHAT IS YOUR FAVOURITE FINAL FANTASY BATTLE SYSTEM?

Poll

What is your favourite Final Fantasy battle system? - Results

Turn Based Battle System (FFI-III)
4
11%
Active Time Battle System (FFIV-IX)
5
13%
Conditional Turn Based Battle System (FFX)
10
27%
Active Dimension Battle System (FFXII)
2
5%
Command Synergy Battle System (FFXIII)
7
19%
Charge Time Battle System (FFT)
8
22%
Real-time Battle System (FFXI)
0
0%

Posts

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Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
There are loads of different battle systems in rpgs, some very common, like Turn-based battles, the first battle system ever used, and Real-time battle systems, used by many MMOrpgs. Others are not quite as common. It would take too much time to find all different battle systems out there, but even in Square´s Final Fantasy series there´s a bunch of different battle systems. Which did you enjoy most?
Dudesoft
always a dudesoft, never a soft dude.
6309
You forgot the 'I hate Final Fantasy' option.
Marrend
Guardian of the Description Thread
21806
As many fond memories of "CT 5 Flare" that I have, CTB was all kinds of good. Maybe I should play me some Tactics again, though.
Adon237
if i had an allowance, i would give it to rmn
1743
author=Dudesoft
You forgot the 'I hate Final Fantasy' option.

Hey, it's a pretty comfortable series. No hating.

Anyway, Final Fantasy XIII's Commando Synergizer or whatever battle system really takes a lot of the control away from the player, I mean it is basically switching between modes. I cannot believe anyone actually chose that as their favorite.
Sailerius
did someone say angels
3214
author=Adon237
author=Dudesoft
You forgot the 'I hate Final Fantasy' option.
Hey, it's a pretty comfortable series. No hating.

Anyway, Final Fantasy XIII's Commando Synergizer or whatever battle system really takes a lot of the control away from the player, I mean it is basically switching between modes. I cannot believe anyone actually chose that as their favorite.

That's completely missing the point of why it's the best FF battle system. They realized that in these battles, what you're doing on a moment to moment basis isn't actually as important as what you're doing over time. Most individual actions in JRPGs don't really matter and are almost a mechanical task. FFXIII took it to the logical extreme and had you issue tactics as commands as opposed to the mechanical actions. That's like saying that in RTSes, the fact that you issue commands to multiple troops at a time instead of individual ones is taking away control from the player. Sure, it is, but that's not what the game is about.
I actually love the XIII battle system. Not because of the flashiness but because of the stress it puts on me when issuing tactics and using logic with this. It's just my opinion really.
author=Sailerius
author=Adon237
author=Dudesoft
You forgot the 'I hate Final Fantasy' option.
Hey, it's a pretty comfortable series. No hating.

Anyway, Final Fantasy XIII's Commando Synergizer or whatever battle system really takes a lot of the control away from the player, I mean it is basically switching between modes. I cannot believe anyone actually chose that as their favorite.
That's completely missing the point of why it's the best FF battle system. They realized that in these battles, what you're doing on a moment to moment basis isn't actually as important as what you're doing over time. Most individual actions in JRPGs don't really matter and are almost a mechanical task. FFXIII took it to the logical extreme and had you issue tactics as commands as opposed to the mechanical actions. That's like saying that in RTSes, the fact that you issue commands to multiple troops at a time instead of individual ones is taking away control from the player. Sure, it is, but that's not what the game is about.


That is merely opinion and actually depending on the mechanics of the game in particular. Micromanaging and macromanaging both have their place in gaming, and one isn't objectively 'better' than the other.

As far as my answer, is ironically FFXIII/2's battle system, but that's mostly because of the difficulty factor. FFV's would be a close second, and would be first if it were harder.
Tau
RMN sex symbol
3293
Final Fantasy XI isn't real time. I have to say as much as I loved XIIs gameplay and hated Xs story/characters.. It had the best and most fun battle system. Everything was so fluid and exciting, ever changing and with X-2s job additions to it I mean it just perfected the series combat and made it all the more fun.

I have no opinion on XIIIs battle system as I can't stand that game *shivers* even thinking about it pissed me off.
I love Active Time Battle, though the best execution of it, in my opinion, was displayed in FFX-2. When it comes to fighting, I could grind on X-2 for hours. FFXIII definitely comes in at second. Something about quick, rapid changes and the constant flow/distribution of actions just gets me pumped up. It feels like an actual battle. You have a limited amount of time to think, and you have to figure out your next course of action before you've even prepared your second attack.

author=Adon237
Anyway, Final Fantasy XIII's Commando Synergizer or whatever battle system really takes a lot of the control away from the player, I mean it is basically switching between modes. I cannot believe anyone actually chose that as their favorite.

Though the lack of control is true in some cases, I feel as if that also adds to the reality of the battle. Playing as an individual character, you can only actively control yourself. In that regard, it takes an extra level of thinking to figure out the best way to fight an opponent, keeping in mind your ally's strengths and weaknesses. And lets be honest - If you didn't know how to control and properly utilize the Synergy system (or know which character was good for what), you had your butt handed to you. I've played nearly every FF (minus the ones that are playable online), and I have yet to play a game where the bosses were as hard as the ones in FFXIII. And because of the battle system (in conjunction with full health after every battle and the option to restart a battle instead of gaming over), they had every right to make the battles as difficult as they did. I am glad they did at least.

But then again, I adored the battle system.
Active Dimension Battle System (FFXII), hm?
I always had an interest with that battle system. Probably because I love MMOS, lol.
If I had the choice to mod a battle system like that, I would.
Only I would take out the stupid licence bullshit, and make the game less of a guide-whore.
There was a certain blandness to FFXII's battle system. It was strictly 'Get stronger, get better weapons/armor, repeat.' It didn't have the interesting customization of mixing and matching abilities like FFV or FFT (which I thought FFXII was going to emulate, gameplaywise). The Gambit system was close, but while I really liked the idea, it didn't quite 'do' it. I hear the International version makes each character much more unique, but I haven't played it yet.

It was really weird seeing FFXII's gameplay be like it was, especially considering it was a Yasumi Matsuno game. Most of his games are really vibrant and packed; Vagrant Story, FFT, and Tactics Ogre shows he doesn't really fuck around when it comes to gameplay.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
FF12's battle system wouldn't be bad if the game had any useful skills other than buffs and healing, and didn't have gambits (or treated them very differently). The combat is quite boring a lot of the time, but I don't think this is a result of the actual battle system, which is really just ATB plus the ability to run out of range of enemies and the ability to see which party member is about to be attacked by the enemies. Plus the ability to input commands when the ATB bar starts filling up instead of having to wait until it's full, so you have a few seconds of leeway with the YOUR SUCCESS OR FAILURE IN BATTLE IS BASED ON HOW FAST YOU CAN NAVIGATE A MENU thing (this should have been the case all along but I guess they just never thought of it before FF12)
K-hos
whoa You guys are hi-chaining without me? That's just not right. :<
721
author=Dudesoft
You forgot the 'I hate Final Fantasy' option.


Although 12s wasn't that bad I guess, as it wasn't totally based around stats overlap.
I liked the battle system from FFXII...

(Will I be exiled for such blasphemy?)
author=wildwes
I liked the battle system from FFXII...

(Will I be exiled for such blasphemy?)

I did too. I just thought it was weird how Attacks, Buffs, and Cures were the only skills that any of the characters needed to use, ever. Anything else was just fluff or not useful until you get some near end-game gambits.

EDIT: I chose 10's battle system because it's the only one to date that lets you switch out character's mid battle(besides 12) and the first to not use ATB in like 6 games.
I liked Final Fantasy XII alright (sorry, i don't have PS3, so no XIII), but somewhere around Henne Mines and getting the gambits to keep MP flowing while my characters grind and spending entirely too much mana, I said screw it. I like the MMO feel that's a holdover from FFXI, but the whole Waiting... when casting a major spell is rather annoying.

Final Fantasy X, the fact that you can see how various status changes battle order before you cast means you can in theory plan a battle. But at the same time, it's still challenging (one of the arena monsters toasted one party member, and because of that, its order changed, giving it two KO turns). Also the ability to do commands (usually Talk, but occasionally, you'd have a battle that was like sneaking behind the boss or something).

author=Sailerius
That's completely missing the point of why it's the best FF battle system. They realized that in these battles, what you're doing on a moment to moment basis isn't actually as important as what you're doing over time. Most individual actions in JRPGs don't really matter and are almost a mechanical task. FFXIII took it to the logical extreme and had you issue tactics as commands as opposed to the mechanical actions. That's like saying that in RTSes, the fact that you issue commands to multiple troops at a time instead of individual ones is taking away control from the player. Sure, it is, but that's not what the game is about.

This was also part of the rationale to FFXII's gambits, but to its credit, they made it optional. Also, FFXII was actually like scripting the character's behavior in battle. Get below 30% HP, you can auto-protect. Only, here you can change it to at HP 100% or even if an enemy has high Strength or something. Spamming long strings of magic against bosses was certainly useful too, I'd hardly call it fluff.



I agree with bulmabriefs144. Also, I did like the 'Active Time Battle System', despite hating most active time battle games. I also liked FFX's battle system.
I adored FF12's battle system. It moved at such a fast pace for me.
CTB is, by far, my favorite. Then CT, then turn-based.
Anyways on a kind of an off note, something stupid that I did on FFX that I always wanted to share:
The monster cited by @bulmabriefs1444 is likely that armadillo thing in the monster Arena.
Then, the Regen spell in this game functions EXACTLY like the default Regen from Rm2k3. So, I had a quite strong Anima, wich was regen-ing around 700Hp per turn.
Then I cast Cheerx5, protect, etc. so the monster's attack takes 500ish Hp.
Result: When it went in that attack frenzy... My turn would never come, because when the attack connected it greatly delayed anima AND gave it half an extra turn, SO HE HAD INFINITE TURNS. Wich is normal, that's the intended, programmed outcome. (it only gets infinite turns if there's only one charcter, 'cause it only delays the character it hits)

The bad part is: Regen only wears off if the character takes a turn, but heals every turn. I had 255+cheerx5DEF, Protect + regen.
Every turn he'd take off 500Hp and I'd heal 700. But my turn would never come.
...And I didn't save for something like an hour
DAMN THIS ENRAGED ME but I think this is the only design bug in FFX. >A>
Probably ATB.
Despised FFXII's system, and that's the last FF I played :(
Not because of that ofc, but it just happened to be that way lol.
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