WHICH BATTLE TYPE IS GOOD FOR YOU?
Posts
Turn based or real time menu-driven? (Rm2k)
Like watching an interactive movie
Live action straight on the map? (Avalon Code, DS, although each map is a mini-arena)
You can fight or you can run - Anytime!
Live action inside a mini-arena (Eternal Sonata, X360)
A section of the world is given invisible walls - Two men enter, One man leaves!
Or how about something new. Do you even need to see the battle as long as you know the outcome?
- Mike
Like watching an interactive movie
Live action straight on the map? (Avalon Code, DS, although each map is a mini-arena)
You can fight or you can run - Anytime!
Live action inside a mini-arena (Eternal Sonata, X360)
A section of the world is given invisible walls - Two men enter, One man leaves!
Or how about something new. Do you even need to see the battle as long as you know the outcome?
- Mike
Quest 64 is an excellent example of an RPG battle system and should be emulated more frequently.
(I am joking. What I said above was an intentionally false statement meant to be sarcastic. Quest 64's battle system has very few redeeming qualities.)
(I am joking. What I said above was an intentionally false statement meant to be sarcastic. Quest 64's battle system has very few redeeming qualities.)
Well it had fights that appeared on the field which affected who you fought and where (read: Avoid big open areas because strong enemies are huge) and you could try and evade the last enemy action by moving around (read: know exactly what to do to dodge certain attacks until you get barrier and win the game). Just everything else is absolutely terrible.
More games need the FF10 style of battles: You can change characters to avoid certain ones collecting dust, there's no sitting and waiting for ATBs to fill (or in FF9's case waiting for actions to finally occur so you don't need to worry about queuing actions), and you can see who's going to go when.
More games need the FF10 style of battles: You can change characters to avoid certain ones collecting dust, there's no sitting and waiting for ATBs to fill (or in FF9's case waiting for actions to finally occur so you don't need to worry about queuing actions), and you can see who's going to go when.
I like my turn-based a lot. Coming up with tabletop games like MagicTG, RISK, and other classics where one side acts all at once, then the opposition all acts at once, left me with a good sense of how to utilize it properly.
I tend to gravitate to team-turn based games, like Fire Emblem, most card games, or the PS2 SMTs.
I tend to gravitate to team-turn based games, like Fire Emblem, most card games, or the PS2 SMTs.
GUST games have spoiled me on sideview systems.
But graphical presentation aside, Anything that allows individual turns are probably my most preferred systems. I can't stand group turns for the most part. I never liked the feel of side 1 blasting side 2, and then side 2 blasting side 1 in a neat group fashion till one side dies aka DQ/RMVX DBS/SMT. Breaking up the distribution of turns individually just seems like a better start to me.
But graphical presentation aside, Anything that allows individual turns are probably my most preferred systems. I can't stand group turns for the most part. I never liked the feel of side 1 blasting side 2, and then side 2 blasting side 1 in a neat group fashion till one side dies aka DQ/RMVX DBS/SMT. Breaking up the distribution of turns individually just seems like a better start to me.
I liked the turn-timed pausable battles in games like KOTOR and Baldur's Gate. I could queue actions for each character, easily hop between characters, and pause it if I wanted to employ a more complicated strategy.
Plus lightsabres are cool.
Plus lightsabres are cool.
I like battle systems where you have to press a certain button at the right time, like Legend of Dragoons.
Legend of Dragoon had a good system but shot itself in the foot by making you choose ONE ATTACK and use it over and over every battle. If you could, say, choose which addition to use each turn, along with some other action commands - like that dragoon spinner thing or the x-mashing for attack items - it'd have been a lot more engrossing.
(read: Mario & Luigi rules)
(read: Mario & Luigi rules)
Actually, I didn't like the game.
I just like that type of battle system. There was another game that I really like that has a system like that. I forgot the name of it though. I was another game that started with"Legend of..."
I think it's spelled Legaia or something like that.
I just like that type of battle system. There was another game that I really like that has a system like that. I forgot the name of it though. I was another game that started with"Legend of..."
I think it's spelled Legaia or something like that.
I can definitely say the ATB is the worst battle flow ever, it doesn't help that rm2k3 sucks at conveying it well with the AGI stat and defining what exactly is a turn (globally/or on a specific battler?) which makes stuff like poison annoying.
I wish rm2k3 went with rm2k's turn orders or even CTB but that is hard to expect from enterbrain to consider (even a choice between ATB or CTB would be nice).
I wish rm2k3 went with rm2k's turn orders or even CTB but that is hard to expect from enterbrain to consider (even a choice between ATB or CTB would be nice).
There's only one combat system that I absolutely despise as a game designer, and that's the classic dragon quest system. It's not the turn-based aspect that annoys me. It's the fact that you have to put in all your commands in bulk, and then pray they go in the order you want. This is particularly frustrating in boss fights when you want your healer to do a mass healer after the boss's massive Destroy All Monsters attack, and then the dumb broad (of course it's a girl) does it when everyone's HP is fine. FUUUUUUUU-
If it's gonna be turn-based, it needs to be done more like FFX or Super Mario RPG, where you put in commands when the character's turn actually comes around, which allows you to properly react to whatever might have happened previously. The old DQ system is, frankly, tired and outdated and shouldn't be used anymore.
For any real-time system, if you're going to be controlling multiple fully fleshed-out characters, then there needs to be some way to pause combat when putting in more complex commands. FFXII is pretty good about this in Wait mode. FFXII in Active mode, on the other hand, is pure SUICIDE.
If it's gonna be turn-based, it needs to be done more like FFX or Super Mario RPG, where you put in commands when the character's turn actually comes around, which allows you to properly react to whatever might have happened previously. The old DQ system is, frankly, tired and outdated and shouldn't be used anymore.
For any real-time system, if you're going to be controlling multiple fully fleshed-out characters, then there needs to be some way to pause combat when putting in more complex commands. FFXII is pretty good about this in Wait mode. FFXII in Active mode, on the other hand, is pure SUICIDE.
FFX is a CTB though.
Also yeah, Legend of Legaia has an amazing battle system, I like discovering new skills and combos :D
And then there's Legend of Mana, am I the only one who like their battle system?
Also yeah, Legend of Legaia has an amazing battle system, I like discovering new skills and combos :D
And then there's Legend of Mana, am I the only one who like their battle system?
Whatever Dragon Age: Origins was, I hated that. I was really set to like it but...
I enjoy real time and I enjoy turn based but I really hate all attempts to hybridize them and I really hate anything that mimics an MMORPG type system.
I enjoy real time and I enjoy turn based but I really hate all attempts to hybridize them and I really hate anything that mimics an MMORPG type system.
post=121817
Whatever Dragon Age: Origins was, I hated that. I was really set to like it but...
I enjoy real time and I enjoy turn based but I really hate all attempts to hybridize them and I really hate anything that mimics an MMORPG type system.
FFXII is the worst offender I've seen in years. It's action battle system that looks and reacts much slower and jerkier than, say, a Tales game, but with the added bonus of opening menus any time you want to do anything.
I actually borrowed heavily from MMORPGs for my current project, but that's only strategy-wise. The actual battle system is ATB-based.
I don't really have a favourite type of battle, but if I had to say anything it's probably Action RPG systems that I enjoy the most, especially Tales of Symphonia and The Kingdom Heart series ones. Even if it does come down to hitting the attack (And B + Directions on ToS) button mostly, I find them overall enjoyable.
As well as those there's The World ends with You's battle system, which is probably the most hectic, yet fun, battle system on the DS. Keeping up with the action on both screens is fairly tough sometimes, but it all adds up for one hell of an awesome system.
That said, I do have some favourite Turn based battle systems, most notably the Push Turn and 1 More systems in the recent SMT and Persona games, which let you get extra turns if you exploit enemy weaknesses, or let you get your ass whooped if they exploit yours. They encourage you to be more careful, using the right character for the right situation.
So yeah, I guess I really enjoy any type of battle system, just depends on how I feel at the time.
As well as those there's The World ends with You's battle system, which is probably the most hectic, yet fun, battle system on the DS. Keeping up with the action on both screens is fairly tough sometimes, but it all adds up for one hell of an awesome system.
That said, I do have some favourite Turn based battle systems, most notably the Push Turn and 1 More systems in the recent SMT and Persona games, which let you get extra turns if you exploit enemy weaknesses, or let you get your ass whooped if they exploit yours. They encourage you to be more careful, using the right character for the right situation.
So yeah, I guess I really enjoy any type of battle system, just depends on how I feel at the time.
The Tales Of games contain my favorite battle systems. I don't know exactly why I like it so much but they just entertain me a LOT.
I generally like an action RPG like Secret of Mana or SD3. I don't like when the action gets too much or out of hand, I like when you can pause to see what you'll use for a spell or item. Same with turn based, I like when you have all the time in the world to decide what you'll do, and not an ATB where the enemy will attack you right when you pick the heal spell. I also don't like too many enemies or respawning enemies like Kingdom Hearts has.

























