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Good things about FF12's battle system

15/11/09

Permalink 09:48:05 am, 875 words
Categories: Games

Good things about FF12's battle system

FF12 has the only JRPG battle system that I find actual real fun. Let me explain. There are three principal properties it has that no other JRPG battle system combines, as far as I know. (If you know of one, please tell me so I can play it!)

  1. Battles are part of the world.
  2. Enemies are part of the world
  3. Characters automatically fight easy battles.

First: battles are part of the world. There is no whoooosh effect ending in a separate scene. A separate scene hurts immersion and usability as well. In games with separate battle scenes, I’ve spent quite some time over the years inadvertently backtracking in confusing areas after a particularly long battle. I just forgot which direction I was going in the maze. Separate battle scenes are a bad idea now enshrined in JRPG tradition because of Dragon Quest.

Second: enemies are part of the world. You can see them coming. You can sometimes avoid them. You can gauge their numbers. Many JRPGs almost get this by putting generic enemy markers on the world map, ones that rush you on sight. Uh, no. This doesn’t count, because it still means you need a separate in-battle ‘Run’ option, and you don’t get that thrill of finally deciding to attack a new enemy type to see how strong it is. It just helps you visualise the random encounter rate for that area.

Third: characters automatically fight easy battles. It doesn’t matter how great and deep your RPG combat system is, most battles will involve you telling your whole party to attack the enemy until defeated.
A variation of this is to simply skip sufficiently easy battles, usually by making enemies run.

Those are the three basics, but there are a lot of other things that help FF12 be so engaging.


Bonus:

  1. Programmable rules
  2. Battles last less than 30 seconds
  3. Real time battles
  4. Buffs persist
  5. Ability to choose enemies (and Enemies out of your depth)

Programmable rules: Not only should characters know to attack by default, you should be able to tell healers to heal when necessary, casters to cast when opportune, and fighters to attack patterns advantageous for certain enemies. Of course, this leads down a rabbit hole that starts with holding A to make everybody’s move be Attack and ends with a Turing complete scripting language. A lot of action JRPGs automate your party members with simple descriptions like “All Out” and “Run Away Screaming". That’s nice, but it doesn’t really provide enough control—even FF12’s ranked rules are not quite enough to make sure MP is used only as fast as it can be recovered.

Easy battles should last less than 30 seconds. Anything more and you don’t get that sweet, sweet feeling of liberating enemies from their XP one after the other, which is a lot of what makes grinding fun (or at least bearable). It turns into a dumbed-down strategy RPG, one that’s easy and boring. Note: 30 seconds includes load times; JRPGs of the optical-disc era have a real problem with this.

Real time battles are more fun as long as you still have the option to pause the action and issue complex orders. Active Time battles are even better, where speedy characters attack noticeably more often. Again, if you want to have complex, difficult battles, the game should be a strategy RPG. For example, FFX’s normal battles were easy and boring, but the boss battles were fun because they were a basically strategy RPG battles without a hex grid.

Buffs persist between battles, lasting a fixed number of seconds or number of battles. Per-battle buffs are just another bad JRPG tradition that few games think to change. They ensure that buffs are ONLY useful for boss battles. Yet again, the alternative is to stretch your battles out so long that you are playing a strategy RPG (this is why buffs/debuffs were useful in FFX boss battles).

Ability to choose enemies: You should be able to see and avoid enemies stronger than you–areas should contain a mixture of easy, medium and hard enemies. Sometimes, the barrier to progressing to a new area should be a high proportion of hard enemies. This is probably the least important point of all that I’ve listed, but it’s a nice touch when you once or twice you run into a shockingly difficult pack of monsters and get to decide whether to turn back or press on.


A lot of these properties are stolen from Western RPGs, and may be particularly stolen from MMOs. I refuse to play MMOs for fear of disappearing forever, so I don’t know. Maybe somebody who has seen the depths of WOW and returned alive can comment below.


Further bonus:

Final Fantasy X : The Bad Parts

  1. Total disconnect between the good parts–bosses and story.
  2. The bosses are too hard to beat without excessive grinding. (For me, anyway)
  3. Normal battles are not fun (either too long or too simple, or often both).
  4. Levelling system caters strongly to the obsessed player. It behaves much like a normal levelling system (but more annoying) until the end of the game: that’s boring. Only if you decide to grind early and often will you be able to exploit its subtleties at endgame.

5 comments

Comment from: Pawn [Visitor] · http://gamerhighway.com
I've read that Dragon Age: Origins has programmable commands, like FF12. This has me intrigued, but I haven't bit the bullet to try it out yet.
15/11/09 @ 13:00
Comment from: sandersn [Member]
Well, Baldur's Gate does too, although I haven't played it for long enough to want to change the default AI--the battles are so hard that I micromanage all my players. (Disclaimer: I've only played about 5 hours of Baldur's Gate)

Also, I guess the focus of the article is really on JRPGs. There are a number of games with elements like FF12's, and I had a list, but it was very partial, so I ended up leaving it out.
15/11/09 @ 16:17
Comment from: c. [Visitor]
I'm sorry, are we playing the same games here?

1. Debuffs are NEVER useful against ANY FF boss. They're almost always immune to slow/blind/frog/etc.

2. Buffs in FFXII last barely any longer than your 30 second fights.

3. Getting lost in a maze sounds like a personal problem and has nothing to do with the battle system (if anything is to blame, it should be the level design; games like Shadow Hearts Covenant have random encounters turned way down in challenging maze areas). I frequently get disoriented in FPS/3D games, but rarely does it happen in RPGs or games that have overlay maps.

4. FFX boss fights are a joke (overdrive all your Aeons in advance = win!). Only Yunalesca and Jecht pose any real challenge outside of optional bosses.

5. FFXII is bad. Boss fights go from manageable at the start to quickly spiraling out of control as the boss' health drops (boss hits harder and double/triple attacks more frequently). Poorly planned save points ensure you are going to be watching/skipping the same cut scenes over and over again every time you fuckup. The License Grid is a complete failure, forcing one to choose between armor, weapons, and abilities (and because of the completely hidden nature of the grid, you're forced to use a walkthrough to figure out which direction to go so you can use your new sword of awesome). On top of that, the story is boring and uninteresting. Not even the handsome Balthier can save it.

6. Parasite Eve (PS1, baby!) does merge battles with the environment, but they can't be avoided.

The battle system is what made FFXII a failure. You criticize the need for grinding in FFX, yet FFXII requires even *more* grinding. I'd rather suffer with mashing the "attack" button for random shit encounters because I know full control will be there when the time comes for a real fight.

Even if you set FFXII to "wait" mode, there is no way to get it anywhere close to resembling traditional FF battle systems. FFX-2 had the last good battle system.
17/11/09 @ 13:40
Comment from: sandersn [Member]
I think you may have misunderstood a few of the things I said.

1. Debuffs ARE useful against FFX bosses. The reason I mentioned it is that "useful debuffs" in a Japanese RPG basically means you have strayed very close to the strategy RPG. Like FFX.

2. FF12 fights last 2-3 seconds--30 seconds is a *limit*. That means, eg, Haste should be good for at least 15 battles.

3. 30 seconds + separate screen is the limit after which I can forget which direction I was going *on a single path*. I was thinking of Macalania Woods in FFX, whose single path admittedly bends and twists. The HUD was not useful, and I got into a long battle right at a spot that looked the same in both directions.

4. Well, for me, overdrive Aeons is the *only* way to beat most FFX bosses. Maybe you liked FFX's battles enough to grind, or maybe you're more awesome at JRPGs, but I found Yunalesca and Jecht right at (or beyond) the edge of my skill level, while many other bosses were difficult as well.

5. You're right about the story and licence grid. Both failed. I pointed out those things in my original review. I didn't talk about them here, because the post title is "good things about FF12's battle system". As for the unfair bosses preceded by cut scenes, I could say the same thing about FFX, for example: every fight with Seymour. I heard that guy give his crazy speeches more times than I care to remember, only to die to some combination of his evil status effects.

7. (Control in FF12) You're right. You don't get the same kind of control as in previous games, especially FFX. I had trouble with FF12's bosses until I realised that the correct strategy is to win by programming your ruleset correctly. The computer reacts so much faster than a human that relying on computer control is the only way to beat many bosses (without excessive grinding).

I love programming and naturally think this way. Obviously not everybody does and some people are better at the individual control of FFX. Hence the difference in amount of grinding you and I had to do between FFX and FF12. You'll notice that full programmability is not one of the three things I believe should be applied to *all* other RPGs. Easy battles should be automatic somehow. Programmed characters is one way to do it.

Looking at it one way, FF12 is a meta-game similar to FF5: you have to decide ahead of time your strategy to defeat the boss. In FF5 it's choice of class; in FF12 it's choice of rules. You walk up to the boss, punch 'Go', and hope that your choice is right*. In FF5 and FF12, you'll know in about 30 seconds if you're wrong because you'll be dead.

*This is a lot like Desktop Tower Defence. I wonder if it appeals to the same kind of people.
17/11/09 @ 16:46
Comment from: Erik [Visitor]
Having played both, FF12 felt very much like FF11 the online MMO. The new FF14 MMO is supposed to be more casual and allow for short periods of game-play. The old FF11 would require 4-6 hours to get anything done. If you enjoyed FF12 I think you will enjoy FF14 when it releases.
17/01/10 @ 14:33

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