Bean, and I mean this is the nicest way possible, was it possible
anything was going to sound good to you if it wasn't them saying it was going to use old, traditional JRPG systems? You seem pretty hard-line here.
TherealLogros wrote:
Not intended as a bashing since I enjoyed the series for a good part, but what 'depth' was there in the FF games, gameplay-wise? If a boss was too difficult the answer was usually just 'grind moar levels', except for FF8 where that didn't work so well.
There wasn't. Essentially every fight I can think of was a case of knowing the gimmick or a straight heal-n-spank. Most bosses were even immune to most debuffs, unless that WAS the strategy, so it's not like you even made decisions about weakening the boss vs. attacking.
Every so often small strat things would appear. But those usually seemed like really unintentional possibilities, not strategies they intended to be possible.
Games that involve movement generally have way more strategy, because damage avoidance vs. damage mechanisms come into play. But they're also usually skill-based, not just purely strategic, which people who like traditional JRPGs don't like.
I personally like the happy medium that games like Dragon Age found, where movement was a factor, but you also had pausing and isometric views so you could play more strategically. Not that they executed it perfectly, but I'd like to see more games in that arena. Mostly because I suck at most skill-based games (but menus are just way too boring).
Anyway, I'm not particularly worried by what he said about one-button. Indie games have really proved simple input mechanisms can be a lot of fun. It's all going to come down to implementation.
I'm guessing the control system will be around jumping/teleporting, dodging, and attacking. Melee range = melee, out of melee = magic. So you'll need to avoid damage while negotiating range to cause the kind of damage you want to cause on your target.
If done well, sounds decently fun. If done poorly, it'll be awful. Just like anything else.