M°°nblade said:
FFXIII has more advantages over FFXII than just speed.
FFXIIs combat system was as much autopiloting as is FFXIII, even more. You programmed your AI in such way that you didnt have to press a single button to win a battle. You could keep some actions manually but doing so only gave you a disadvantage because of the input delay.
FFXIII on the other hand is tailored around and forces you to do something in-battle like switching paradigms, selecting the target and initiate a set of multiple attack commandos while still avoiding the tediousness of unnecessarily button pressing like in previous FF-games. Because of this, you still have the feeling that the battle itself matters because it requires attention to become victorious. Its a satisfaction FFXII lacked because battle was nothing more than an evaluation of your gambit setup. The outcome of the battle was already determined before it began. As the player, you just watched it unfold.
The illusion of participation, much better than the illusion of freedom?
In any event, there was no attention necessary. As I said, I got through the first 10 chapters of the game with mostly five stars and without dying once (except on the first Eidolon battle because I was unsure how to fight them), and that was almost always with a combination of the same two general paradigms and the autobattle command. Never did I stop to consider the proceedings except on the bosses, and even then it was only on the surface level: I just chose a way I wished my team to go "generally", and the computer handled all the details (and a lot of the time, they did not even handle the details well).
That's the problem when you take all levels of control away from the player though. The player begins to notice even more when the computer does it wrong.
FFXIII is the definition of style over substance (even though I don't much like the style either). It's flash and bang, and in the name of speed ever trades off its gameplay. The battle system is indisputably fast. And characters jump about and sparkle like Dragonball Z. If only I could work things out myself, I might have been interested. The foundation of FFXIII is sound after all.
M°°nblade said:
Another thing I give credits for is the difficulty level of regular fights. They are way more challenging than in any other FF game. This is largely thanks to auto-regen and the dumping of MP. FFXII also had MP regen but still made me walk around in circles to recover MP between fights.
In the end, both systems are different ways to achieve the same thing: managing realtime battle with multiple characters. While they have their own intrinsic pros and cons, they both succeeded cum laude imo.
I still don't understand the difficulty comments. I really never will. Outside of the Eidolon's and certain bosses, pretty much every fight could be five starred by auto battling. It's that easy. One doesn't even have time to plan a pre-battle strategy because it is so exceedingly easy. Typically I'll get into a battle I'll switch between two pre-set aggressive paradigms, and then the battle will be over in seconds and I'll get five stars. All without activating a single unique command myself. Just watching the PC go to town.
What does it matter if the HP regens if all battles are won the same way, and without any thought? FFXII typical battles were easy as well, so I'm not calling out FFXIII in this regard... only to say that FFXIII isn't particularly uniquely difficult, and it certainly didn't leverage its set up to be this ultra difficult RPG experience. It's exceedingly simple.
The only difference is in FFXII I had a hand in every level of the battle. The battle system was how I programmed the A.I. Sitting back and arduously selecting an ability from a menu is not any different at all. One takes place on the eve of battle, one takes place during - all is a means of gaining the upper hand on your enemy. But only one gives you any real control of
all of the proceedings. And anyway, you could also choose to have a direct hand in battle. Options are great! The way FFXIII forces you to macromanage everything is to the great detriment of the gameplay. Because not only is the A.I. often deficient, you cannot plan for a large number of specific moments that would have been simple as pie in FFXII.
Gambits >>> Paradigms (or you could combine them further for some mixture of the two. Have a set of Paradigm loud outs that you could switch between, but you design even paradigm down to the littlest detail! That would have been so amazing, as it would have kept the speed yet upped the strategizing and maintained player control!)