Dice
Pokémon Parentage Conspiracy Theorist
I notice this continuing trend in Japanese RPG's to try and be more innovative, action-oriented, and over everything else--faster. And this is all well and good, it's nice to have exciting battles and everything, but it seems to me that they're trying to design the battles in such a way that they aren't a burden. The issue I have with that is no matter how good the battle system is, if I'm trying to make my way around a dungeon and I have to fight every 10 seconds it's still pretty annoying.
So my question is: Why do so many developers focus on speed and getting the battles out of the way rather than setting a lower battle freuqency and make them longer and actually interesting?
I mean, it would make sense to do so. In most RPG's I spend a lot of time longing for an enemy that won't die if I sneeze so that I can use some of the cooler tactics like status effects, character skills, team-up moves or something unique to the particular RPG I'm playing. Most of the time you won't get a tough enemy until a boss, and then they're immune to half your special tactics so rather than experimenting and taking a bunch of damage it's best to just do some powerful phyical attacks. Either they're too strong for it to work or too weak to bother.
So what's the deal? Do they have some moral issue with giving enemies more HP without also giving them a dangerous attack that would make you only want to fight them a handful of times? Do they not know how to properly balance character development/EXP distrubution through the game with a couple hundred enemies rather than a couple thousand? Playing strategy RPG's helps a little bit, it makes me think a little more, but it's usually just about movement and character classes, all the stuff I said about special skills still applies.
So my question is: Why do so many developers focus on speed and getting the battles out of the way rather than setting a lower battle freuqency and make them longer and actually interesting?
I mean, it would make sense to do so. In most RPG's I spend a lot of time longing for an enemy that won't die if I sneeze so that I can use some of the cooler tactics like status effects, character skills, team-up moves or something unique to the particular RPG I'm playing. Most of the time you won't get a tough enemy until a boss, and then they're immune to half your special tactics so rather than experimenting and taking a bunch of damage it's best to just do some powerful phyical attacks. Either they're too strong for it to work or too weak to bother.
So what's the deal? Do they have some moral issue with giving enemies more HP without also giving them a dangerous attack that would make you only want to fight them a handful of times? Do they not know how to properly balance character development/EXP distrubution through the game with a couple hundred enemies rather than a couple thousand? Playing strategy RPG's helps a little bit, it makes me think a little more, but it's usually just about movement and character classes, all the stuff I said about special skills still applies.