626f7cddd903d0b049f54f8834a92282?s=36&d=http%3A%2F%2Fwww.gravatar About the Author: Jon is a contributing editor and gamer above all else. He plays all types of games. You can find him mostly in War games. He is very passionate and a hard worker and it shows through his writing. Favorite Games: Warhawk, Soldier of Fortune 2: Double Helix, Final Fantasy 6

Are Turn-Based RPGs Missing a Huge Gameplay Opportunity?

Final Fantasy NES

I’ve been thinking about this for a ridiculously long time now, so I’m just going to come out and say what is seeming to be more and more obvious each year. In my opinion, turn-based games that are trying to become more innovative have been missing out on a huge opportunity since day one. Far be it from me to judge a game, never-mind an entire genre, based on fantasy features that I feel are missing. But this is one of those obvious ones that is glaring in my face every time I play a Role Playing Game. Read on for what I perceive to be a huge game play opportunity that RPG games are missing out on, see if you agree that this is an obvious step forward for the genre that should have been taken decades ago.

FF7 Slash Screen-150x150When a player selects an action such as Fight, Use Item, or Cast Spell in a turn-based Role Playing Game, everyone knows what to expect next. Now it’s time to sit here and watch your character(s) enact the commands as your controller becomes dead weight for a couple of seconds. During my extensive 60+ hour play-through of Lunar: Silver Star Harmony for the PlayStation Portable, the power saving feature for the back-light even became engaged during many of these passive game play moments. I feel there is a simple and painless solution to these brief moments of non-play and it could have worked even in the Nintendo NES days.

What is the solution you ask? The answer to that question is simple, and I’m not going to be surprised if thousands or millions of gamers have thought of it before. When we are sitting here watching our players execute our commands in Role Playing Games, especially ones that do not have real time active battle systems, we should be able to press buttons at key moments in the animation to impact the effectiveness of the action. This feature would have to be in the game from the ground level up of course, but just think how dramatically it could improve a Role Playing Game of the turn-based variety. The applications are almost endless.

Tales Battle Screen-150x150For an example on how this might work think of the most common command in Role Playing games, Attack. When you press this button then select an enemy, you watch your character jump forward and stab your opponent. If the game had something like a invisible quick-time event that players understood, for example press A when your character stabs, this could allow further immersion in the game play by determining the effectiveness of the attack based on the players’ timing. For a more extreme example, think of raining down fireballs and rapidly slamming X as fast as you can timed with each fireball to determine the effectiveness of each attack in your fireball raining spell turn. Or for another example, if you were in a long summon instead of just sitting there watching it you could be pressing buttons at key moments. This could potentially turn those moments of not playing into something like a Quick Time Event from games like God of War.

FFVI Fight Screen-150x150For an even more advanced input system you could even use pressure sensitive input so the harder they push said button the more the attack will be a success. The Final Fantasy series of games seem to have realized the lack of immersion in watching your characters attack because in Final Fantasy VI players will note the screen flashes white when a critical attack is made. If such an attack was based on the players’ skill rather than random it might be more immersing.

In the end it is tough to say how important this really is, and how much it could really add to a Role Playing Game’s battle system. I believe that most RPGs are becoming so advanced that a feature like this is too little too late to be anything helpful. However, for games that are trying to spice up the classic RPG model might this be something they really need to address? Maybe it’s just me. Tell us your thoughts on this and let us know what you think about Turn-Based Role Playing Games and how they can improve in the future.

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  1. 52cdc45567a6da22a788de355bac94df?s=32&d=http%3A%2F%2Fwww.gravatar Scott says:

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    Completely agree with you. They tried this in Legend of Dragoon for the Playstation, and I thought it worked great, but for some reason it never really caught on in any other games. Also, Legend of Legaia was another one that took an RPG and mixed it with a fighting game. Both were great games.

  2. f894889422327ea75d5a878f1d5cd3b4?s=32&d=http%3A%2F%2Fwww.gravatar Noob says:

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    Ummmmmm dude, several JRPGs HAVE already done this. Super Mario RPG is probably one of the more popular ones that has this already.

    For shits sake even FINAL FANTASY 8 had this for normal attacks…..come on now dude.

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    I agree and disagree, if that is possible. I have actually enjoyed times where the developers did impliment some sort of action during the turns of the characters, as it made me pay attention. The Legend of Dragoon did this, where you had to watch on-screen prompts and hit the X button at certain times as shapes overlapped on the screen, and that was fun once you got the hang of it, although it was a bit too hard to do for some.

    Final Fantasy VIII also had a bit of this, in that you could hit X as Squall attacked. If you did so at the right moment, his gunblade would go off, inflicting a bit more damage than usual.

    Lost Odyssey had something similar to Legend of Dragoon going on, as well.

    However, more “standard” turn-based systems can still work, as well, assuming they’re implimented correctly. Yes, the earlier systems can be pretty boring, but that is because the entire pace of battle is god awful slow, like in the earlier FF games. Persona 4 and Final Fantasy XIII do an excellent job of “updating” the standard turn-based system to something that won’t put us to sleep while we wait for character actions to take place.

    So, I can see both sides of the story. But, my feeling is that if it is done well, then it could still be a viable mechanic for modern RPGs.

  4. 33c032a55bd5ef8e706eee6363ab58d4?s=32&d=http%3A%2F%2Fwww.gravatar Lupine says:

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    I disagree…games have become more about button mashing to keep the cut scene moving, then about the story. I have played games for years, the only time I skip scenes or some such is if I have gotten repeatedly stuck. The one thing I dislike about the god of war series (and subsequent games that use the system) is after reaching a crescendo where I should be able to sit back relax and earn my just reward they screw me and I have to do it again…and again. messing with turn based battles would open up the doors for further frustration and isnt worth the risks.

  5. b138b72ef959c8cf2ad6e55975cae30a?s=32&d=http%3A%2F%2Fwww.gravatar duh says:

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    Yes, they’ve already done this: final fantasy viii, super mario rpg, the mario/luigi rpg on the gba, and that vandal hearts (or whatever the title is – with the spinning timing wheel) on ps2.

    I agree though, this should be more universal.

  6. 626f7cddd903d0b049f54f8834a92282?s=32&d=http%3A%2F%2Fwww.gravatar Jon Ireson says:

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    @Noob I know that some RPGs have used this, my point is that so many of them do not, and its such a obvious mechanic to see the need for that you don’t need to have played it before to realize what it could add. Super Nintendo and PlayStation X days were a long time ago my friend…

  7. 547260bcfcd7370adea7eb8d753944ae?s=32&d=http%3A%2F%2Fwww.gravatar Kai Strife says:

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    Three words…Final Fantasy VIII…

  8. 626f7cddd903d0b049f54f8834a92282?s=32&d=http%3A%2F%2Fwww.gravatar Jon Ireson says:

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    @Lupine I see your point and I respect your opinion on the matter. In the end I believe we should absolutely have RPGs that stick to the traditional styles of game play, however I see room in the market and industry for others to experiment with new combination of real-time and turn-based play. Final Fantasy VIII and games like it did a great job testing the waters for such a feature but in this gen many RPG fans would appreciate more of this experimenting in some of the titles coming out. After all, you do not want to feel like you are playing the same game for every title in a genre. I understand keeping a legacy alive, but I am not in support of uniformity across multiple franchises. Originality is a huge part of what draws me towards a game.

  9. Like or Dislike: Thumb up 0 Thumb down 0

    I really admire the Final Fantasy franchise. I can’t wait for a Final Fantasy 7 Remake. All we can do is await a remake. In the meanwhile, I have playing Final Fantasy 7 PC with lots of different mods. Do you reckonthat a FF VII will be released?

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