Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
0 user currently in Lost Section.
Acmlm's Board - I2 Archive - Lost Section - Your favorite fighting 'system' | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
What is your favorite kind of RPG battle system?
Vote and explain!
Active   0.0%, 0 vote
Semi-Real Time
 
20.0%, 2 votes
Real Time
 
30.0%, 3 votes
Turn Based
 
50.0%, 5 votes
Other - Explain   0.0%, 0 vote
Multi-voting is disabled.

User Post
Xeolord

- B l u e s -
Power Metal > All
Level: 81

Posts: 3190/3418
EXP: 4884196
For next: 108653

Since: 03-15-04
From: Yeah

Since last post: 15 hours
Last activity: 15 hours
Posted on 08-30-05 06:05 AM Link | Quote
I'm just curious what kind of style you guys like 'most'.

Active (Final Fantasy, Breath of Fire, Chrono Trigger)
Active is usually somewhat turn based, but characters usually stay in one spot on screen, and there isn't a hole lot of strategy outside of attacking.

Semi-Real (Tales games, Vagrant Story, Grandia)
I decided to include this kind of style, because there are quite a bit of games like this. Fighting could be somewhat turn based, and or real time, but you'd usually enter some kind of "zone" or area that limits your characters attack to some sense.

Real-Time (Secret of Mana, Y's, Illusion of Gaia, Terranigma)
Solid Real Time is where you have the ability to completely control your character at all time, you run up to the enemy and attack them, while they're free to move and attack you at any time also.

Turn Based (Final Fantasy Tactics, Phantom Brave, Arc the Lad)
Turn Based is very stretched out, usually requires a bigger amount of 'thought' and strategy. Turn Based RPG's usually use a traditional 'board' of some kind for fighting.

If there's some kind of other style out there, that you like the most, please explain.

Myself, I'm going to have to say I enjoy them all really, but when it comes to battling, Secret of Mana (and SD3), Evermore, etc, all come to mind and are a lot more memorable than other kinds of RPG's. They can get pretty intense if you're not constantly doing things, healing, casting Status magic on your characters, and what not, and it's overall just really fun.

Semi-Real is also very fun. These kinds of games seem to be more in-depth with character building (Vagrant Story ... heh), and the battling is very fun.

I'll always be a big fan of ATB styled RPG's, but honestly, they're almost always fairly simple and easy games.

Turn Based isn't too bad, but it's not something I'd always want to play. Those kind of games require a lot of time on your hands, and I don't exactly always have that (I loved how FFTA allowed you to save at any time).

So, what you say?


(edited by Xeolord on 08-29-05 09:07 PM)
DarkSlaya
POOOOOOOOOOOORN!
Level: 88

Posts: 4067/4249
EXP: 6409254
For next: 241410

Since: 05-16-04
From: Montreal, Quebec, Canada

Since last post: 8 hours
Last activity: 5 hours
Posted on 08-30-05 06:09 AM Link | Quote
Semi-Real Time and Real time takes my vote.

The Tales series made me like what you describe as Semi-RealTime
Ronin

Bot
Level: 20

Posts: 90/267
EXP: 37090
For next: 5349

Since: 08-22-05

Since last post: 10 days
Last activity: 4 days
Posted on 08-30-05 11:25 AM Link | Quote
It's a tie between semi-real and turn based, because most of the time the makers of the game mess up on Real Time (case in point, SO3), and active is just mostly boring.

Also, how can you mention Phantom Brave and not Disgaea?
Karadur

Fire Snake



Level: 48

Posts: 1099/1192
EXP: 786444
For next: 37099

Since: 11-02-04
From: Chatham, Ontario, Canada

Since last post: 1 day
Last activity: 15 hours
Posted on 08-30-05 11:32 PM Link | Quote
I'd actually have to choose two in this case, but for the sake of narrowing it down to one, I'll say "Semi-Real". The other choice I would've made is "Real-Time". As for explanations of my choices, here they are:

Semi-Real

:: The only game I own that has this sort of battle system is Tales of Symphonia, just to clear that up. I like it more than Turn Based battles and such because the battles seem much more exciting when you're given a good deal of freedom to perform various actions without being restricted to doing one or two things before the enemy gets a chance to attack. I thought I'd have more to say on this style than the above, but I was wrong

Real-Time

:: My favorite game that has this type of battle system is Secret of Mana. I do own Final Fantasy: Crystal Chronicles, which has that sort of battle system as well, and although I don't know exactly why, I find it to be horribly boring I like this sort of battle system as well, because you're given pretty much all the freedom you need in terms of being able to run away for a bit, attacking the enemy with everything you've got, and other such things.

Now, just because I left the other ones out doesn't mean I don't really like them. Turn based is alright, although, as has been stated, that's more based around strategy and planning your turns ahead of time (for those that haven't had a chance to play it, Megaman X: Command Mission actually shows who will be attacking all 8 turns after the current one ). Given that, most of the time I play a game like that, I just keep choosing the "attack" option each turn

So for now, Semi-Real is my favorite, although that's subject to change if I find a game with a different battle style that I like more
Xeolord

- B l u e s -
Power Metal > All
Level: 81

Posts: 3199/3418
EXP: 4884196
For next: 108653

Since: 03-15-04
From: Yeah

Since last post: 15 hours
Last activity: 15 hours
Posted on 08-31-05 01:00 AM Link | Quote
Originally posted by Ronin
It's a tie between semi-real and turn based, because most of the time the makers of the game mess up on Real Time (case in point, SO3), and active is just mostly boring.

Also, how can you mention Phantom Brave and not Disgaea?


I was unsure, and too lazy to check over the spelling.

True story.
BabyBowser

Paragoomba
Level: 14

Posts: 60/69
EXP: 12688
For next: 383

Since: 06-30-04
From: Bulgaria

Since last post: 3 days
Last activity: 1 day
Posted on 09-01-05 12:47 AM Link | Quote
I like the battle system of games like
EarthBound , Mario RPG & Paper Mario... Turn-Based but not like Final Fantasy Tactics
Prier

Archangel
Administrative Priestess.
NUCLEAR SUB WEEEOOOO
Level: 119

Posts: 7599/8392
EXP: 18790939
For next: 138352

Since: 03-15-04
From: Nerima Dist. - Tokyo, Japan

Since last post: 1 day
Last activity: 1 day
Posted on 09-01-05 12:55 AM Link | Quote
Turn Based -preference-...that doesn't mean I don't mind the others in considering where they are used, but it does help keep an element of pwning in check.

Take for instance Disgaea, as mentioned. 10 people pile-driving a single thing at once based on team attacks? Yea, definite pwnage. You can't really do that with any other system.
Bella

Ludwig Von Koopa
You're Gonna Love Me
Level: 76

Posts: 2082/2962
EXP: 3891483
For next: 114577

Since: 03-29-04
From: Groovy Way

Since last post: 8 min.
Last activity: 6 min.
Posted on 09-01-05 11:52 PM Link | Quote
It's between turn based and active. Before I played some of Arc the Lad (turn based) all I ever played was Active. I haven't played too much of a variety of RPG's besides a few FF's but when I played turn based I likeded it because it was different from active and you put more thought into it. That's always good for a growing mind.
Edea

Red Goomba
Level: 8

Posts: 19/36
EXP: 1824
For next: 363

Since: 08-23-05

Since last post: 11 days
Last activity: 11 days
Posted on 09-02-05 08:21 AM Link | Quote
I...need to spew for a bit before deciding. I have kinda similar definitions to the different systems, but I need to explain my thinking before answering.

Real Time: This type is actually exceedingly rare, and I highly doubt a non-PC RPG could fit this type of gaming style because of the genre's dependancy on magic use. There are -NO- menus in a true RTB system; they're o.o.b. only. Not even a temporary pause to grab an item or use a spell, or even to load a quick menu. Also, no battle notification; it just happens, preferably without a music change (though you'll get one anyway), and you can see enemies (Unless, of course, they've intentionally used a vanishing effect that isn't ubiquitous to the game's enemy population). Macros can still be used, but that's it. I think the only one I've tried is FFXI, and I didn't like it very much. Also, in an ideal RTB there is no such thing as an Evasion stat; your evasion is literally how well you can move your character out of an attack zone, not a predefined number.

Selective Real Time: Example: the Zelda games, Legacy of Kain. Fairly similar to actual RTB, but you can open up quick menus and even pause the game in order to produce the proper effect. I can't stand Zelda games, but actually the battle system is one of its pluses, I'd like to try more of these.

Quantized Time: This is the type used by Star Ocean and Chrono Trigger. MOST of the time spent in combat is real, but there are still opportunities to pause the battle to access a quick menu for an item or a spell. Sometimes the game won't pause while in the menu (like in SO's full Action mode), but it's there, which means much broader options and not quite RTB. Also, there is a battle notification and sometimes even a seperate field, hence 'quantized.' I like Star Ocean quite a bit.

Condition Time: FFX. Battles are discreet events, and there is a definite, predefined acting order. Characters are not truly controllable, instead given text directions through a full menu system. Also, you normally cannot see enemies, though SMRPG, another Condition Time game (though it may not seem like it; believe me, Geno will ALWAYS be the first party member to go unless you're using relics or cheats), you not only can see them, you can interact with some of them in ways that don't produce a fight (such as getting Frog coins from Wigglers). I believe this is one of my favorites.

Active Time: ATB, Most later Final Fantasy games. Turn gauges will fill at a rate determined by the character's Speed stat, and will be initialized at random points with a -slight- bias towards a high Stamina/VItality stat. When the turn comes up, you issue text commands for that character. It's possible to switch between characters without pausing the fight or losing a turn, just like in Quantized Time. Enemies might attack while within the menu framework, or they may not (Active/Wait). Enemies usually can't be seen until the battle is initialized. This is the one I'm most used to, so I'm kinda bored by it.

Strict Time (TBB): Saga Frontier (don't cringe, it's just for this example). It's not just the turn order that gets predefined, the ROUNDS get predefined. Every round is quantized rather than every battle. You get one turn per character per round unless you use extremely powerful spells, period. Stun and Paralyze are incredibly potent, dangerous ailments in these types of games. Usually you can see enemies coming. I don't like the Strict Time system.

Flowing Time: Earlier Final Fantasy games. Similar to Active Time, save that there are no gauges and you CANNOT SWAP TURNS. This is why I think it's 'flowing;' the time is being streamed to emulate the order the characters would naturally act in, while still allowing for at least quasi-active time battle mechanics and enemy AI. Turn orders aren't nearly as random as they are in Active, but it's better than Condition. Flowing Time is basically the mama of Active, so it's not used anymore.

Freakass Time: Chrono Cross. Do NOT GET ME STARTED on this game's battle system. Element use is wonderful; it's the way time flows that's borked. And we're not talking 'omg so hard' borked. I mean 'made the game too easy' borked. Ever notice than when an enemy decides to act in this game (IF they act at all), everyone's Stamina gauges fill completely, even if the enemy merely uses a Weak attack action? In any case, it has similarities to Strict Time, but the use of Stamina points gives it a more active feel (since your 'turn' can be fragmented into different, comboed actions). I do not like freakass time.

Independant Time: I like this the least, I've only played one game with this and I've forgotten its name because I hated it so much. Your job is to prep the characters o.o.b.. That's it. They take care of everything else if they find monsters, all for your completely non-interactive viewing pleasure. The irony is that this is more real than real-time, and yet it's the complete opposite simultaneously...and it's -LAME.- I'll take the menus, thanks.

I think I'll choose Condition time for now. Wouldn't that go under 'turn-based?'
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Lost Section - Your favorite fighting 'system' | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.032 seconds.