Home Artists Posts Import Register
The Offical Matrix Groupchat is online! >>CLICK HERE<<

Content

http://www.thejimquisition.com/2015/12/counterpoint-regarding-active-time-battle-systems/

Here is an interesting rebuttal to this week's Jimquisition. I found it good enough to publish, anyway! 

Files

Counterpoint: Regarding Active-Time Battle Systems

This week's Jimquisition on Active-Time Battles generated a lot of heated discussion - some agreed with me that ATB was a fine tradition that aged well, while others believed it had its day in the Sun and Square Enix is right to move away from such things.

Comments

Anonymous

Hmm, while I won't refute the point...isn't that the case with every game? Couldn't you say Chess is flawed because if you keep your king safe you can't lose? Football is flawed because you can't lose if you can score more points than the other team. The problem with some of the older JRPGs, is that there wasn't much variation in abilities. You had a handful of abilities that did damage, and a handful of abilities that healed, and that was that. The system didn't have much nuance, it didn't have timed skills, cooldowns, or any other things to mix it up.

Anonymous

Oh, also wanted to add, that older JRPGs didn't really have enemies that healed. That was one of the greatest parts about Guild Wars (the original)...enemy groups were, for the most part, a fully functional group. They had some tankier guys, some heavy hitting glass cannons, and a couple healers that keep them all alive. You couldn't just stack a full healer team because you'd never be able to kill the enemy healers (or take an absurdly long time). It also opens the door for disabling skills, that prevent the enemy from healing, adding another layer of complexity. If it's going to be a complex game, the complexity needs to apply to both sides. Football would be a lot less interesting if only one team was allowed to use blockers (or a goalie, depending on which side of the ocean you're on).