It added at least some extra thinking involved even in random encounters but people didnt like this system for some reason. Plus older JRPGs actually had a system in place like FF1 where if you attack an enemy and that enemy dies before your attack you will attack the enemy where they used to be and not just the next enemy. Since they cannot compose good teams they do not experience the joys of slowly getting more skills, improving your team with them and finding new ways to take down enemies and bosses.Īlso when a lot of people post gifs or webms of them just mashing attack to win they are almost always far too overleveled for that area. Most of these people just have a very hard time composing decent teams with a variety of skills that compliment one another. Most JRPGs dont require grinding if you compose a well rounded team, not just spend all your money on potions and restoratives and instead of armor, weapons, new magic, etc, and you dont run from every encounter you get into in the overworld. Almost every time ive seen someone say a game is grinding and I see them play they have the absolute worst team they could've composed. They don't think to learn the mechanics, change their party composition, skill loadout, classes etc. The problem is that shitters grind when they get stuck in a turn-based game. Having an easy short game is actually the reward for doing well in the *real* gameplay. Even NieR Automata had boring combat with no thinking or skill required and made me use my brain less than Dragon Quest XI on Hard (with grinding disabled) or most JRPGs I've played on Normal for that matter. Most real time games that are widely praised have trash combat anyway where you just mash to win. They can't understand that they're failing because they didn't bother trying to play the game well and will instead blame the game for forcing them to grind to make up for their lack of party diversity, experimentation, exploration etc. On the other hand, people who play the long game badly get filtered by tougher levels or bosses and then complain about having to grind when they're genuinely just bad. This is why people find joy in "breaking" RPGs with overpowered strats they themselves discovered because it means they're playing the long game exceptionally well and fully explored the depths of the game. Having an easy short game is a testament to how well you've built your party and explored the game. If you play the long game well, then the short game is easier because you're coming into those fights stronger. It's shit like social links in Persona or fusing strong demons, or catching new Pokémon, or exploring to get better weapons and experimenting with jobs and classes. The long game is how you've built your characters, how you've learned the mechanics to maximize your team's potential, class selection etc. Focusing exclusively on the short game will make the genre seem uninteresting, and that's what midwits tend to do. The "short" game is the individual battle, where you're just selecting your attacks. In RPGs you're playing both the short game and the long game. Try playing FIFA and say, "Don't do anything, just press the kick button bro!" Try playing CS and say, "Don't do anything, just left mouse click bro!" That's why, menu turn based will always be the most braindead genre in the industry. You don't have to care about other variables. What you do is spam one button until you kill the enemies. Plus, the battlefield is just a static screen, you don't have to care about your unit position: you don't have to consider where to move, whether your attack will reach your enemies or not, whether you'll get flanked or surrounded if you move to that position, whether you can evade your enemies' attack range, whether your line of fire is not blocked, whether your aim is accurate, etc. You can do anything you want in your turn. Item usage is instantaneous so you won't be interrupted. You don't have to make decisions on the fly, and can even take your sweet time to do that.
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