12-02-2008, 06:48 AM | #61 |
There is no Toph, only Melon Lord!
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Ah yes, the truly and only innovative thing FFX did was do what every previous FF game did, as opposed to what it did that no other FF game had done!
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12-02-2008, 07:03 AM | #62 | |
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What? Every other FF game had ATB, FFX had a turn based system that was a lot more fluid than any other turn based system before it (say in Dragon Quest). It was a different way of running a battle compared to the other FFs.
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12-02-2008, 07:31 AM | #63 | |
Time is something else.
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12-02-2008, 07:41 AM | #64 |
The Straightest Shota
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It combined the graphical representation of turn order with moves taking up different amounts of 'time'. For instance, quick hit would knock you down the turn order less than other moves, and most spells knocked you down further than attack, and many skills (not just quick hit) had varying degrees of 'slowness', which added another layer to combat and strategy.
It was over looked by most people, but it was there. I'm not quite sure/willing to say that FFX was the first to do it, though. They all seem like rather simple ideas. However, I see what Greed's saying, because I don't think I played a game with that particular form of 'turn based' combat before. It really did add quite a lot to it. Is it better to use the big hit that knocks me down far enough for it to get two moves in or is it better to use a speedy move that gives me time to toss an item if I need to? If I use this faster move will I be able to also throw a potion or healing spell out before its next move, or should I just use the heal now? These are not things I was used to thinking about in a turn based RPG, ATB gauge or no.
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Last edited by Krylo; 12-02-2008 at 07:45 AM. |
12-02-2008, 07:48 AM | #65 |
Time is something else.
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Perhaps, but if I'm not mistaken, Final Fantasy Tactics used a number of those features. Though I'm sure someone will point out being used in a tactical game is not the same as a straight RPG, but whatever.
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12-02-2008, 07:50 AM | #66 | ||
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I might be wrong but I think it also introduced choosing at your turn, the other early turn based games I've played sort of had you choose everyone's actions at once then they took their turns(like in DQ and Persona 2). Maybe it just popularised those two things.
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12-02-2008, 07:53 AM | #67 | |
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I have Disgaea over there, but I haven't gotten around to playing it yet... I've also got the SNES Ogre Battle, which didn't have that (but had other things that were pretty neat). Anyway: point being, I'm aware, and like I said, I'm not willing to say it was really revolutionary. It was, however, a vast improvement over the turn based systems I've used in the past.
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12-02-2008, 07:54 AM | #68 |
Time is something else.
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Nocturne's system was VERY different from FFX's. For one thing, your entire team attacked at once, then the entire enemy's team attacked. There was nothing like the Press Turn system in FFX either, where you could gain or lose attacks depending on how well or poorly you attacked.
I hardly think that FFX can take credit for the one command at a time (instead of the whole party at once), because I've played pleanty of games that did it that way before FFX came out.
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12-02-2008, 08:13 AM | #69 | |||
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Also yeah it wasn't revolutionary, I still think it was innovative and it revitalised a mechanic which was stagnating. Quote:
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12-02-2008, 09:17 AM | #70 | |
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Although that was made in this century, so it probably doesn't count. Also, I'm gonna back up Greed. There is a certain amount of innovation in taking something we all know and love and putting a nice spin on it that makes it more usable and fun. (I'm referring more to the scroll thing on the side that Krylo referred to, and the consequential negative impacts any of your decisions had on it)
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