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TopicIMO, FFXII had the best aesthetic of the series.
Fluttershy
08/07/20 1:37:34 PM
#46:


i'm not ignoring what you said, lol. remember saying this?

Making decisions uggg so hard

i've just been pointing out that the decision-making (read: strategy) part of the game can be untied from the input part of the game. it's kinda what makes the gambit system great.

if you want to run with some arbitrary definition of what is and is not 'playing a game', where more buttons is better, that's fine, but at least label your arguments correctly. you want buttons to hit and that's fine! they make clicker games and i showed you that mario teaches typing game, so there's a market for you.

Imagine thinking Final fantasy games require actual strategy to beat lololololol

to be clear i'm not arguing that the ff series has much in the way of strategic depth. hit the fire enemies with ice; heal when you're about to die. use big strong attacks. level up if you get stuck. bam, you've beaten most JRPGs. but i'm not about to agree with the idea that paging through menus actually adds anything. what does it add to the first final fantasy game that i need to tell my four-fighter party to fight every turn, when it's literally the only command they can execute? edit: oh, and if about to die = use potion. see what i mean, though? the system isn't deep and button presses don't make it deep.
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