sapphire scribbles

JRPG design thoughts

I'm writing here from the perspective of someone who has played Final Fantasy I – IX and only a couple of others, but here are some takes.

If the average player is expected to use auto-battle or 'hold A to win', the game is boring. It needs a little more strategy than "use the same attack over and over." Auto-battle should be included, as an accessibility tool, not a primary mechanic. On the flip side…

If the auto-battle is ineffective, it wasn't worth including. I never felt like any of the options in Final Fantasy Tactics were any good. It takes just a couple of character deaths for me to decide there's not enough promise there.

Maybe there shouldn't be so many battles. Returning to an early-game area with a late-game party should 'emanate power' or something, so that enemies with no hope of victory don't throw themselves into the path.

There should be more music arrangements. Instead of a single battle theme, there should be area-specific arrangements. Battles in the submarine and on the moon should sound different than battles on regular land. Ambushed or first-strike could also have a different intro section, to liven it up.

So there you have it, some free thoughts! Worth what you paid for, I hope.

#games