Otakumegane
Member
That thread of not having to battle in RPGs got me thinking.
All too often in a turn-based RPG, I find my character or party following a very certain set of actions constantly, what is Auto-piloting or looping. My most recent instance with this was in Golden Sun, where during nearly every encounter I did spam AOE until 1 enemy, Attack times 3 + Heal. SMT4 during the later fights, Bravely Default all suffer from this. Granted until you run out of PP. Bosses are so much entertaining because of this, it gives you the chance to break the loop and actually try new sequences.
(I kind of think a lot of this tendency to enter these loops of least effort stem from how the game handles encounters itself and how taxing/frustratingly they handle it but that's another topic)
This just isn't fun gameplay. For too many games that have turn based battle systems there is a spammable least effort required loop of actions that almost guarantee victory with no challenge assuming you aren't underleveled. There's not enough differences between the normal enemies and their variations to pretty much do anything else and it limits potential of the battle system. I mentioned Bravely Default earlier and while the different combinations of job allow for a wider variety of loops, sooner or later you find the Time Mage+Valkyrie combo or Dark Nebula+Drain. Auto Battle setting and 4x speed eases the stress on people, but it doesn't solve the core problem that players can't be bothered enough to direct attention to the fight and just rely on a loop. All it does is allow the loop to go faster so there's more time for other stuff. Like administering painkillers for a broken bone/system and nothing other than that.
Some ways I found games addressing these.
-Go Action.
Xenoblade, FFXV, Nearly all recent WRPGs. Not exactly a solution but if the turn based isn't working anymore, make it more engaging by making it all action. Isn't my preferred option, I'd like turn-based to be improved as well. There are a lot of things that turn-based RPGs can do solely because they're turn-based.
- Punish Abuse.
SMT4 had some endgame monsters (where most of the fights became super loopy) that if you buffed your party too much or had too many resistances, they would cast 3 consecutive Megidolaon (almighty non-block/resistable attack). Spike dm in Xenoblade. These suck. This is implemented when the dev sees the flaws goes "oh fekk" and implements a last minute balance "addition" so people are discouraged to use what would usually mow down mobs. It's not rewarding what is technically good decisions with good outcomes.
-Variety + clearly defined roles
What is essential the Pokemon route. As surprising as it is, Pokemon's battle system is actually damn fine. Your party and the enemy party have lots of potential combinations, each Pokemon in both have VERY CLEAR STRENGTHS AND WEAKNESSES. Not just in stats but in typing and moveset. But then again you don't get a super-dedicated competitive community (and as far as I know one of the only ones in existence that stem from a mostly single player turn-based RPG) from a bad battle system. I mean yeah this is a system that has been worked on 20 years, and piling on variety and combinations throughout. Anyway, each Pokemon has a clear role, and depending matchup an ever changing selection of "optimal actions" based on a sort of complex rock paper scissor relationship. Gonna have a bad time if you stick to a loop here, it requires more conscious decision than most. Now this can be extremely costly to implement, require ungodly amounts of time, especially dealing with a party system. But it is amazing at engaging the player, esp at higher level play. (Now if only the single player modes had a hard mode at the start).
-Button Prompts
The Mario RPGs. They have some of the simplest battle systems out there, most of the time too easy to be taken seriously, but still manage to be more interactive than more complex systems because of these glorified QTEs that I shouldn't like but I can't help it alright I like pressing buttons fast until a bomb blows up. Enemies have different timings on attacks, and are just downright immune to damage on certain actions. This could be a sub category of the Go Action category.
-Speed it up
Auto-Battle, fast forward, encounter slider. Doesn't fix the problem but it should at least be the minimum required effort. Especially if non boss encounters just play out like a cutscene.
I don't think anything of the above is what I'd like to call ideal. I still enjoy having that deep combat system, but when most of the experience is inputting the same actions over and over, there's something realllly wrong here. I know more recent RPGs have been making efforts to combat this, but those appear to be tweaks rather than solutions. I want to be able to play a turn-based game, and continue to play it because of the engaging combat and not just for narrative, without starting to loop halfway through due to the lack of engagement the battle system brings.
What are some of the worst offenders to the spam?
How do we fix this?
All too often in a turn-based RPG, I find my character or party following a very certain set of actions constantly, what is Auto-piloting or looping. My most recent instance with this was in Golden Sun, where during nearly every encounter I did spam AOE until 1 enemy, Attack times 3 + Heal. SMT4 during the later fights, Bravely Default all suffer from this. Granted until you run out of PP. Bosses are so much entertaining because of this, it gives you the chance to break the loop and actually try new sequences.
(I kind of think a lot of this tendency to enter these loops of least effort stem from how the game handles encounters itself and how taxing/frustratingly they handle it but that's another topic)
This just isn't fun gameplay. For too many games that have turn based battle systems there is a spammable least effort required loop of actions that almost guarantee victory with no challenge assuming you aren't underleveled. There's not enough differences between the normal enemies and their variations to pretty much do anything else and it limits potential of the battle system. I mentioned Bravely Default earlier and while the different combinations of job allow for a wider variety of loops, sooner or later you find the Time Mage+Valkyrie combo or Dark Nebula+Drain. Auto Battle setting and 4x speed eases the stress on people, but it doesn't solve the core problem that players can't be bothered enough to direct attention to the fight and just rely on a loop. All it does is allow the loop to go faster so there's more time for other stuff. Like administering painkillers for a broken bone/system and nothing other than that.
Some ways I found games addressing these.
-Go Action.
Xenoblade, FFXV, Nearly all recent WRPGs. Not exactly a solution but if the turn based isn't working anymore, make it more engaging by making it all action. Isn't my preferred option, I'd like turn-based to be improved as well. There are a lot of things that turn-based RPGs can do solely because they're turn-based.
- Punish Abuse.
SMT4 had some endgame monsters (where most of the fights became super loopy) that if you buffed your party too much or had too many resistances, they would cast 3 consecutive Megidolaon (almighty non-block/resistable attack). Spike dm in Xenoblade. These suck. This is implemented when the dev sees the flaws goes "oh fekk" and implements a last minute balance "addition" so people are discouraged to use what would usually mow down mobs. It's not rewarding what is technically good decisions with good outcomes.
-Variety + clearly defined roles
What is essential the Pokemon route. As surprising as it is, Pokemon's battle system is actually damn fine. Your party and the enemy party have lots of potential combinations, each Pokemon in both have VERY CLEAR STRENGTHS AND WEAKNESSES. Not just in stats but in typing and moveset. But then again you don't get a super-dedicated competitive community (and as far as I know one of the only ones in existence that stem from a mostly single player turn-based RPG) from a bad battle system. I mean yeah this is a system that has been worked on 20 years, and piling on variety and combinations throughout. Anyway, each Pokemon has a clear role, and depending matchup an ever changing selection of "optimal actions" based on a sort of complex rock paper scissor relationship. Gonna have a bad time if you stick to a loop here, it requires more conscious decision than most. Now this can be extremely costly to implement, require ungodly amounts of time, especially dealing with a party system. But it is amazing at engaging the player, esp at higher level play. (Now if only the single player modes had a hard mode at the start).
-Button Prompts
The Mario RPGs. They have some of the simplest battle systems out there, most of the time too easy to be taken seriously, but still manage to be more interactive than more complex systems because of these glorified QTEs that I shouldn't like but I can't help it alright I like pressing buttons fast until a bomb blows up. Enemies have different timings on attacks, and are just downright immune to damage on certain actions. This could be a sub category of the Go Action category.
-Speed it up
Auto-Battle, fast forward, encounter slider. Doesn't fix the problem but it should at least be the minimum required effort. Especially if non boss encounters just play out like a cutscene.
I don't think anything of the above is what I'd like to call ideal. I still enjoy having that deep combat system, but when most of the experience is inputting the same actions over and over, there's something realllly wrong here. I know more recent RPGs have been making efforts to combat this, but those appear to be tweaks rather than solutions. I want to be able to play a turn-based game, and continue to play it because of the engaging combat and not just for narrative, without starting to loop halfway through due to the lack of engagement the battle system brings.
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From Extra Credits
What are some of the worst offenders to the spam?
How do we fix this?