Dat slow gameplay doe. I don't think I could've played this. ._.
Dat slow gameplay doe. I don't think I could've played this. ._.
I've tried to watch that video at least three times now and I can't get to the end, that slow combat makes me want to sleep.
Turn-based RPGs "died" (more like stagnated rather than die) because it is a relatively limiting design. In a world where people want the new shiny stuff and call it innovation and control is everything, turn-based RPGs didn't evolve much to claim innovation nor give enough control.
If you look at it over the years, the only real innovations were active inputs mid-battle (AKA that thing with the button pushes from Super Mario RPG) and button combinations (AKA that thing from Xenogears). Everything else has for the most part been gimmicks within the limits set by how turn-based RPGs work. This includes how materia worked in FFVII, GFs in FFVIII, the scrolling life meters from the Mother series, multi-hit attacks from the FF remakes, and so on.
This, too.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
This isn't turn-based, though. It's incredibly slow real time gameplay. There's worlds of difference.
If I wanted to play a turn-based game, I'd just dig up one of the old FF games, not pay a sub for an MMO.
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