Yet Eternal Sonata employs action timing, prompts from other action games.
Mario RPG does the same thing with it's reaction button.
FFVI, Blit's system's input, very much like fighting games.
Breath of Fire III, same thing with several moves.
FFVIII, Gunblade mechanics in general.
The list goes on.
And let's not get into platformers with RPG elements, or RPGs that took so much from platformers that they ended up creating an entire sub-genera (Action RPGs)
MMO's are headed in that direction too, to their credit, in my opinion.
As far as only 'rolling and jumping' out of the way being the only dodge mechanic in plat formers, I'd have to disagree. Dodging has been a mechanic in several genres before jump and roll existed, jumping added another depth to the original side scrollers as well as 2D adventure games as they developed. But the emphasis on dodging and countering attacks afterwards has been a staple for many genres, except RPGs in its infancy.
It really depends on your opinion of whether or not you give the predecessors to platform games credit for what platformers came from and if you include dodging without jumping part of its mechanics.
But even FFXI had a touch of it in there, the best example of course being Zantazuken and being able to dodge it by kneeling or resting.
Referring to invisible walls, they're inevitable if you want to keep a certain quality of experience in your game. But there are a lot of pathing issues as well. One-way drops that really shouldn't be, impassible ankle-high ledges that you could trip over and be on the other side of. These sorts of things can and should be regarded with a jump function that, if you're pretending jump doesn't exist, would be really awkward and clunky.This is already very clear without a Jump mechanic. The thing is though, since Yoshida already mentioned the word "emote" when he first brought up Jumping, this is why I don't think it would be something that could be filtered, since it would be an emote. So unless the map redesigns is radically changing everything about the game, there will still be barriers and the like in places.
Now, in the interest of full disclosure, I'm of the opinion that colision detection in general in the game right now is bad. It makes no sense to me why characters can't be knocked down, and that their only way to fall in battle is to essentially tire out and collapse. I think the animation department can do a bit more for immersion in that regard.
Then again, I might have bene spoiled a bit by Aion. Still, it doesn't make sense to me why Ifrit's 2hr or some of his blast attacks don't flatly lay-out players, if by nothing else as a stun effect with an understandable animation behind it.
It'd make abilities like "Leg Sweep" more believable too.
True, but this is in no way an emote filter. Again, like in FFXI, there is no emote filter for motions. If someone on your blacklist does a /hurray motion, you still see the /hurray motion. Heck, you still even hear the sounds.He also brought up there's the possibility of in-game configuration, which means there's a good chance like FFXI you'll be able to toggle a fair bit of animations and clipping panes, which if you have played XI before you would remember how if a player is just out of a certain distance from you you don't see what they're doing animation wise.
Agreed. Though some people can stem to listen to reason more.So in the end it is a wait and see situation.