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DA:O's battle system like FF12's?


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13 réponses à ce sujet

#1
Crodela

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Hey all,

   I searched for this topic but I did not find any matches so here is my question. Do you think the battle system for DA:O(console versions) is similar to the battle system for Final Fantasy 12?
  
   I know they are two different games by two different developers but to me the systems seem close. You can "program" your teamates to react to situations, or take control your self. There is an option to pause the action so that you can think out your strategy if that is your thing. If not, then you can revel in the chaos of real time battles. Both of them seem to be MMO style fighting; tanks, DDs, healers and CC.

    Or maybe i'm wrong and i'm an idiot. Either way I just wanted to get everyone's opnion on this matter.

Thanks!!

TLDR: Is DA:O's battle system similar to FF12's system?

#2
Flamezdude

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Why don't you just look at video's on Youtube or something, it's easier just looking at it than us explaining it.

#3
endaround

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Its somewhat like FFXII's especially on the console. But your abilities are much greater and your choices are much more important.

#4
Crodela

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I wanted to see what everyone thinks, endaround got the point of my question. If I went an looked at it on Youtube then I would only come up with my own opinion, I want to know yours.

#5
LdyShayna

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I thin kyou have an option to play similarly to FF XII, but I plan on playing the game zoomed out and in a completely different method. Indeed, I may not use the gambit system equivalent for more than just very basic heal/change weapon in melee directions.

#6
the_one_54321

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i hadnt looked at the gameplay yet, at least not with any detail. this is exciting news to me! i thought that FFXII had the most intuitive turn based gameplay to be introduced in years. it has been my favorite combat system in an RPG since it was released. i am now just a little more excited for the release of this game.

#7
boe2

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FF12 was ridiculously easy and allowed you to play without any user input at all. DA is nothing like that.

#8
Taleroth

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I want to know if you think Baldur's Gate's battle system was like Final Fantasy XII. You could set up scripts for companion behaviors there, too. But the scripting system was not very friendly or tuned. Of course, that doesn't define the battle system in any of these games. Or Neverwinter Nights. Or KOTOR.

I fully do not expect Dragon Age to have an option where the PC's (player controlled character as opposed to the currently uncontrolled party members) combat is scripted. Nor do I anticipate the the game's battles are tuned using that assumption. As was the case for both in Final Fantasy XII.

Modifié par Taleroth, 28 octobre 2009 - 03:57 .


#9
the_one_54321

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no, i dont think Baldur's Gate was much like FFXII.



you scripted the combat with pre-made "easy scripts" in FFXII, which made the structuring and strategy formulation really easy to accomplish. also, the way summons worked was very different, and spells didnt work off of the D&D rules, which was very different. it all has a similar user input structure, but the execution was barely similar at all.

#10
Crodela

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No FFXII's battle system was nothing like Baulder's Gate's. Thank you for pointing that out. I was only thinking of DA:O and FFXII and hadn't even considered BG. I guess I had tunnel vision when looking at the vids of DA:O and think how much it felt like my much loved FFXII.

#11
ZeSpacecrab

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Again, i think it's important to remember that Bioware will first and foremost "tune" any game they make just about, to make the storytelling experience and the immersion into that world from the players perspective the primary goal. That said, i think any party/character/combat mechanics interfacing is utilized to help facilitate just that...your immersion into the storytelling. The goal is to give you a satisfying sense of accomplishment with character development sure, but to fit it into the context of the game world and narrative. Something like Final Fantasy, specifically the latter iterations, include subsystems that seem to be there solely for the purpose of being a long, arduous, grinding experience. This type of game mechanic is nuts and bolts of many JRPG's. The culture there, and to a lesser extent here as well, appreciates that grind. The MMO mentality, for the most part, is designed around extending play because every second you spend playing means dollars either from directly charging you for it, or receiving revenue streams from a player base through advertising. Im not saying games shouldnt be about making money, Dragon Age wouldnt be here if Bioware was a small basement organization, but their approach to keeping players coming back for more has been their reputation. And that has been built off of delivering high quality, story driven games that give you a sense of personal involvement, in personal growth and gain in the classic heroes ( or villains ) architecture. In games like Final Fantasy and its ilk, the development is spread heavily through the entire party, it feels like a chore keeping the whole massive group going and developed. Almost as if the entire cast of characters IS the main character. Bioware wants you to focus on your character, your origin story, your struggle...and yes of course, how it relates to the other characters that make that journey with you. Being able to set up behaviors for the other party members has never been , in my opinion, a time intensive mechanic designed to allow the devoted grinder to exploit the hidden potential of nearly unstoppable automated gaming, as was the case in FF12. The idea has always been, and i feel will continue to be in Dragon Age, to allow the focus to be on your character, and to allow you to spend less time tinkering with what supporting party members are doing.Its this personal focus that makes Bioware games so appealing to me.

#12
BewareTheDrow

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Holy crap wall of text batman! Hit return once in a while!

#13
mastermerol

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I saw a video of a party fighting a drangon, and i remebered FFXII, then i saw the video on giantbomb, of the xbox360 and the way the game pauses remebered me to FFXII, and the feature to assign tactics to my companions, are good news to me i enjoyed a lot to experiment with the gambits on FFXII, and i'm sure that i'll enjoy it here as well, and yes the fighting looks pretty similar to FFXII on the 360, and i think that's great.

I'll be having a great time with this game.

#14
memtz

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@ZeSpacecrab: I don't agree with you on Final Fantasy. There's a lot of story and cutscenes and in that approach have a lot of resemblance with Bioware RPGs. You don't need to grind in order to finish any FF, they are rather easy, only for the extra stuff grinding might be required. That also applies to other JRPGs as well, not that there aren't any grindfesting JRPGs, like there are grindfesting WRPGs as well. Each gamer has his own tastes.

Also, I like Bioware RPGs like KotOR because they give you the ability to control your whole party and add strategy. Partial control or the lack of it is a bit of a turnoff for me. That's why the automation of FFXII really turned me off and I won't be using any tactics on DA: O with the exception of very basic ones. This 'chore' of managing the whole party adds depth for me and makes the game more fun. Its similar to the micromanagement in older WRPGs and DA: O gives you the option of micromanagement, I like that personally.