@Zassimick said:
Final Fantasy XII's Gambit System
Figuring that stuff out so it became a well-oiled machine was incredibly satisfying--yet I never had the same problem that others had in feeling that the game was playing itself. Maybe it felt that way in the opening areas, much like any Final Fantasy where all you do is Attack>Attack>Attack with every random encounter. Later in the game, especially with bosses, you aren't just keeping the game on autopilot and it's still incredible fun then.
The Gambit System was a great idea and would still work extremely well in modern action-RPGs. FFXII was, however, a polarizing entry in the series for a number of reasons.
"The game playing itself" was usually a blanket statement for various issues Final Fantasy fans had with Final Fantasy XII. The gambit system more-or-less a compounding contributor an already "detached" perspective players had for lack of cohesion within the game. The player feeling like a spectator had more to do with plot and character issues in conjunction with other game mechanics.
The primary issues included:
- The convoluted pace and detached political background of the story's narrative overshadows the players purpose.
- It was too easy to forget where you're headed, why you're going there, and why its important. There's never an implied sense of urgency because the primary villains exist only in cutaways, the impact of their actions has little to no effect on the player in most cases, and they disappear for over half the game.
- The player is forced to give up on finding relevance between the actions of their characters and the plot when the game essentially becomes a dungeon crawl with annoying political banter between dungeons. Instead of the epic quest you'd expect from a Final Fantasy, you end up on one treasure hunt after the other.
- There is minimal character development and the significance of most party members, including the main protagonist, is never established. Aside from weapon types and a signature quick-time ability, party members lacked truly unique and necessary qualities, even relatively early in the game. Since their stats are equivalent for the most part, you're often selecting your party members based on the best weapons you have in your inventory.
While having party members that you can "program" like bots was a good idea conceptually, for lack of unique characters with a clear purpose, you're dampening the player to player-character relationship that most JRPGs are known for when you allow the characters to control themselves.
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