[QUOTE="redCloudJ7"] Why do people hate FF12?
1- Far too much Level Grinding. Level Grinding is poor game design period. It should not even exist. It is nothing but worthless filler. But to have to grind as much as in FF12 is utterly ridiculous.
2- Poor pacing between story and gameplay. The pacing between dungeons and story/character interaction are off. There is usually too much combat between areas.
3- The Combat System favors the player doing nothing. Letting the gambits do all the work is the more efficent and effective way of dealing with combat scenarios. All of the inputs are done quicker by the computer than individual player input. Why should I even be playing the game if the computer can input my commands quicker and more efficently?
4- Characters commands and abilities lack individuality. All the characters are basically the same. They are generic and lack individual abilities. FFX also had this problem if you maxed everyone on the sphere grid.
5- Story is impersonal.While the story avoids the save the world cliche (Which is very very good) it is not a personal story. It completely favors the politics over the characters. Instead of dealing with both. Which is not a good thing. If I don't care about the characters then why am I going to care about what happens to country A or Country B? Why should I care if everyone dies?
6- Characters are not fully fleshed out and developed. Not like the other games in the series did this one. Although other games in the series had more developed characters with more back-story.
These are just a few of my issues with the game.
-starman-
I can see why people would feel this way.
But I disagree, especially with the first three points.
Level grinding is fun. I like working to increase stats and the alternative to grinding in a game is leveling characters too fast, which reduces the challenge.
I thought the pacing was perfect. I like fighting lots of monsters, and would often take the long way just to do more battles.
It's up to you how you build your characters. If you super-charge them all and turn them all into a generic mass, that's up to you. I made a Paladin, a fighter with time magic, and an archer with black magic as my main three characters. Makes it more interesting, and let's you focus on certain aspects of the ability system.
The gambit system was intelligently done. And while you can use it to completely fight for you, I left my main character completely manual. It made me feel involved in the fighting.
While the story was a little contrived, it more than made up for it with a plethora of side quests. The extra areas to explore, the extra monsters to hunt, and the little hidden secrets are what make this game one of the best.
but that's just me.
Level Grinding is poor game design period. It is repetitious filler used to artificially lengthen a game. It adds no depth or strategy to the core mechanics. Your entire concept of challenge is flawed.
Challenge should not be based on spending hours and hours to increase ones stats. But a game that is based on skill, reflexes, precision, strategy and mastering the games mechanics. Not playing 50 + hours so your strong enough to fight the "special boss". Thats atrocious game design.
The license board is extremely flawed. The system is not balanced, certain abilities are far more valuable than others. Another major problem is that the player can gain an infinte amount of License points.
Meaning that eventually all your characters will inevitably become a mish mash with zero individuality. This could have partially been avoided if the player was only given a set number of total points so they could not master everything. However with the system being unbalanced all the characters will still be quite similar in many regards.
The gambit system is very flawed. Why should a combat system favor the player who does nothing. Its utterly ridiculous that a system like this would even be implemented into a game. Another prime example of poor design.
The games pacing was horrible. You would fight repetitious battles that lack any real sort of strategy for hours, then you would get a small cutscene that does little to nothing to advance the plot or develop the characters.
There were definately alot of side quests the problem was that many of them were not good. The majority of them involved level grinding, fighting repetitious battles that require little to no strategy and hoping you picked up the correct random chest that would grant you special weapons/armor.
Not to mention the lack of variety in the side quests as well. It was practically always travel here and kill so in so.
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