Why Final Fantasy 13 was a success (part 1): Revamping the battle system

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Wednesday, March 23, 2011
EDITOR'S NOTEfrom James DeRosa

Jonathan leaps to the defense of Final Fantasy 13, which is A-OK by me. I thought Square Enix's newest over-the-top outing was a return to form after the confusing, MMO-inspired mess that was Final Fantasy 12.

Snow and his friends in Final Fantasy 13

Final Fantasy 13 is an incredible Japanese role-playing game that overwhelms the senses with gorgeous 3D graphics and entertains with an engaging storyline packed with epic cutscenes.

Many reviewers slammed the game for its flaws, but I think it deserves more attention for what it accomplished. In fact, I think it was such a rousing success, that it's hard to summarize its achievements in a single article. The title is that humongous.

To simplify the discussion, I'm going to break this game down into different parts. This article, part one, will discuss the improvements the developers made to the Final Fantasy battle system.

With Final Fantasy 13, Square Enix finally cleaned up the series' interface by implementing a form of real-time fighting. Unlike previous installments, the developers chose not to restrict the characters to a sequence of regimented exchanges that required them to wait for their turn to move.

This means that individual characters and enemies can attack whenever they want as long as they have recovered enough stamina in the Active Time Battle gauge to pull off the move. As a result, the encounters end up looking more like all-out massacres than a round of glove-slapping between polite gentlemen.

 

As the game continues, tutorials teach the player how to cast upgrades and downgrades that buff and debuff stats. The brilliant Paradigm Shift system, which changes each party members' roles in battle, allows the player to control the functions of his or her A.I. partners (and the dynamic of the group as a whole). Simply pressing the shoulder button and scrolling through the Paradigm menu changes the flow of an encounter.

The system categorizes spells into different Paradigm roles. For example, the Synergist role unlocks spells that enhance each party member's statistics with a few quick button presses. A Saboteur can cast debuffs, which lower the enemies' stats.

It all plays out much like real-time strategy game: It's a matter of keeping a bunch of plates spinning at once. A fighter has to keep track of buffs and debuffs, damage dealt to enemies, and the health of his or her friends. The need for player input is constant, without ever becoming frantic. And once you get the hang of it, it's hard not to fall in love with the new possibilities that real-time encounters allow for.

To be fair, Final Fantasy 13 still has problems balancing the practical aspects of battle with its menu-based level-up system. The characters can only upgrade their skills for each role through a predetermined Crystarium tree. In order to boost stats, a player fills each branch of the tree with experience points. Fighters can only gain new abilities by following fixed paths in each role. This makes leveling a bit more static than in Final Fantasy's Western counterparts.

In truth, it's just an evolution of Final Fantasy 10's Sphere Grid. Final Fantasy 13 tends to restrict the Crystarium so that characters cannot build up their abilities in every role. (Switching a character's general build can be done, but it's not really worth it.) This means that party members don't have access to every type of ability until the very end of the game when they've fully upgraded the Crystarium. And even then, they are likely to be less effective than another party member who specializes in that class.

As a result, the fighting system never reaches its full potential. But that's OK. All the battle mechanics make fights more entertaining and exciting than any previous entry in the franchise. The entire game ends up being a visceral, action-packed experience. It's not perfect, but I have to say that the press' ill will toward the title seems a bit unwarranted.

What do you think of the mechanics of Final Fantasy 13's battle system? Do you think it's a revolution for JRPGs, or a step in the wrong direction? Feel free to share your thoughts in the comments!


In part two, I'll discuss how the action in this game turns the Final Fantasy experience into a tense, adrenaline-pumping road trip like no other.

 
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Comments (19)
Lolface
March 22, 2011

I'm not the biggest fan of FFXIII, but I will say that the combat system worked fairly well. Taking a note from Persona 3, automating party members makes combat flow a lot faster. FFXIII also incorperated some Western RPG elements, like tanking and agro, allowing, possibly for the first time in a JRPG, a party to be composed of the "holy trinity," i.e. tank, dps, and healer. However, I would stop short at calling the battles real time. Characters still need to wait for their ATB to fill before attacking, which is like any other Final Fantasy game. Even though (if I recall correctly) you only need to wait until part of the ATB is full (enough for the attack you want to do), I still feel like it's turn based (and menu based).

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March 22, 2011

@Matthew: Yeah, it's not completely real, real-time. However, I think it's the closest that the Final Fantasy series could ever get to real-time.

I liked the implementation of the holy trinity in this game. I wish that the sentinel role was more useful or that more of the other characters had the other crystarium roles assigned to them. It seems like a waste of good effort to keep the crystarium locked until the very end.

Still, it's an effective system that will probably get revamped in FF13-2.

Speaking of which, I wonder whether Square could have just released the sequel as an add-on. An entirely new game is a little hard on my bank account.

Mortepng
March 23, 2011

I see FF13 as a really annoying hallways simulator with a mediocre battle system. Oh and annoying uniteresting characters.

 

Also 12 is one of the best Final Fantasy's.

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March 23, 2011

The  "press X to win" perception of FFXIII really turned me off. I realize the real-time battles and paradigm shifts add a layer of depth, but it seems like an over-simplification of what used to be a complex and strategic battle system (for a "standard" turn-based JRPG, anyway).

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March 23, 2011

More than anything, FFXIII is a victim of poor pacing. The game is great once the battle system completely opens up -- after the 16ish-hour mark. But as I got toward the end, it felt like the success of beating bosses weighed heavily on how fast you can navigate through the battle menus.

Me04
March 23, 2011

Good opening defense of Final Fantasy XIII here, Jonathan. I think the battle system was FFXIII's strongest point, but by no means its only strength. There's a lot to like about XIII, and I think it's a step in the right direction after XII. At the very least, it's no worse than Final Fantasy X.

I also agree with James' editor note: Final Fantasy XII was an MMO-inspired mess. Easily my least favourite numbered Final Fantasy.

Lolface
March 23, 2011

How is it that FFXII can be called an "MMO-inspired mess" (a sentiment I've seen a lot), but Dragon Age: Origins is not, especially condidering that DA:O's combat was sort of modeled after FFXII?

Just a thought.

Mikeminotti-biopic
March 23, 2011

I'm totally behind Jonathan. I love FFXIII. I get really tried of the "15 hour tutorial" and "too linear" complaints. It's not a tutorial, it's a learning curve. And FFX was almost just as linear.

Mikeminotti-biopic
March 23, 2011

Also, I really agree with what Matthew just said. FFXII wasn't an MMO-like game, it was a freaking western style RPG.

I actually have an even bigger pet peeve with FFXII haters.

Dscn0568_-_copy
March 23, 2011

I'll back you up on FF13's combat system, Jonathon. This is the only JRPG where I regularly used buff/debuff spells that wasn't Haste.  I also didn't mind not every character having access to every class/spell within the class because it makes the characters more diverse than just having different HP/Attack/Magic ratings.  
@Dave While it would still be "Corridor Fantasy 13" I thought pacing would have been improved a little with this:
a. In Chapter 1 have some form of leveling up available from the game's start, even if it's just one class. Cut off some of the Snow and Vanille/ Hope "point A to point B" sections that just pad out the opening segment.
b. Don't split the party up after the canyon area. Make the progression from the forest to the cyberforest/lab area to the theme park. They can keep some of the forced party members/leaders aspects since if forces you to learn how certain classes work, but keep it a 3-man party like players are used to. Plotwise the characters are also more likeable when they're talking to eachother than monologs about the pain of being l'ce. I would have liked to see Lightning's reaction if she was there at the end of the theme park segment.
The point is to make the path to the complete battle system quicker/less painful. Then again, since Final Fantasy is a franchise where every game is so different and has its own fanbase that a lot of people would still dislike it. 

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March 23, 2011

Whoa, thanks for the front-page promo! Wow, lots of grumpy commenters...

@Anthony: Actually it's not a "hallways simulator" with a "mediocre battle system." Even though the first part is long, it really helps newbies get used to the new battle system. After they turn into l'Cie, the character really start to expand their move list, making battle much more of a hassle.

By the time players reach the battles in the second half, it really turns into a hardcore trial-by-fire against difficult bosses. They have to decide on the best paradigms and upgrade their roles accordingly. I couldn't survive the final battle without upgrading the medic role for all my characters.

@Jason: You're right, it does feel like a weird button mash session. A reviewer on the 1up.com website once remarked that it felt more like a shooter than an RPG.  I think there was more strategy to the game, though. For instance, it's a big improvement compared to FF4. Instead of having to plan all my moves in quick chronological order based on the monsters attacking, I could now plan everything right in the middle of the action.

@Dave: To tell the truth, I got really angry at how the full potential only opened up at the very end. It made me feel like the developers wasted my time through a long tutorial. I didn't hold it too much against them though. The ending was insanely epic and I enjoyed discovered the beauty of the open-world environment in the second half.

Mortepng
March 23, 2011

Ok ill back down on hallway simulator.  But this is easily my least favorite battle system ever.

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March 23, 2011

I put FFXIII down a while ago for one reason...  You know that feeling in a long dungeon where you're tired of fighting, and you're low on health, and you just want to get to the boss so that there will hopefully be a save point and you can fight the boss and move on?  That feeling is very frequent with me in the game.  It's like the game is one long dungeon that you have little to no break from. 

 

Having said that, I think that the reason I don't outritght hate the game is that I think the battle system is amazing.  I really want to start it over agian in the summer when I get a break from college.  Maybe I can get to Gran Pulse and the game will open up.  I jonse for sidequests.

Jamespic4
March 23, 2011

@Mike The aspect of FF12's fighting that I hated most is ripped right from WoW. When you click on an enemy, you run over to it and automatically smack it over and over while a bunch of numbers pop out of its head. To me, that screams MMO (not just WoW). I know this mechanic is in games like The Witcher (though The Witcher at least had a cool Super Mario RPG thing going on with the timed strikes), so...I guess my point is that MMOs/WRPGs have a lot of the same basic design concepts. This may sound reductive, but I think WoW and The Witcher are bascially the same game in terms of battle mechanics. To me FF12, is a bad version of something I'm already not that big a fan of.

And even if it's more of a Western RPG, don't we get enough of those...from Western developers? I don't like the idea of FF abandoning its roots in an attempt to curry favor with Western audiences. All that will get us is a poorly excuted BioWare game.

In summation, keep your WRPG/MMO design elements out of my Final Fantasy!

230340423
March 23, 2011

Couldn't have said it better myself, James. I could never get into FF12, but I stuck it out through 13 and now I adore it.

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March 23, 2011

As with many of it's first reviews, I was never able to finish Final Fantasy XIII. I don't remember why looking back now, but after reading this article, I'm getting this inclination that I was to try to finish it again. I was never a fan of the old school combat system jRPGs had, but ever since Final Fantasy XII I've been appreciating Square-Enix more for trying something new and different.

Mikeminotti-biopic
March 23, 2011

@James So you just don't like WRPGs? That's fair enough, but I get annoyed when people say its just like WoW simply because it has autoattacking. Minus that, the License Board, Gambits, and various other systems make it an entirely unique experience, and that I thought still felt very Final Fantasy.

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March 23, 2011

Looking forward to seeing the other articles. I thought the battle system was fun, engaging, and suprisingly strategic. While not allowing every character to obtain every ability and making it seem not the least  worthwile to try and obtain the different abilities from their non specialized classes, the balance seems to work out perfectly. Thinking of how your battle team works together and complements each other rather than focusing on single characters, and depth although feeling restricting. I never liked the way the game was bashed for not conforming to previous FF titles yet Japanese developers are continually bashed for not experimenting.

Jamespic4
March 23, 2011

@Mike I can totally agree to that. I do like some WRPGs, though. But it's really hit or miss, and it's the only ones I've finished: the original Fallout, Mass Effect, Torchlight, and the orginal Diablo. (And the last two are questionable RPGs. Action dungeon crawlers with WRPG elements?)

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