I don't see why. Blocking would be as simple as making your weapon and the enemies weapon/shield connect or vice versa. Dodging could be fairly subtle by not moving your position and having the character lean to the side. Neither of which require the game to take control from the player.
What is it about this generic turn-based JRPG combat system that makes it so much more fun than other generic...
>quick
>If this distinction isn’t important to you then we don’t have much more to discuss. Rtwp is designed with trash encounters in mind and to automate gameplay. Turn based places emphasis on each individual action and removes empty gameplay when designed well.
Yet those RTwP games have actually hand-placed encounters (instead of copy-pasted random encounters of jrpgs) and far more tactically deep systems.
there's no such thing as a tactically deep RTwP game. hand-placed doesn't mean good either, despite FF random battles being shit too.
Don’t even bother trying to convince me that Deadfire has better gameplay than DivOs2
I'm not the guy you were talking to. I just wanted to make it clear that RTwP is still considered turn based.
>the dialog and story and characters of 6 are leaps and bounds greater than 7
I wish people would stop spreading this false narrative. FF6 has some of the worst writing I've ever experienced in a game. FF6 is a game that clearly wants players to be invested in the story, yet it never bothers to give any of the characters a real emotional stake in that story. Terra, ostensibly the protagonist, spends almost the entire game in a fugue state and going 'what's going on? aw, my amnesia, aw, my head'. At one point, Banon, the rebel leader, even asks her if she wants to help the rebellion. You can in fact answer no to this question, and if you do it repeatedly, the game actually accepts this answer. Guess what? The game completely ignores your answer and just continues with Terra helping the rebels. How on earth did they go with this script? FF6 is a story where the protagonist literally does not give a shit, so why should the player?
All of the characters ring completely hollow. Cyan is introduced, and within minutes his kingdom and family is poisoned to death, and, minutes later he's cracking jokes about being an old geezer who's clumsy with Magitek mech, and we are supposed to take him seriously as a character and emphatize with him. Edgar, a literal king, joins the rebels, yet there's not a single line of dialogue in the game where he expresses any doubt or hesitation or other human emotion about abandoning the safety of his station. All of the characters are complete caricatures and it's impossible to take the story seriously as a result.
FF7, for all its flaws, at least makes an honest attempt (albeit a clumsy one) to make us emotionally invested in its characters.
Also, FF6's SNES translation (which is what 99% of its fans played) is complete dogshit (to the point of rewriting entire character motivations and plot beats):
Tell that to the people awaiting Baldurs Gate 3
>complaining about duration
>not KotR
>not Super Nova
This is peak 16bit jrpg