Dont you miss the old skool?

SapphireStar

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I recently purchase Magna Carta again for the PS2 and know I remember why I was put off it - The battle system.

Oh my God! Why have so many games gt complicated battle systems? I just want a simple battle system in a good RPG. Is that too much to ask?? I love simple turn based battle systems, as boring and dull as them seem, I really do like them.

You know what to do and can get a battle sorted ASAP. But ones like Magna Cartas can put a gamer RIGHT off. Too much information that confuses you can make you stop playing in an instant.

Anyone else agree?
 
I do like the old battle systems and the Magna Carta system looks pretty bad imo. I saw a video on Youtube of an 'epic' final battle and the video was just of two people standing there and loads of menus :sad: I think these complex battle systems are caused by the monotony of the old battle systems (they can get VERY boring), with developers trying to make something new. I think it's a good to move forward but I think there will be mistakes along the way i.e. Magna Carta imo.
There needs to be a balance: easy to learn, exciting so you don't get bored and some sort of way to exercise your own style, strategy and skill level :hmmm: Hard one that.
 
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I very much agree. I think one of the problems with battle systems in a lot of the newer eastern RPGs, is that they just don't seem to realise when enough is enough. Too much of the complexity is just useless gimmicks that add very little to the core battle system.

The Aim Ring System in Lost Odyssey and the Trinity Ring System from Magna Carta immediately springs to mind. Neither add any depth to the battle system at all, and really just requires you to push more buttons than necessary.
 
I'll have to agree with the Aim Ring System in Lost Odyssey. I was put off by the fact that I can't even put my controller down for a few seconds because of that Aim Ring trigger. Was it really necessary? I didn't think so. I understand that they want to make games as unique as possible, and that's fine, but making something more complex and complicated is another thing. Take Infinite Undiscovery for instance - that battle system kinda irks me, so I stopped playing it for awhile. I really want to continue on with the story but the complicated push-this-and-that-button-while-holding-this-and-that is just terribly hindering me from enjoying the game overall. =x Heck, I couldn't even heal my characters properly because when I go to the menu, the enemies will still keep hitting me, thus resulting in Game Over many many times in the first few hours of the game.
 
I'll agree. Sometimes new battle systems are fun. But when they get overly complicated, they are just not fun anymore. I honestly hate when i have to read a tutorial at the begining of the game. I miss when I could just choose between "Attack, Ability, Magic, Item" or just mash the X or A button for hours XD.
 
Ya... I miss simple menu action like FF2. Dissidia has now put me in a WHOLE NEW PLACE. Agreeing with Rydia here.
 
Dissidia is a brawler so i don't believe it counts as far as RPG systems go...

There are two types of RPG battle systems underneath all the fluff (that i've seen), action and turn-based. Some turn-based ones might be cleverly hidden beneath action sequences (Valkyrie Profile comes to mind), but they're still turn-based at heart. Magna Carta uses an action system. It comes down to which type of battle system you prefer. Active battle systems appeared during PSX era (i suppose you could call Legend of Zelda active though), and turn-based has been around for a longer period of time.

I preferred turn-based until I played Megaman Legends 2...after that I've tended to like action-RPG systems more.
 
What is old school to us will be entirely new to someone else, which will in turn end up being old school to them when they reach our age.

I won't deny that many RPGs nowadays (especially JRPGs) tend to lose themselves in their own complexity at times. Complexity isn't a bad thing, but the industry is so saturated with titles nowadays that the developers are trying way too hard.

In the process, they end up losing sight of what makes the genre enjoyable in the first place purely for the sake of implement some gameplay gimmick to desperately try and differentiate itself from GENERIC JRPG #636365.

I don't miss the old-school though, no. Variety is the spice of life, and I always like the things I do to be as different as possible - repetition of any nature bores me utterly senseless, especially when it comes to games.
 
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