Can AAA turn-based RPGs make a comeback?
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In this video I'm discussing how there has been a growing downturn in turn-based RPGs over the past couple decades, at least amongst the bigger development s...

A look at the downfall of turn based battle mechanics in the Final Fantasy series and through out the larger industry. Followed with new hopes in recent releases and upcoming ones like Expedition 33

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Combat is supposed to be the core gameplay loop. If you feel like that’s an unwanted interruption, I think there’s a deeper problem where the game has left you feeling like you don’t want to play its core loop.

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No, I understand where they’re coming from. I played the original FF7 for the first time not long ago, and the combat is good, but there’s too much of it, and you can feel disoriented returning to the world map, trying to remember what you were doing and where you were going. I love the combat in Larian’s games, but there’s far too much of it in the first Divinity: Original Sin game relative to the other things you do in that game’s loop. It’s a problem of pacing. There was a really good article on then-called-Gamasutra breaking down the pacing of the X-Men Origins: Wolverine game versus Batman: Arkham Asylum. Even though people pretty unanimously thought the combat in Wolverine was good, we only really still talk about one of those two games today.

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