
Another final fantasy blog folks! I guess I'm a bit of a fan. I recently read an insightful post over at neogaf regarding the battle system featured. Or at least a break down of its combat patent. Which of course is just a way to ensure nobody else can copy your game, its not necessarily the concrete reality of how the game plays. However, I think its safe to regard these words higher than a few interviews in which Hajime dared to mention the word casual. Taking his words and an understanding of the battle system will allow you to understand his words better. By the way, initial casual access and extra depth for those who want it, is a good thing!
Anyway, onto the interesting stuff. In a Eurogamer interview, Hajime stated the following…
"With Final Fantasy 15, I do want to make it more casual."
Source - http://www.eurogamer.net/ar...
This of course created what felt like a huge blow to Final Fantasy XV and I myself definitely do not want a casual experience, none of the "see monster a, hit x, attack till dead ,monster b repeat… oh look random cool attack". Although before we go to crazy, Kingdom Hearts on paper was casual, Final Fantasy 12 was casual. On paper you could happily assume final fantasy 12 was casual based on parameters set by the gambit system which "could" allow you to let the game initiate skills and targets based on what you have set, negating traditional menu scrolling.
Of course Final Fantasy 12 was not casual in comparison to true casual games, such as dynasty warriors or other x button mashers! You could ignore gambits, or you could use gambits which were actually very advanced and offered the in depth strategy I loved, I felt I was crafting my teams inputs. The ai would do as I commanded it. But all in a hidden from view system integrated into the illusion of free play, no menus "kind of". All it did was aid in faster paced play, and unneeded menu travel in battle, you would of course still use menus as no battle is scripted but your focus was on gambit prep and focusing on control in battle. I'd take gambits over Final Fantasy XIII's auto attack assumptions. Again, you could ignore them and enter commands yourselves… but let's be honest, only a few end game monsters required any reason not to. That was a far more casual system than what I can take from XV.
Anyway, let's bring up some of the combat patent. Thanks to Grivenger of Neogaf for bringing this to my attention. Its old news, but well worth the analysis today as it helps settle some concern. Seeing as this patent is so old, its obvious the analysis is needed.
The system was invented by Hajime Tabata (director Final Fantasy XV; director Final Fantasy Type-0; producer, Final Fantasy Agito) and Kenichiro Yuji (director, FF:CC: My Life as a King.
Square Enix have stated in the documents that complex menus are intimidating to novice players: OK, that's understandable, how about seasoned players?
"[0003] In a conventional RPG, it is common that when a player character attacks an enemy character, a player selects his/her desired command from a plurality of commands to specify what kind of attack is made on the enemy character (see, for example, JP 2010-142346 A). In addition, in an action game and an action RPG, specification of what kind of attack is made on an enemy character is performed by pressing any of a plurality of operating buttons. As such, in order to enhance the interest of a game, the types of attacks that can be taken when a player character attacks an enemy character have been diversified.
[0004] However, in the case of an RPG, as the number of types of attacks that can be taken upon an attack increases, the player needs to search and select his/her desired command from a larger number of commands. Thus, the player needs to press operating buttons a number of times, and as a result, it takes time to select a command. In addition, in the case of an action game and an action RPG, a complex operation is required, such as pressing a plurality of different operating buttons simultaneously or continuously. Hence, the game is difficult for a beginner of the game to get accustomed to, e.g., he/she cannot fully enjoy the game until mastering the game."
" SUMMARY OF INVENTION
Technical Problem
[0005] The present invention is made to solve such problems, and an object of the present invention is to provide a game apparatus capable of casting various attacks only by pressing the same operating button without performing any complex operation."
Check the full version here.
Text - http://appft.uspto.gov/neta...
PDF - http://pdfaiw.uspto.gov/.ai...
Another patent with Hajimes 's name on it - http://appft.uspto.gov/neta...
So, let's break it down. At least to my understanding.
Attack Method & Positional Condition
----------------------------- -----------
These act as your offensive actions, upon positional placement of your character, referred to as the positional condition, certain actions can be pre determined. Also, distance from other characters and enemies are also conditions which are situational and initiate your set attack method. These actions are then simply a button press away in combat. This is hugely reminiscent of Final Fantasy 12's gambits.
Executing The Attack Process using priority
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Priority is the same as any standard structure which lists importance from 1 through to 10 and so on. 1 being the most important, 10 being less. Setting up your sequence will, alongside its priority, be structured through positional conditions and attack methods. Such as any of the following…
Contact with player character > Throw
Less than 3m from player character > Close attack with sword
More than 3m from player character, less than 10m from player character > attack using ranged weapon.
You could assume this will also offer deeper actions and conditions, Foe weak against water > cast water, Ally less HP <50% > Cast cure, etc. So, when playing you approach a monster that is 9m away, you have a ranged weapon it will pre determine a ranged attack, anything that you have set. It will initiate this weapon, you could then pursue and attack closer using a close ranged weapon. Spells work the same, more methods and positional conditions will likely be opened up to your character as you progress in the game. This will advance beyond the gambit system from Final Fantasy 12 in my opinion, its an evolution from that.
So this opens up play massively. Let's say an area has many monsters weak against magic. Setup your deck "gambit" to attack monsters of a certain distance, strength, possibly assign it so the team focuses on one target at a time, and so on. This is just predicting situations you have set, live play will still require manual approaches and inputs. Attack methods can be learned through new items such as weapons and armour. Also, you can set it so ai characters only act when you're near them, starting a chained sequence working together. Targeting enemies with R and L will prioritize enemies, which will then set in motion your preset taking action using whatever action the game determines fits best, assuming you activate it, these are simply tools to aid your play. Its not press x to win, far from it. Also, the option to switch to a more manual style of play is open, allowing for attacks to be applied to separate buttons.
Finally let's try and visualise this with a simple summary of play.
1. You setup your actions prior to battle. This is your pre battle setup, gambits basically. Positional conditions and actions, both fully customisable.
2. During battle you are aware of situational elements based on parameters set based on your position, you move to these positions yourselves opening up your desired attack. You learn positional play.
3. You have these set actions for instant, fast paced play, but also can mix it up with manual play and further edit your set "gambits" on the fly, menus still exist in battle!
So as I said before, Hajime has created a casually accessible jrpg but with the depth of a more menu orientated styled RPG all inside a system which at face value, looks simple. But you guys will craft it, you decide what your party members do. All games in this genre essentially offer a "select action from menu, target enemy, hit action to initiate skill" be it final fantasy 7 or chrono trigger! This is pushing forward, we might love older styled approaches, but we simply must adapt if we are to appreciate the future of final fantasy. I believe evolving final fantasy 12's system is a great idea. Its dynamic, open, fast and its all built into an easy to pick up and obviously very customisable system. We have control of our team, no needless scrolling through menus for a quick heal or anything. We have it covered, my party member is low on health, I set him to come close and it activates heal, a basic example. Its actually adding depth to the game, characters react! I could simply manually heal him at 70% health if I felt the need, its all control I have, manually and preset. A preset I made, I might add!
I'm excited, and you guys should be too! Even if you much prefer traditional styles, please stay open minded and give it a chance. Let's wait for the demo, this is make or break for square Enix, let's hope the changes work!

Microsoft announced its financial results for Q3 of fiscal year 2026, including an update on its gaming Xbox business and more.
Not looking good. Hopefully Asha Sharma is able to turn Phil’s disaster around.
To me it's still quite remarkable how they can cash-in 5.3bn in revenue in a single quarter, since their hardware is basically dead.

The charity event will be streamed live from Gamescom in August.

Thanks to the slip-up of an artist working on the title, we now have more evidence that a new Injustice game is in the works.
Seriously, if you have to offer this essay in order to defend it, when you don't know anything for certain, that should tell you something.
And no. I'm not going to be excited. I'm giving up. Enjoy your game, but if or other dare bit*h about sales - I will roast you on a spit. A rotating, slow cooking spit.
If you don't like it, don't read it lol. I'm simply writing up an analysis on how I take the details on the patent. Chances are its the basic truth to how it is, I'm sure changes have been made and further features added. But at least it paints the picture of a less than casual experience.
I'm not defending it because it needs to be, just don't judge a game before knowing anything about it.
its ok man, scream hard enough and maybe square enix will make you a mobile game.