Clair Obscur: Expedition 33 winning Game of the Year was a huge moment for the turn-based RPG. It really shows there’s a massive appetite for that slower, more tactical style of gameplay. This is the very heart of early Final Fantasy games like IV, V, VI, and X.
FFXIV has already set a precedent for radically different game modes that live outside the main MSQ dungeons such as Variant Dungeons or the occult Crescent and other field expeditions.
So why not a Turn-Based 'Expedition' Mode? They could create a new game mode that completely shifts the combat paradigm to a turn-based system system.
A 4-person party using your currently leveled Jobs, with unique skills designed just for this mode.
Instead of a GCD actions are governed by a visible turn order/timeline, similar to FFX's CTB.
Your current Job abilities would need to be translated into turn-based commands with varying delay (how long it pushes your next turn back) and cast/charge time (how long until the action executes). Tanks could have abilities that "Guard" or "Cover" on an enemy's turn. DPS could focus on timing breaks or elemental weaknesses. Healers could actually heal or cast buffs.
Dodging enemy attacks or critical strikes could involve a timing/QTE element, similar to what Expedition 33 uses, to keep things exciting.
People are clamoring for FFXIV to introduce something new. I think new modes like Variant Dungeons shows a willingness from the devs to experiment with FFXIV's fundamental rules. Bringing in a turn-based experience, inspired by their own heritage and the current cultural moment in RPGs, could be an amazing new feature.
Continue reading...
FFXIV has already set a precedent for radically different game modes that live outside the main MSQ dungeons such as Variant Dungeons or the occult Crescent and other field expeditions.
So why not a Turn-Based 'Expedition' Mode? They could create a new game mode that completely shifts the combat paradigm to a turn-based system system.
A 4-person party using your currently leveled Jobs, with unique skills designed just for this mode.
Instead of a GCD actions are governed by a visible turn order/timeline, similar to FFX's CTB.
Your current Job abilities would need to be translated into turn-based commands with varying delay (how long it pushes your next turn back) and cast/charge time (how long until the action executes). Tanks could have abilities that "Guard" or "Cover" on an enemy's turn. DPS could focus on timing breaks or elemental weaknesses. Healers could actually heal or cast buffs.
Dodging enemy attacks or critical strikes could involve a timing/QTE element, similar to what Expedition 33 uses, to keep things exciting.
People are clamoring for FFXIV to introduce something new. I think new modes like Variant Dungeons shows a willingness from the devs to experiment with FFXIV's fundamental rules. Bringing in a turn-based experience, inspired by their own heritage and the current cultural moment in RPGs, could be an amazing new feature.
Continue reading...