Turn-Based Combat Will Never Die; It Simply Evolves

Over and over again, games have striven to shift away from the traditional turn-based role-playing games (RPGs), favoring instead more rapid real-time combat where players don’t need to wait for their turn. Interestingly, many games that aim to surpass their turn-based origins often encounter resistance or criticism from fans who are accustomed to the classic style of play.

In this feature, let’s explore why turn-based combat will never die.

The Final Fantasy Case

In essence, the Final Fantasy series has consistently stood out for its use of turn-based combat, a system it made widely known despite Dragon Quest introducing it slightly ahead of time.

Over a prolonged period, the structure of Final Fantasy games remained consistent – until it started subtly changing to incorporate real-time combat. This transformation took place dynamically, commencing with Final Fantasy XII, proceeding through Final Fantasy XIII, and reaching its peak in Final Fantasy XV, where Noctis was seen moving swiftly and teleporting across the battlefield.

Despite the series moving more towards real-time mechanics, as seen in Final Fantasy XVI and the remakes of Final Fantasy VII, many gamers continue to express a preference for the straightforwardness of traditional turn-based combat, a longing that is clear in ongoing conversations about the franchise. In fact, some enthusiasts are even voicing their desire to revert back to the battle system of Final Fantasy XIII.

The Persona Games

From its beginning, the Persona series has consistently employed turn-based combat, which offers a more manageable experience compared to hack-and-slash gameplay. This approach is particularly beneficial for the series’ main feature: summoning Personas during battles. Given that rendering the attacks of over 100 distinct Personas in real-time would be an extremely challenging task, potentially due to financial constraints rather than creative preferences, it’s evident that the turn-based system is crucial to the success of Persona.

Atlus consistently stands firm on their preference for turn-based gameplay, despite criticisms suggesting it’s past its prime. Instead of abandoning it, they continually perfect it, adding appealing user interfaces, dynamic attack effects, and distinct mechanics tailored to each Persona series installment, thereby enriching the overall gaming experience.

In the game Metaphor: ReFantazio, Atlus and Studio Zero have skillfully combined real-time and turn-based combat in a way that remains faithful to what fans adore, and they execute this blend exceptionally effectively.

On Modern Games

Lately, many games are adopting turn-based combat, even with bigger production costs. Notably, the game Clair Obscur: Expedition 33 has adopted this approach, combining it with quick-time events to maintain player interaction. The game places great emphasis on immersion, going so far as to eliminate a minimap from its design.

In the meantime, Sea of Stars, known for being a tribute to traditional JRPGs, presents a unique perspective on turn-based battles. Instead of simply imitating past games, it incorporates a semi-real-time element using quick-time events, much like Clair Obscur does.

Indeed, Baldur’s Gate 3 continues to garner numerous accolades, demonstrating that there are indeed many enthusiasts who appreciate the turn-based gameplay style, especially when coupled with a compelling storyline and well-crafted characters.

It’s evident that numerous gamers still strongly favor turn-based battles and view them without reservation. Consequently, game developers persist in adopting and advancing this format not due to compulsion, but because they acknowledge its lasting allure. Turn-based combat isn’t an antiquated concept; it’s a conscious design decision that remains vibrant.

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2025-03-25 19:43