Yeah, that's probably part of it at least. I think that there should have been a different buildup all together, though. In FFTA in particular, the rate at which you get new equipment and new characters is too fast -- you wind up with too many things to manage that don't really matter.
On the other hand, the rate at which you get meaningful new tactical options in battle is too
slow, so that gets repetitive. So there's this odd mix of kind of clutching at new items hoping that they will give you useful new skills to learn, when mostly you'll wind up leaning that stuff "just because" and then you'll never actually use it. So there's quite a bit of fairly useless fiddling around there, where I'm equipping items to learn abilities that I'll never need, just to have some feeling of progression (and I think that the number of abilities your character knows also determines when they can get to the higher-level classes, so that is progressing things but just in a very menu-driven fiddly way).
I think that if all my choices in that game were more meaningful, that would really solve most of my complaints with it. When I'm trying to learn an ability like counter-attack on a white monk, that's something that's very exciting. Although, only somewhat because the item gives that ability immediately, and I'm then just putting in the time tax in order to
keep that ability when I later switch equipment. I'm not sure if that's smart or stupid from a game design standpoint, honestly -- on the one hand, you're giving players the goodies up front without holding it over their head; on the other hand, you then make them tied to one item in a limited number of slots for a while after that, which feels like a penalty with very little reward at the end of it. It would feel more rewarding to only get the ability after learning it off the item, but that might also feel less fun in other senses.
And THAT largely comes around to the fact that you've got very few tactical options with each character at the start, and so you really rely on items to give them any useful abilities at all. And even then, you wind up with just a few things. The monk has various shaped attacks, and so does the dragoon, but the characters move so slowly and there are so few of said shaped attacks that it's rare to really get to use them well. All the magic spells that are directed -- fire, lightning, etc -- all work basically identically, hitting the same sort of range. The only reason to choose one over another is based on monster immunities or susceptibilities, which involves checking each one against each monster. When it comes to the earth mage, all those things hit every monster equally, and the amount of damage done is on some formula that I can't figure out; random, I guess. When it comes to the time mage, almost none of that stuff works except on monsters that you don't need to use it on, as per usual in FF games. When it comes to the white mage, they are useless in every way except for healing, and even that is something that is brain-dead simple: choose the highest heal spell you have, since you'll only want to be healing when someone is really hurt, since your white mage has such limited magic points. The fencer is actually kind of an interesting class, and they have some interesting abilities, but about half are useless. Archers are useful for range, but most of their abilities like focus really don't seem worth it compared to using another class in most cases. Gunmen seem pathetically weak and prone to missing. Animists seem to have the collection of all the useless "gray" spells from FF6, plus some new ones. A couple are quirky enough to be useful in some situations, but not broadly enough so that I'm usually wanting to choose them. Blue mages are very interesting, but using them is a bit grindy as again per usual (Strago in FF6, etc).
Maybe that's not a ringing endorsement of the game, but I really liked a lot of the concepts of what they were trying to do. And the game is balanced, in a lot of senses -- it's just that the way they chose to balance the game makes a minority of abilities useful at all, and the rest of them completely trash. And too many of the abilities are too similar to one another. With an awesome grid layout like they have in those games, this is the perfect opportunity to actually make a lot more interesting shaped attacks of all sorts, to do things with position adjustments, to do things with blocking, and so on. But they barely scratched into any of those concepts from what I can tell.
A lot of those complaints are what prompt me to want to make a tactics game like that, but actually working the way I want. On Keith's side, he is absolutely enamored of Brigandine despite his list of faults with it, and he wants to do something very much like that but with the interface/gameplay streamlined and the faults smoothed out. And for my part, a lot of the ideas I had based on playing FFT and FFTA and being somewhat enthused are going to be built into AVWW if I can. I think a lot of the ideas I have can also work in action-adventure gameplay, and can give the whole experience a bit more of a tactical feel than usual for that genre. And we have some other AVWW surprises that are tactics-related in store, but I'm not quite ready to share those yet.