Cool interview, nice to get an idea where you guys are coming
(edit: uh, I meant where you guys are coming from, whops)
(edit: uh, I meant where you guys are coming from, whops)
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FFTA in particular
Advance Wars I also enjoyed, but something about it was less fun to me -- it's more of a strategy game / tactics mix, in a way I didn't prefer, I guess.
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.
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.
One is that the equipment that you learn the skill from grants you a weaker version of it immediately/while you're wearing it, and the permanent version you eventually learn from it is more effective/powerful/whatever, so you do get some sort of immediate benefit, but you're earning more than just the right to not lose it when you take off the hat/belt/sword/etc.
There are a lot of possibilities for what could be done in a game like that by taking an "add features that are interesting, fun, and make sense" approach like you have a tendency to, instead of the usual "it wouldn't occur to us to change that, because that's how this genre has always worked"...