<div style='font: 12pt ; text-align: left; '>After playing Fate I've been thinking about scripted battles in RPG, since Fate is essentially all scripted battles (seeing you have absolutely no control on the outcome of most battles in Fate besides the ability to die foolishly). Why is it RPGs have such horribly scripted battles? Even if you look beyond the normal limitations of a RPG, there's no reason why they have to be as bad as they're right now. Although I don't care too much about suspension of belief, there is just nothing believable about the way most climatic battles in RPG are carried out. To RPG makers, scripted battle seems to mean you have to know how to press a button at a certain time (ala FFX style battles), and that after boss X is defeated it has a stronger form (sometimes more than one).
There are two things that bothers me the most about RPG and any attempt to 'script' them. That is, a battle that at least tries to go beyond just going through the cycle of unload MP/special attacks and heal when your HP < boss's strongest attack until the boss's HP is 0. First is attrition. Final Fantasy is obviously the worst out of all RPGs with a literally unlimited supply of HP/MP which makes any battle that you don't die in one hit utterly trivial, but it's hardly alone. Even for item-light RPGs, it is usually trivial to get all your HP/MP/etc back regardless of how much damage you've taken. Suikoden is one of the few I can think of offhand where your special attacks stays down after using them up. Although the battles in Suikoden can hardly said to be scripted, there is a real sense of urgency when you realize that this is your last Kindness Rain heal and that's it. Without attrition, the hero's party is essentially always at full strength, and that makes it really hard to have interesting battles. It'd be utterly unthinkable to have battles in today's RPG that are anywhere similar to Fate, where half of them are decided by how well you can budget your mana versus the enemy Magi's mana. And Heavens forbid the bad guys attack you while you're hurting, like when you have to fight Ilya with no mana at all in Fate while she's fully rested.
Second, boss characters in RPG invariably gets stronger with each form. This doesn't really make any sense. If they can be so strong to begin with, why not just start out in the most powerful form? Surely the damage taken in weaker forms still carry over? The only game I can think of where the boss actually gets weaker over time is Final Fantasy X, as the final sequence of battles gets progressively easier (though it sure doesn't help you can't possibly lose them). This goes hand in hand with attrition, though. As the boss gets weaker, you should be getting weaker too from the damage you've sustained. I think in a RPG world the point should be for your heroes to lose HP/mana/whatever slower than the boss, as opposed to not losing any at all, which is the way current RPGs work.</div>
There are two things that bothers me the most about RPG and any attempt to 'script' them. That is, a battle that at least tries to go beyond just going through the cycle of unload MP/special attacks and heal when your HP < boss's strongest attack until the boss's HP is 0. First is attrition. Final Fantasy is obviously the worst out of all RPGs with a literally unlimited supply of HP/MP which makes any battle that you don't die in one hit utterly trivial, but it's hardly alone. Even for item-light RPGs, it is usually trivial to get all your HP/MP/etc back regardless of how much damage you've taken. Suikoden is one of the few I can think of offhand where your special attacks stays down after using them up. Although the battles in Suikoden can hardly said to be scripted, there is a real sense of urgency when you realize that this is your last Kindness Rain heal and that's it. Without attrition, the hero's party is essentially always at full strength, and that makes it really hard to have interesting battles. It'd be utterly unthinkable to have battles in today's RPG that are anywhere similar to Fate, where half of them are decided by how well you can budget your mana versus the enemy Magi's mana. And Heavens forbid the bad guys attack you while you're hurting, like when you have to fight Ilya with no mana at all in Fate while she's fully rested.
Second, boss characters in RPG invariably gets stronger with each form. This doesn't really make any sense. If they can be so strong to begin with, why not just start out in the most powerful form? Surely the damage taken in weaker forms still carry over? The only game I can think of where the boss actually gets weaker over time is Final Fantasy X, as the final sequence of battles gets progressively easier (though it sure doesn't help you can't possibly lose them). This goes hand in hand with attrition, though. As the boss gets weaker, you should be getting weaker too from the damage you've sustained. I think in a RPG world the point should be for your heroes to lose HP/mana/whatever slower than the boss, as opposed to not losing any at all, which is the way current RPGs work.</div>