>>43429964The battle gameplay consists of manipulating menu after menu, and any attempt for a game to add dynamic interactions into the battle commands is crushed under the shear volume of attacks, items, and options. Take Pokemon for example. There are a handful of moves in the games vast array of attacks that have special prosperities. Normally when a Pokemon is frozen solid in a block of ice, it can't attack until it naturally thaws out, or the opponent uses a fire attack on it. The exception is, if the Pokemon has an attack called Flame Wheel, it can use it while frozen to thaw itself out. Though the idea of a Pokemon using a fire attack to free itself is great, why can't other fire attacks do it as well? Because Pokemon is an RPG that isn't rooted in concrete mechanics, even cool properties like freeing oneself from ice with Flame Wheel just becomes a special case, or just another piece of abstract data that doesn't match the form of the game, can't be understood intuitively, and must be memorized. Instead of making a few dynamic actions that generate countless of outcomes, RPGs feature hundreds of options that are largely the same and are reduced to a simple formula: attack-attack-heal. What may be worst of all is, the form in these RPGs are typically completely removed from their functions.
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