this post was submitted on 02 Mar 2025
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I really liked 12s gambit system. It was really fun.
I thought it was a really nice change. They kept the ATB system all the older games had, and it didn't break between overworld and battle screens constantly, making for a seamless transition between the two.
I tried to like 12, but I found it painfully tedious. I couldn't carefully ration my MP the way I wanted to with gambits, and I don't want to automate the game anyway, I want to actually play it myself. But manual takeover just felt way worse than a normal turn-based system too, the way it grinds the pacing to a halt and takes forever made it apparent that the game isn't designed to be played manually.
I think that is what made that battle system interesting: More focus on delegation over micro management.
The main portion of the battle played outside of the battles themselves and was all about how you essentially "programmed" these workflows for each character to work in harmony together to win battles. You could get in the fray to fix any unintended outcomes of these flows, but was mainly to observe the outcomes and make adjustments.
Agreed.
I was actually very cold to the idea of the gambit system early on because "the game plays itself" sounded like such a cheap style of gameplay.
Later, though, when I got a better sense of what it was trying to accomplish, it made a lot more sense, especially when thinking about the game in the context of sharing the same world as Final Fantasy Tactics.
Tactics is all about troop strategy, simulating that experience of being a military commander. The gambit system in 12, meanwhile, is like taking that concept and moving it down to the ground level, where you have to strategize with your allies before an engagement and then trust that people know what to do in the moment, with the player intervention happening one character at a time being more like real-time improvisation than strategizing.