Om du växte upp med Final Fantasy minns du säkert Active Time Battle-systemet som länge var standard och andra varianter av turordningsbaserade strider. Men de senare delarna i serien har saknat detta, och kommer inte heller att återvända i det kommande Final Fantasy XVI, vilket förklaras av producenten Naoki Yoshida i en Famitsu-intervju (översatt av VGC).
Yoshida sade att även om han förstår attraktionen i det turbaserade systemet, så gör inte yngre spelare det:
"I'm from a generation that grew up with command and turn-based RPGs. I think I understand how interesting and immersive it can be. On the other hand, for the past decade or so, I've seen quite a number of opinions saying 'I don't understand the attraction of selecting commands in video games'.
This opinion is only increasing, particularly with younger audiences who do not typically play RPGs."
Han fortsätter med att förklara sina tankar om detta ytterligare:
"As I said, I believe I know the fun of command system RPGs, and I want to continue developing them, but I thought about the expected sales of Final Fantasy XVI and the impact that we have to deliver.
It's now common for gamers younger than me to love such games. As a result, it seems that it does not make sense to go through a command prompt, such as 'Battle', to make a decision during a battle."
Så om han vill kunna sälja fler spel var han tvungen att göra Final Fantasy XVI actionbaserat:
"As I said, I believe I know the fun of command system RPGs, and I want to continue developing them, but I thought about the expected sales of Final Fantasy XVI and the impact that we have to deliver."
Skulle du vilja att Final Fantasy återgår till turordningsbaserade strider igen, eller föredrar du action?
