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The ATB meter, that little bar that gets filled over time and determines when a character can act, is one of the most iconic aspects of the classic Final Fantasy games and other Square RPGs like Chrono Trigger. Introduced in FFIV and used all the way to FFIX in 2000, the ATB system was the start of Square's tradition of fusing classical turn-based combat with action elements, which led to the creation of similar battle systems; however we are not talking about those today.
Many, if not all the ATB games allow you to activate "Wait" mode, which pauses every time meter when you are choosing a command from the menu, thus giving you all the time in the world to decide your next move. If you choose "Active" mode, every second is precious and enemies can attack you while you choose a command. There has been discussions about whether Wait mode or Active mode are the best way to play the games. Many people, myself included, play in wait mode because it's easier, the games feel more strategic, and/or because the length of the menus can negatively affect your performance in active mode. Active mode stans argue that said mode is the way the game was intended to be played, because it adds urgency to the battles and tests the player's ability to make quick decisions.
Just like there are discussions about wait vs active, the ATB system itself has its defenders and critics. The defenders claim that the system is fun and that Square successfully married the strategic aspect of turn-based battles with the thrill of action games. Most ATB critics, on the other hand, argue that the battle system is just a regular turn-based system with extra steps.
Chrono Trigger
Ok, so I'm pretty much a critic of the ATB system as a whole, because I feel that the real-time element adds almost no strategic value to the battles. I think that some FF games trick you at the beginning by making you think that waiting has strategic value in battle, when in most battles you are going to give commands as fast as you can. The mist dragon in FFIV and the whelk in FFVI, both boss battles at the beginning of their respective games, are tutorials about how some enemies have time windows during which you shouldn't attack them, which is a very cool concept! The problem is that at least 90% of the enemies on those games don't have any sort of time window that alters the rhythm of battle, so you are better just rushing and attacking instead of waiting.
Because of this, I think that Chrono Trigger has probably the best implementation of the ATB. Although some of CT enemies are able to change the rhythm of the battle, like the mist dragon or the whelk, the game improves on the ATB system with the addition of the combo techs. CT's combo moves add strategic value to waiting, because it makes you think "should I attack right now, or should I wait for a super attack?". Unlike FF which sought to give depth to the ATB system via enemy design, CT gives depth to the system with a core mechanic that is always present.
CT's area of effect techs, which require the player to pay attention to enemies' positioning, movement and patterns, also add strategic value to waiting. When fighting multiple enemies, the player must ask themself if they want to use the cyclone tech ASAP, or wait until all the enemies on the screen concentrate on a single spot. However I feel that there was some wasted potential in this particular aspect.
What do you think is the best implementation of the ATB, and what do you think about the system in general?
Many, if not all the ATB games allow you to activate "Wait" mode, which pauses every time meter when you are choosing a command from the menu, thus giving you all the time in the world to decide your next move. If you choose "Active" mode, every second is precious and enemies can attack you while you choose a command. There has been discussions about whether Wait mode or Active mode are the best way to play the games. Many people, myself included, play in wait mode because it's easier, the games feel more strategic, and/or because the length of the menus can negatively affect your performance in active mode. Active mode stans argue that said mode is the way the game was intended to be played, because it adds urgency to the battles and tests the player's ability to make quick decisions.
Just like there are discussions about wait vs active, the ATB system itself has its defenders and critics. The defenders claim that the system is fun and that Square successfully married the strategic aspect of turn-based battles with the thrill of action games. Most ATB critics, on the other hand, argue that the battle system is just a regular turn-based system with extra steps.
Chrono Trigger
Ok, so I'm pretty much a critic of the ATB system as a whole, because I feel that the real-time element adds almost no strategic value to the battles. I think that some FF games trick you at the beginning by making you think that waiting has strategic value in battle, when in most battles you are going to give commands as fast as you can. The mist dragon in FFIV and the whelk in FFVI, both boss battles at the beginning of their respective games, are tutorials about how some enemies have time windows during which you shouldn't attack them, which is a very cool concept! The problem is that at least 90% of the enemies on those games don't have any sort of time window that alters the rhythm of battle, so you are better just rushing and attacking instead of waiting.
Because of this, I think that Chrono Trigger has probably the best implementation of the ATB. Although some of CT enemies are able to change the rhythm of the battle, like the mist dragon or the whelk, the game improves on the ATB system with the addition of the combo techs. CT's combo moves add strategic value to waiting, because it makes you think "should I attack right now, or should I wait for a super attack?". Unlike FF which sought to give depth to the ATB system via enemy design, CT gives depth to the system with a core mechanic that is always present.
CT's area of effect techs, which require the player to pay attention to enemies' positioning, movement and patterns, also add strategic value to waiting. When fighting multiple enemies, the player must ask themself if they want to use the cyclone tech ASAP, or wait until all the enemies on the screen concentrate on a single spot. However I feel that there was some wasted potential in this particular aspect.
What do you think is the best implementation of the ATB, and what do you think about the system in general?
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