I was actually very satisfied with the game's mechanics. A lot of the criticism of the gambit system, such as that it allows you to 'just watch' as the game 'plays itself' are entirely untrue and mainly stem from backlash by purists lasting from before the game was even released. The gameplay isn't without its flaws, but as a method of moving away from the 'active-time battle' system that has remained largely unchanged since the genre's roots, the gambit system is a very strong option.
The strong mechanical basis naturally, therefore, lends itself to fun combat, and FFXII has some of the most entertaining fights in my long, long memory of the genre. The main story itself (more on this below) wouldn't have taken much time in itself, but the Hunts were, to me, the meat of the game's fun. Death Gaze, Gilgamesh, and the Shadowseer made for some of the most epic fights I've had since the Super Nintendo, and the Behemoth King is the beast by which I now measure bosses. (Hell Wyrm, Omega Mk XII and Yiazmat? Shallow and BORING. ZZZzzzzz.)
On the other hand, FFXII did a lot wrong on the conceptual level. The game seems to have been designed in spiteful anticipation of players having the Internet constantly at their disposal, and most of the rarest weapons and items and the later marks are predicated not on fighting through tough areas or playing intelligently, but on camping monsters that have a %5 chance of appearing and a %1 chance of dropping one of five items needed to craft one of three items to make a new weapon. And you have no indication that the monster will drop the item or why you would ever need it. Or a certain mark may have extremely obscure, time-consuming spawning condition that no sane player would ever guess to try. And so on.
Most players are intimately aware of the Zodiac Spear, a very powerful weapon that will disappear from the game if the player opens any of four treasures laying at various areas around the gameworld. What's in the special chests? With the exception of an elixir, nothing. What do they have to do with the spear? Nothing. How would a player ever know this? They couldn't, without checking it on the Internet.
In this way, the entire game seems to be designed like an MMO, which is appropriate for a game where the cooperation of thousands or millions of players to make a comprehensive knowledge base and contend with hopelessly low drop or spawn rates is required. But it manages to be entirely inappropriate for FFXII, which is a single-player game, I feel compelled to point out. Getting the Order of Ambrosia clan rank and the Tournesol (both of which I shame-facedly admit to possessing) without extensive reliance on the Internet is simply impossible.
Yes, players are going to use the Internet if they feel frustrated, bored, or if they care more about the ends than the means of playing- that is, more about having the +5 Sword of Meteor Summoning than getting it- and they will inevitably rob the game of surprise and challenge and themselves of fun and fulfillment, but the solution to this is NOT to force EVERY player to play that way by making every little bit of content in the game a hundred times more obscure and time-consuming than it needs to be.
Grinding is any activity that, by power of endless repetition, loses all entertainment value that you force yourself through to get to the bits of the game you'd rather be playing. Going by this definition, FFXII is stuffed to bursting with grinding, and I think a lot of players were put off by this. I have a legendary boredom threshold, and even I found myself languishing during a lot of it. Again, in an MMO, this would have a logical purpose, but in a single-player game, grinding has no purpose but to artificially pad out gameplay and steal the players' time from them.
This mainly applies to the metagame, though- that is, trying to become stronger and have the best stuff and kill all the strongest monsters. Since Final Fantasy V, there has been a slow rift forming between content crafted for fans of this sort of metagaming (legendary weapons, superbosses/WEAPON) and the more traditional character and story-centric players (ie, the ACTUAL GAME). At first, this rift was pretty small. In FFV, either you went out of your way to kill Omega and Shinryu or you avoided them and went on to the boss of the game (who was still damn hard, not that you whippesnappers would know. Why, back in my day the final boss actually- *record scratching*).
But in FFXII, going by the hours needed for it, the metagame is quite a bit larger than what most Final Fantasy players, regardless of which half they actually enjoy more, regard as the actual core of the game. (From what I hear, this went out the window in FFXIII, but I haven't played it and cannot comment). This is pretty illogical in my mind, because, although I can't really speak for anyone else, when I think 'Final Fantasy fan,' I think of someone whose bread and butter is the plot, story, and setting, and for whom all the grindy-grindy and hacky-slashy is at most a subordinate element of gameplay. So we have here in Final Fantasy XII an emphasis on what most series fans would consider something other than the actual point of the game. The best reaction Square could reasonably hope for with this setup is that each half of the fans would ignore the half of the game that wasn't made with them in mind, and a more reasonable expectation would be that each half would leap onto the Internet and heap scorn on the other half.
So how does the 'core' of the game hold up? Not very well, I'm afraid. FFXII took a lot of flak for its cast and story, neither of which amount to much. Vaan bears a great deal of well-deserved dislike, and none of the characters have very much depth or feeling to them. All throughout the game you can see little hooks in their personality or history that could be fleshed out, but nothing ever comes of it; no character is ever developed past their introduction. In this way, the characters don't necessarily feel flat as much as they feel hollow or static. In my opinion, the most developed character of the lot was Basch, who had his personality both tested by and contrasted against his brother's, in a classic sort of 'there but for the grace of God goes he' sort of way. But even that was rendered useless by how contrived and unoriginal (and, if you're feeling particularly uncharitable, plagiarized) his entire situation is.
The story and setting were equally displeasing. The game dumps a chapter's worth of exposition and history, replete with unfamiliar names, places, events and concepts onto the player before they're even halfway ready to deal with any of it, and if you didn't catch any of it that first time around, the game is never going to repeat itself, and you can never go back and flip through it short of starting a new game just see it again. As someone that can read Daedric and recite the Septim lineage from Tiber to Uriel VII off the top of his head, take my word for it when I say it's quite a bit to take in all at once.
So once you get dumped into the game world, you'll constantly run into people, places, and events for which the player likely has no motivation to care about. Not because there aren't reasons out there why it's important, but because the game simply didn't do a good job of making the player care. Imagine that someone you don't know ran up to you in the middle of your shift at work and screamed, "The Barlidans have overrun the Morninghold! If the Frillplane is breached, Morloth will take the Overbrine! We must secure the Grilfian at once or all is lost!" Would you not stand slack-jawed, wondering if maybe there was someone else standing directly behind you that gave half a Goddamn about it? If you didn't know before then now you know what it feels like to play FFXII. Congratulations.
When you get right down to it, though, the story isn't very compelling even if you are intimately familiar with the setting. The setting introduces a huge number of past and present powers and events, each of which could make for an amazing, epic story, and then picks perhaps the least interesting one and runs with it. In a game with a civil war in the heavens, rogue cosmic powers of earth-shaping proportions, ancient conspiracies by immortal schemers that shaped the face of the earth, and the clash between the unspeakable power that man now harnesses and its opposition with the even more terrifying powers that have always been, the plot of the game is only tangentially related to any of these things and instead amounts to a political power struggle that never gets off the ground: Villain A takes over Country A, threatens war with Country B, is inexplicably killed by Countries C and D instead. There's something about crystals and gods and fate in there somewhere, but if the game doesn't care enough about it to spend any time on it, then neither do I.
Some people have criticized the Final Fantasy series in the past because its plots tend to resemble on another, and I'd be lying if I said that wasn't a fair criticism. But FFXII defies the typical plot structure in many ways, and really suffered for it.
A typical Final Fantasy is structured like so:
Beginning: Introduce Subplot (Crystals being stolen/destroyed, Vector taking over world, Shinra polluting)
.
%25: Introduce Main Plot (Exdeath breaking free, Golbez starting wars for crystals, Sephiroth resurrected)
.
%50: World is Changed/Destroyed (Two Worlds made one, Goddess Statues foment ruin, Meteor summoned)
.
%75: Subplot Resolved (World unites against Zemus/Fiends, Shinra/Hojo destroyed, SeeD/Galbadian Wars end)
.
Ending: Main Plot Resolved (Zeromus killed, Exdeath Killed, Kefka killed/magic nullified, Sephiroth killed, Ultimecia killed)
Here, however, is how FFXII's plot compares:
Beginning: World is Changed/Destroyed (Nabradia devastated by Nethicite)
.
%25: Introduce Subplot (Vayne takes over Archades, foments war)
.
%50: Mainly just running around
.
%75: Introduce Main Plot (ALL HUMAN HISTORY DETERMINED BY IMMORTAL EXTRADIMENSIONAL CABAL)
.
Ending: Resolve subplot (Nethicite Destroyed, Vayne killed, peace with Archades) Main plot is ignored entirely. Roll credits.
It's never really revealed what the Occurians are or why they're such dicks. Shrugging off their commands elicits no real response from them. They may or may not be the Gods referred to in the game's lore, but neither this nor the existence or history of the Espers is ever explained. It all gives the feeling that there is a different, more important group of protagonists out there who will one day deal with everything interesting and important in the setting, while your exploits will rate as some sort of passing footnote in their journey. Maybe Square should have tried some fresh ingredients rather than throwing out the recipe.
I wouldn't say FFXII is a bad game by any means, but there isn't a single aspect of it that I'd really call great, either. The setting has a lot of potential, which is all squandered. The characters had a lot of room for fleshing out, all of which is ignored. The combat is fun, which is negated by the endless hordes of palette swaps the shallow, nonsensical License Grid its advancement is predicated upon. Mark hunting can be great fun, but for every great mark fight there are five boring nobodies you'll hunt for half an hour and kill in fifteen seconds. The bazaar system is innovative and interesting, which is wholly wasted by the hours of camping, grinding and Internet list-checking that it saw fit to necessitate.
So. FFXII: why the hate? A lot of solid reasons. But I still had fun with it.
Edit: Two walls of text in a row? Ouch. Sorry, Escapist.