CmdrGoob said:
I see plenty of people claiming it's more strategic. I honestly have no idea how they could back this up.
Even the humble FPS is more strategically interesting - the difference between shotguns/SMGs/assault rifles/sniper rifles/grenades creates more real tactical variety than all the samey fire/lightning/attack/whatever options (which are all basically the same except for the animation and the arbitrary weakness it targets) in turn based JRPGs.
If tactical variety is choosing between using a rifle or a shotgun, then changing your weapon to a bow instead of a sword against flying enemies in a JRPG is also tactical variety. Adding more variety on top of weapon choice is the specific attack you're going to use. FPS games typically have aim and shoot, that's it. JRPGs have attack, defend,
double/triple/quad/you get the picture -strike, elemental strikes, instant death attacks with low chance of working, critical attacks with low chance of hitting, super fast strikes, incredibly slow and powerful attacks, area of effect attacks, attacks that hit all enemies, status affecting attacks, attacks that cost HP or MP/SP to use, the list goes on.
You claiming that they're all basically the same except for the animation and weaknesses they target shows a complete lack of knowledge of JRPGs at all.
Edit: Note that I haven't even gone into the use of Magic yet. That much variety without even resorting to the use of thunderbolts and fireballs.
Then compound that with all the considerations of terrain, cover, range, movement, positioning, flanking, suprise and stealth and it's totally clear to me that even your average shooter is more strategic than turn based combat.
Movement and positioning are covered heavily in Fire Emblem and Disgaea. Fucking it up in those games will put you at a huge disadvantage. Taking enemies by surprise has been included in a number of JRPGs, the most recent of which is FFXIII. It is also a virtual non-issue as sneaking around is almost exclusively an FPS concept.
Range falls entirely into the realms of player choice as someone that likes sniping will always fire from long range whereas an smg/shotgun user will try and charge in as close as possible. Terrain only really factors into the FPS argument when you're talking about cover and sneaking, other than that it has almost no effect at all. Dirt, move at full speed. Grass, move at full speed. Sandy beach,
move a little slower still move at full speed. Knee deep water,
move a little slower STILL moving at full speed.