abstract
| - Battles are made up of a large number of intricate systems and devices that affect the way the game is played. Each game is usually defined by its primary system, known simply as its battle system. Different battle systems vary on the time gauge, or lack thereof, and the order of attacks launched by each individual unit. All of the games have a status bar that include the player's important stats, such as HP and MP. On this bar is a command window that appears when a party unit has a chance to select a command. The commands have different effects, affecting a varying number of targets, and may make use of different elements and statuses. Outside of battle, players can incorporate support abilities into the mix, where a player automatically has an in-battle effector equipped. While the enemy party only varies in its abilities, and in some games its level, the player party has many more components that affect their performance in battle. The player's equipment allows them to use different strength and strains of weapon for different purposes. They also have different types of armor to protect against enemy attacks. Many games in the series also emulate an accessory option, which allows players to add support abilities and resist or absorb different statuses and elements. Further things that develop as the party progresses are the leveling systems. In the majority of games in the series, players increase levels based on the Experience Points gained. In a smaller number of games, abilities are learned by gaining Ability Points. After the player party defeats the enemy party, they will receive these rewards, often in addition to gil and any Item drops the enemy may harbor. These are often displayed in the Battle Results screen. If the player should lose, with a few exceptions, the player will receive a Game Over.
|