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I don't get it. Isn't power leveling by doing the same map over and over again the antithesis of learning new tactics?
If power leveling is your bag, maybe play a Disgaea game?
So non-linear means getting in to completely random encounters while walking to the next objective? The original TO was so linear it hurt, compared to Reborn.
The only things non-linear about FFT are the handful of side quests (which TO has infinitely more of) and a handful of text choices which don't actually have an impact on the story 9/10 times. Tactics Ogre has branching routes where story choices impact available characters and Chaos Frame. Heck, I don't think FFT had a single castle where you chose what side to assault it from and got a different fight.
FF13 doesn't have random encounters.
You can retreat from random battles in TO, so does that mean they're not random battles? Are the fights in 7th Saga or Breath of Fire random? Not sure what your criteria is.
There's more sidequests than in FFT, there's 3 branching story paths, and you can grind as much as you want in phorampa, and later in other places, for gear and money (Not that I ever needed to, am halfway through chap 4, all my gear is +1, and my whole team is decked out max I can without grinding phorampa). So not getting stopped 64 times by random battles that last 20 minutes while walking from point A to B is your definition of linear ? x: I clearly remember saving before doing movement on OG TO map and reloading if I hit a random battle lol. Is "annoying" your definition of non-linear ? :P
I don't get your point. This is one of the least linear tactics games I know of. If your definition of non-linear is having the opportunity and feeling the necessity to do a large amount of soulsucking grind to achieve the same results you achieve here with 4 hours of grind, I think your definition of linear vs non-linear is flawed.
Uh, first off, how in the WORLD would being able to run from battle determine if they are random or not?
But while I don't remember BoF, 7th Saga I see why you bring up, in that you can see battles in a radar -- but they are still randomly generated there. There's a big difference between it and FF13 there -- every battle in 13 is specifically placed in a certain spot with the same set of enemies every time. i.E. no more random than a treasure chest.
"Choose your own adventure books are more linear than regular books because they don't make you read the last 5 pages of each previous chapter before you can go to the next segment."
Anyway, the reason I brought up BoF is because it 1) had a meter that showed you approximately how long until your next random battle, so you could path a bit swap rooms or w/e to reset it, 2) there was an item that completely disabled random encounters for a period (and not just reduced chances like a Pokemon Repel).
Think of it this way: which of these games is the least linear and why?
Radiant Historia
Chrono Trigger
Tales of Symphonia
The Legend of Zelda 2
Final Fantasy 4
The first 4 of these selections have monsters that appear on the map that you can dodge to never fight a "random encounter".
Anyway, back to the topic at hand.
More importantly, if random encounters have zero story involvement, how does that make the story non-linear?
If I'm reading a Harry Potter book and stop every chapter to make a sandwich and go to the bathroom, that doesn't make the book "less linear" than a Goosebumps Choose-Your-Own-Adventure book.
I for one never said anything about linearity, only randomness. I agree that random battles don't make something less linear, that's just ridiculousness.