One of the metaphor: The best addition to the Atlas Formula of Refentzio was a real -time action fighter that allows you to surprise your enemies or even extract the lower animals without any steps in a turning field to avoid the problem of grinding which is very common in the gender. But Atlas mistakenly went far with the action fighter during the development and lost the “path”.
In a panel of the Game Developer’s Conference 2025, former Atlas military Kenchi Goto, who has planned a war system for everything from personal and Shin Magmi Tangi to Digital Devil’s Saga, explained that the team wants to reduce the number of battles from where it will win.
Similarly, his action fighter was born. “One of the main reasons for turning -based battles becoming less popular is that the battles start to feel like work,” Goto said. “Our answer to this problem was fast and the squad was a war system.” Basically, instead of engaging enemies in a twist -based battle, you can easily take them into the field, but the whole system has come from the need to solve the problem of game grinding, “not as a process for action.”
Although things were quickly withdrawn from hand, and “losing this fact, we lost our way as a whole,” he explained, saying, at one point, you can defeat the enemies that were around or more than you have over time.
“Even for US developers, the most interactive nature of the process was undeniable, and it was easy to come with fresh new ideas,” so let the team players try it and things did not go into planning. Many people “felt that resorting to a turning -based fight is a kind of victim,” which is, obviously a major problem for a game (and a studio) that is proud of turning competitions. “The players complained that it was difficult to decide whether they should go to war or keep trying and only the enemies in the field should be defeated, they do not know which one is right.” Goto called fans’ opinion “a critical problem”
At the same time, the team returned to the metaphor’s action fighter and decided that the players should only be able to eliminate the lower -level enemies in the field. “We made it clear inside the team that the action is just to easily put the player into the heart of the game, which is a turn -based battles.”
Metaphor: Refintzio Dev once thought that the turn -based JRPG Combat “is starting to get old,” but now he thinks that the format is “a long future ahead”.