In Final Fantasy XII, players win or lose battles before they begin. Contrary to most conventional strategy game design, Final Fantasy XII charges players with devising a plan before combat which your party later executes. You choose instructions for your party of four adventurers in a menu based on simple ‘If’ statements; in battle each party member follows their own instructions to the best of their ability. Often, that might be as simple as attacking the nearest enemy. However, it’s also possible to give them more complex directions, like healing allies who fall below a specified health threshold, or attacking enemies who target the party archer. Fights are less about thinking quickly and more about testing out a machine you’ve already built. It’s as much Opus Magnum as it is a conventional RPG.
It is a tremendous idea which has potential only partially realised in game. Writing a battle plan is extremely fun, but the system can only work to the best of its ability if the challenges are serious and the options for overcoming them are numerous. Final Fantasy fails to meet both of these conditions. Combat is rarely difficult, and even when an enemy makes trouble, it’s usually cause for grinding in the wilderness rather than rethinking your tactics. The game also does its best to lock off options from players, to drip-feed basic instruction sets, and even to limit the number of instructions that can be given.