WISH-LIST TIME.
So...Final Fantasy Tactics was the classic of the genre. Magic was kind of brutal for newbies to use, difficulty was high, leveling up only kind of helped but not really, and having your whole team be the same level was often important. Grinding for job points was important. The plot was apparently pretty good, and you generally just played straight through the game in a linear fashion with some training. There's customization, in that you can select what classes you want, and tweak them a little and equip them a little.
Final Fantasy Tactics Advance made leveling a little more useful, took some grind out of it, and simplified the mechanics so it was easier to get into. It added weird rules, and was a bit less linear. Customization still limited.
Disgaea had a story, kinda, but grinding was a huge part of the game. You could avoid it, but then you wouldn't really be playing Disgaea, because the whole point of the game is to get to absurd levels and smack monsters around with "123,341K" damage and have millions of points in your stats, and to go into the item world and level up your items themselves. A bit more customization than the FFT games.
And then there were the various Sega ones (Shining Force I think it was called?), that had not much grinding, and almost zero customization, while being hugely linear.
I keep really really wanting to make a Tactics game but I don't know what makes the grindfests good and what makes the grindfests annoying :x
I mean, is customization a good thing? Or does it just let you make cheapshot characters that are overpowered? Is grinding kind of thrilling just for the sake of big numbers, or is it totally pointless? If you go too much in the Shining Force direction, you wind up with just chess. And hey, chess is fun, but you might as well just play chess. Part of the tactics experience is that every battle is a little different.
How many characters are good? Is it good to encourage the player to have fifty characters, or do you want them to rely on eight or so main ones so their attention isn't so divided? How many characters do you want on the field...is six too few, is fourteen too many?
And how often do you want to introduce new abilities? Should new ones be more powerful? If you start out the game with those bizarre mathematical FFT classes, or summoners or whatever, do you lose something important in terms of game progression? On the other hand, if those classes normally become available during the plot, how does that apply to a game that's plot-light, grind-heavy?
For my own part, I'm thinking around sixteen characters is good, eight on the field at a time, and no permadeath like X-Com has. I'm imagining a system where you can grind for stats in two ways; either leveling up your characters in easy-ish fights (95% chance of winning most of the time?), or facing more challenging opponents (75% chance of winning?) to unlock new things. Leveling up giving actually pretty small bonuses. And then having some hard modes like Disgaea's item world, too, that again gives a noticeable boost but not one that totally breaks your characters. I don't want a plot because plots get in the way, and you're always like "am I too low level for this? Am I too high level for this?". I'd REALLY like to do an Item World style thing where you go into worlds inside your characters, beating bosses to unlock hidden potential.
One thing I'm really torn on is, it'd be neat to have something vaguely like a tech tree, where unlocking each new class/ability/etc is more expensive than the last but you get to choose what order to do it in, and your first choice is always cheap. Or something where you need to beat slightly harder bosses to unlock the next class each time. But that could also be pretty lame if you made stupid choices and aren't strong enough to unlock stuff you need.
So, for people who are already know they are willing to spend 40 hours on a Tactics game, what keeps your interest? What's boring that should be cut out? How would you like to customize your characters and unlock new abilities? How should the challenge be maintained? Anything you ever really wished you could see?