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Strategy vs. Reflexes: Two Visions to Save Turn-Based Combat

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Gustavo León
Author
Gustavo León
🎮 Game designer & fullstack dev with a background in chemical engineering.

In recent years, part of the gaming community has criticized traditional turn-based combat for becoming predictable or passive compared to more dynamic genres. This perception isn’t universal: titles like Baldur’s Gate 3 or the latest Dragon Quest entries prove there’s still a strong audience for tactical turn-based experiences—so long as they’re well designed.

However, that pressure to modernize the format has clearly influenced some developers. Square Enix had already attempted to change the paradigm with Final Fantasy XIII, exploring a more agile, action-oriented formula that broke from traditional turn-based structure. Years later, they returned to their roots with Octopath Traveler (2018), a more respectful reinvention of the classic style. More recently, games like Clair Obscur: Expedition 33 have taken an even bolder route, rethinking what “turn-based” really means. Each one seeks its own answer to the age-old question my friends have asked me more than once: How do you make turn-based combat not feel like a nap with menus?

Personally, I’ve seen this resistance firsthand. Some of my friends avoid turn-based RPGs because they find them slow, predictable, or just plain “boring.” One even told me, “Turns put me to sleep.” That phrase reflects an idea more widespread than many fans of the genre would like to admit: that turn-based combat needs to evolve to stay relevant in today’s gaming landscape.

🧭 What Is Turn-Based Combat?
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Turn-based combat is a classic RPG structure where characters and enemies take turns acting, performing one action at a time. Generally, each participant waits their turn to attack, defend, skip a turn, or use items or abilities. Unlike real-time systems, here time pauses between decisions, allowing for calm, tactical planning without pressure. This mechanic has been the foundation of franchises like Final Fantasy, Dragon Quest, and Pokémon.

Octopath Traveler: Depth Through Strategy
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Octopath Traveler chooses to preserve the soul of classic turn-based combat, but enriches it with layers of strategic interaction that give it its own rhythm and tactical tension.

📌 Core Combat Elements
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Core ModuleMain Function
Weakness SystemEach enemy has hidden vulnerabilities to specific weapon types or elemental damage.
Break SystemHitting a weakness reduces the enemy’s “Shield” counter. At 0, they’re stunned and take double damage for a turn.
Boost Points (BP)Accumulate per turn. Can be used to empower abilities, attack multiple times, or extend buffs/debuffs.
Visible Turn OrderLets you plan actions based on who acts next (like a timeline).
Tactical DefendingDefending reduces damage and speeds up the character’s next turn.

🧩 How It All Intertwines
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Combat revolves around a clearly defined two-phase strategic loop:

PhaseMain Objectives
Break Phase- Build up BP
- Discover weaknesses
- Break enemy shields
Finish Phase- Spend offensive BP
- Use empowered abilities
- Deal double damage

This creates a rhythm of prep and exploit. It forces you to think ahead: should I break the enemy now to cancel their next move, or wait and deliver a devastating blow?

⚔️ The Value of Basic Attacks
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In most RPGs, the basic attack becomes irrelevant in late-game. In Octopath, that’s not the case. Thanks to the weakness system and the ability to strike multiple times using Boost Points, basic attacks remain a key tool.

Example: Cyrus (the mage) would normally use spells (Fire, Ice, Lightning). But if a boss is weak to staves, his weak basic attack might be the best way to break its shield.

This keeps every decision meaningful, even at high levels—it’s always about context.

🎯 Boost Points: Tension and Planning
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Boost Points introduce a dynamic of constant risk and reward:

  • Gain one per turn (up to 5).
  • You don’t earn BP the turn after you spend them.
  • Spend up to 3 to enhance any action:
    • Deal multiple hits with basic attacks.
    • Power up spells.
    • Extend buff/debuff durations.

This limitation forces you to alternate between charge turns and explosive turns:

TurnActionBP Accumulated
Turn 1+1 BP1 BP
Turn 2+1 BP2 BP
Turn 3+1 BP3 BP
Turn 4💥 Spend x30 BP (all spent)

🧠 Defending Is Strategic Too
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Even a simple action like Defend gains tactical weight:

  • Reduces incoming damage.
  • Speeds up the character’s next action.

This allows you to tweak turn order, prep precise breaks, or just survive a dangerous enemy attack.

💡 Summary: Reading and Executing
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Each turn in Octopath Traveler invites you to ask:

  • Do I discover a new weakness or exploit the one I know?
  • Do I break the enemy now or set up for a bigger finish?
  • Do I spend BP now or wait for a more vulnerable moment?
  • Do I defend to survive or attack to keep pressure?

It’s a system that rewards reading the battle, not just brute force. In classic Final Fantasy games, exploiting a weakness meant “deal more damage.” Octopath takes that logic further: discovering a weakness can interrupt the enemy’s turn, stun them, and open a window of opportunity.

Clair Obscur: Turn-Based with Reflexes
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If Octopath Traveler refines turn-based combat tactically, Clair Obscur: Expedition 33 shakes it up viscerally. You don’t just decide what to do—you decide how you’ll execute it. Each turn becomes a test of reflexes, timing, and focus.

🎮 The “Reactive Turn-Based” System
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Though structurally a turn-based RPG (with action order and ability selection), Clair Obscur introduces what we could call slow-motion action: in each combat phase, the player must intervene with real-time inputs.

This breaks down into two major moments:


⚔️ Offensive Phase (Your Turn)
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When you choose an ability, it’s not enough to just trigger it and watch damage numbers. Instead:

  • Each skill activates a quick-time event (QTE).
  • If timed precisely, the effect is enhanced: more damage, extra hits, added effects, or combos.
  • If failed, the attack may be weaker—or even penalize you (e.g., backfire and harm allies).

This system ties performance to technical mastery, not just numerical progression. The more you use a skill, the better you get at executing it.


🛡️ Defensive Phase (Enemy’s Turn)
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Here’s where Clair Obscur truly shines. Instead of passively watching your party get pummeled, you must actively choose and execute a defense:

ActionAdvantagesRisks
ParryGenerates AP, can counter, blocks all damageHard to time, tight window
DodgeAvoids damage, easier to land, can trigger bonusesDoesn’t generate resources
JumpEvades AOE/ground hits, triggers counterattackSituational

Each defense becomes a mini-game within combat. You’re not just “surviving”—you’re reacting, turning damage into advantage.


🧠 Rhythm and Cognitive Load
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What’s clever is how the game modulates intensity. Unlike titles like Sekiro or Elden Ring, where you’re always on edge, Clair Obscur spreads these demands over controlled moments:

  • During your turn, focus is only on executing the QTE.
  • During the enemy’s turn, you choose a defense and react.
  • The rest of the time, you can breathe and plan.

This segmentation reduces cognitive overload while preserving the adrenaline of real-time inputs.


💡 Why Is It Tactical?
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Though it sounds like reflex over strategy, the reactive system has real tactical layers:

  • Resource generation: A perfect parry gives you AP, which affects your next offensive turn.
  • Execution rhythm: Every character plays differently. Some rely on perfect chains, others punish mistakes.
  • Customization: Upgrades like Pictos or Luminas tweak timing windows, counter strength, etc. You build your party not just by stats, but by how you play.

💡 Summary: A Duelling Dance
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PhasePlayer ActionOutcome
Your TurnExecute skill + QTEMore or less damage (based on skill)
Enemy’s TurnPick defense + time it (parry/dodge/jump)Avoid damage and/or gain AP
Next TurnUse gained resourcesStronger combos if you performed well

🧩 Conclusions
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If Octopath Traveler feels like chess on steroids, Clair Obscur feels like dueling through dance: technique, rhythm, and steady nerves. Both reinvent turn-based combat from different angles—one through tactical planning, the other through active execution. They’re not incompatible, but they do represent opposing visions of how to reinterpret the genre.

One refines what existed. The other reimagines it completely.


💭 Final Thought
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Turn-based combat can be as deep as chess or as intense as an action game. It all depends on how it’s designed. Innovation (or what some call evolution) doesn’t have to mean erasing the genre. Sometimes, the most valuable step is to dare to reinterpret it.

📚 References
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🎥 Relevant Videos
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Let’s dissect: Octopath Traveler - Combat by @Caledoriv
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Did Clair Obscur Break Turn-Based RPGs? by Andrew Chambers
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