So basically nearly all battle systems are about killing all enemies as the underlying win condition, which basically leads to fights boiling down to maximizing damage output while surviving and using resources as modestly as possible. Obviously, this a very general desciption and the actual implementation can range from fantastic to dogshit, but do you think developers should give more thought to alternate win conditions?
Personally I liked how Sengoku Rance approached this. The turn based fights were won by the party with more meter (top of the picture) after reaching maximum amount of turns or wipeout. Besides killing everything, you could win by doing more damage than the enemy, use certain skills that gave you more meter or by simply not taking too much damage, since the defending side started with more meter.
Personally I liked how Sengoku Rance approached this. The turn based fights were won by the party with more meter (top of the picture) after reaching maximum amount of turns or wipeout. Besides killing everything, you could win by doing more damage than the enemy, use certain skills that gave you more meter or by simply not taking too much damage, since the defending side started with more meter.