RPG Grid Based Combat systems
For this kind of genre there is an expansive list from Fire Emblem to XCom for the kind of games you encounter with the systems at play. With these all being different flavors on the said same system with the fact XCOM relies more on it's base building mechanics with limited depth to interact/ engage with the more solider mission stuff which can work, however doesn't due to the lack of depth and control for said builds with nothing of value being made from this.
It wouldn't be so bad if the said units were more powerful, had any other value measurements outside of a limited way to customize their abilities and power with little to no changes. Even the abilities being, "meh" at the end of the day.
Attacking and Damage dealt
In these kind of games it feels sour for the taste it leaves in your mouth when dealing said damage with other options feeling too easy and making encounters a breeze with tossing a grenade at the end of the day with little to no effort on your part.
In other systems such as Fire Emblem it's the fact you have to worry about where you're standing, your positioning and the kind of weapon/ unit you're using and not just the fact you're dealing with well shooting a target at a certain spot with your weapon.
With this kind of focus even with changing how damage is dealt the hits being traded feel more meaningful than the more tactical stripped down game system for it's mechanics and play with the overall gameplay. In other words; getting hits in feel good, said hits being landed makes for a good feeling experience. Not just the factor of hit or miss systems.
Defensive choices
The overly defensive choices in games can come down to multiple choices at hand for how you tackle this with using the grid based combat for positioning purposes when it comes to the choice factor or the distance from the enemy factor.
For XCOM the distance from the enemy, walls blocking certain sections, etc. Are what keeps the engagement of the gameplay while something like Fire Emblem you have to keep track of the enemy weapon type and where on the grid you are. Overall; makes for a great experience when having to plan in both games.
For what it seems these kind of games reward overly defensive plays is the issue at the end of the day with defensive plays allowing for the best offensive play with going second at hand being too useful.
Complexity
The genre of gameplay can vary in complexity with the mechanics but that's where the level of importance is laid in for the gameplay at hand. A game that focuses on bouncing between a bunch of mechanics and adding as much as possible to the plate the players will experience stress and being overwhelmed while a game and it's gameplay focused on having depth, giving reason and purpose to match ups to weapons changes how people use said weaponry, when where and why.
If you do go for more depth like FE then you have players focused on the factors at play, if you focus on spreading out your abilities and systems you build complex webs of mechanics where one pull the wrong way can mechanically hurt the game but still create engaging gameplay when done correctly.
Pacing
The genre of the game is very slow with having it where for Fire Emblem it's much quicker while for XCOM the missions are so much slower it's not even funny with the overly slow cut scenes and having to use cheat engine to two times speed it. The cut scenes are pretty, don't get me wrong but the player will be bored by waiting for the cut scenes to play at the end of the day versus quick jump into the action gameplay.
Conclusion
It's for people who want a more complex web of balancing act of mechanics for mission to mission and taking a slower more tactical approach. Not counting the moronic idea of the timer system in XCOM 2. It rewards slower more thoughtful play because a miss step from leaving a squared a space in said genre can put you at a huge disadvantage and often over rewards defensive play.
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