this post was submitted on 14 Aug 2025
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I think a lot of games still struggle with this, and it's not unique to turn based combat or jrpgs.
One of the worst things you can do to a new player is dump way too many different types of tools and customization options on them all at once. The improvement many games made was to keep the player in a limited box for a tutorial phase, and then open up Pandora's box and give them oodles of new stuff to consider all at once.
A good middle ground is silently doing that (for subsequent playthroughs) while offering a more incremental introduction for new players. But any mechanics should get immediate reinforcement. My biggest nerd rage instance this year was Clair Obscur teaching you how to jump, and then almost immediately giving you an enemy that looks like it does a jump attack but really requires a normal dodge.