If the aim was to remove the tedium they failed - gambits actually make the game far more tedious. The problem is that the gambit system is actually too stupid to encode any reasonable combat strategy. So any player who actually enjoys playing the game well and getting some kind of challenge out of it is screwed. Use gambits and all the fun is gone from the combats, it just becomes a near-interminable level grind. Avoid gambits and the semi-realtime system will leave you crushed under the ridiculous level of buffs you have to micromanage.Ray Huling said:The big innovation of FFXII, the gambit system, is really a way to avoid the tedium of playing Final Fantasy. The amazing thing about going back to play all those old FFs is that you discover you're still using the same pattern of presses on the D-pad, over and over again. It's disturbing when you skip from game to game, as I did while writing this piece, to find yourself making precisely the same inputs from decade to decade.
Also it turns out that almost none of the game's combats involve any skill at all (I counted two). Compared to VII, this is beyond pathetic. No other genre that I'm aware of has ever dropped the ball so badly. (Except possibly when platformers first went 3D - views vary.)
Incidentally, XII wasn't "big". It's actually tiny by FF standards using any metric other than size of game assets on disc. FF-VII has at least twice as much plot, at least ten times as many monster types (assuming you don't count recoloured copies) and a far higher quality of writing.
As Akas discusses above, Square knew they'd hit the ball out of the park with VII, but they didn't know why. And ultimately I think your battleship analogy is a pretty good one. It's impossible to make a modern FF-VII because the environment has changed and the sales would no longer cover the vast cost of production (compare the poly counts in VII to XII and then compare the number of distinct models and scenes).