Consider this statement about FF7:
Fox12 said:
The battle system is one of the best turn based systems ever created,
At the time, FF7 was trying hard to be realtime, not turnbased, and at that they kinda failed - but it is a culmination of turnbased. FF12 continues on from those attempts at real-time, and for me the gambit system in FF12 was the perfect delivery on it.
In FF12, you "program" all but one member of the party ahead of time, and then play that one member in realtime. Usually, you specifically "program" the others to support a player character - for example, have the DPSers attack the most-wounded enemy, or attack the enemy that damaged you. Then you can wander out in the wild without them starting fights, and once you lay some damage on an enemy or vice versa, the party kicks into gear. It takes a lot of time to get the gambits right... and you'll do a lot of tweaking as you get new gambits... but once you do, your party will be a well-oiled machine. This is part of why the game is "so long", you're supposed to hit your stride quite a ways into it.
Also, FF tends to have either a restrictive job system, or a class-switching job system. FF12 is closer to the feel of a point-buy system; you can customize everybody's abilities, including sending anybody or everybody on a beeline for something odd. Want a team of buff/debuffers with you doing the damage? Go for it, and you'll have a decent party along the way.
Also, this:
GundamSentinel said:
is selling it a bit short. Random encounters are a simplified model, which takes agency away as a side effect. FF12 has the thing random encounters are a model of, wandering monsters.
There are actually a bunch of monsters wandering around out there. If you don't want to put the effort in, you can just walk, and enemies will attack sometimes, and your party will respond. But except for "set piece" enemies, you can actually sneak your party around aggro enemies, through effort and thought. It responds to mastery, instead of just being random.
This:
GundamSentinel said:
side quests that weren't complete arse,
I would put well above "weren't complete arse". I'm very self-directed, and FF12 responds very well to that; if I decide I want to join the monster hunter's guild and become great at it, or whatever, the game will still try hard to entertain me, instead of dangling a main-plot-relevant payoff at the end of the sidequest chain.
However, there are a couple big drawbacks.
First, the story is weak. I'm a "skip the story, play the game" girl, and FF12 caters to that. If you responded to Aeris's death not with sadness, but with a confused "we have enough phoenix downs to stuff a pillow, why are you pretending this is dramatic", FF12's story will stay out of your way. It's a string of fun things to do, but Campbell it ain't.
Second, the gambit implementation lacks replay value. Once you've gotten through the game once, what was a great thing about the game becomes a serious drawback. When you start the game, you have very few gambit slots on each character, and very few gambits to put in them. You'll know what to put there, and even if you're trying out a new "class" and don't need to gambit a black mage this time, every other party member will be dumber than you know you could make them. For this reason, if you start over, it may be better to play on an emulator, so you can hack all the gambits and some extra gambit slots.