WithFinal Fantasy 17still years away, every rumor has the potential to spark major debates. One of the most persistent questions so far has centered on its combat. Will Square Enix continue down the real-time action path established inFinal Fantasy 16, or could it look backward and bring back the series’ earlier turn-based roots.

Recent speculation was sparked when Square Enix voiced admiration forClair Obscur: Expedition 33, a new turn-based RPG that has impressed with its modern approach. The praise has been interpreted by some as a signal that turn-based systems may still have a place inFinal Fantasy’sfuture. While nothing is confirmed, it’s a good moment to weigh the possibilities, especially as the franchise approaches a new generation.

Final Fantasy 16 Tag Page Cover Art

Final Fantasy 17 Could Embrace Strategy Again

Turn-based combat isn’t just nostalgic. At its best, it offers a deliberate sense of planning, customization, and control that real-time action often can’t replicate. In games likeFinal Fantasy 10andOctopath Traveler 2, players can craft entire strategiesaround status effects, buff timing, and elemental weaknesses. Those systems reward foresight and patience, making combat feel like a puzzle instead of a reflex test.

A return to turn-based would also allow for more party-based combat.Final Fantasy 16focused almost exclusively on Clive, with only minimal AI companions. Older titles gave every party member a defined role, with synergy and rotation being key. A modern turn-based system could bring back party dynamics without slowing down the pace. This would be much likeClair Obscur, which uses real-time animations but still gives players room to think between moves.

TheActive Time Battlesystem, used betweenFinal Fantasy 4andFinal Fantasy 9, was an early hybrid of turn-based and time-driven mechanics. It paved the way for future experimentation in the series and could still inspire modern updates.

A hypotheticalFinal Fantasy 17using turn-based combat might take inspiration from both classic and modern systems. Players could control a full party of three to five characters, each with customizable roles through job systems or ability grids. Combat could unfold in cinematic fashion, with fluid transitions into battles and dynamic camera angles that make each command feel impactful.

To keep encounters engaging, turn order could be influenced by agility stats or conditional triggers, similar toFinal Fantasy 10’s CTB system. Strategic elements like interrupting enemy casts, exploiting elemental weaknesses, and rotating party members mid-fight could all create layered decision-making without sacrificing visual flair.

Final Fantasy 17 Could Refine Action Further

Despite the appeal of turn-based systems, action combat has found a strong footing.Final Fantasy 16delivered some of the most visually impressive and responsive gameplay in the franchise’s history. Itsboss battles, especially those between Eikons, were large-scale events that merged cinematic storytelling with player skill. The visceral satisfaction of dodging at the right time or chaining abilities together cannot be denied.

An action system doesn’t have to come at the expense of depth either.Final Fantasy 7 Rebirthstrikes a careful balance, using a hybrid combat modelwhere players attack in real time but still need to manage gauges to access spells and special moves. Those wanting the more action-oriented, dodging and guarding heavy combat style can play it in “Active” mode. It allows quick action for those who prefer speed, while retaining some strategic depth through its command menu.

IfFinal Fantasy 17sticks with action, it could learn from these hybrids. There’s room to give players more meaningful control over other party members or even switch between them, as seen inTales of AriseorXenoblade Chronicles 3.

Square Enix has a history of adjusting its battle systems in response to player feedback. AfterFinal Fantasy 13was criticized for limiting player control early in the game, later titles likeFinal Fantasy 15andFinal Fantasy 7 Remakeshifted toward giving players more direct input and greater flexibility. This pattern suggests future entries may continue evolving based on how past systems were received.

Final Fantasy 17 May Find a New Middle

Square Enix is not a stranger to hybrid systems. In recent years, it has experimented across its franchises with different blends of turn-based and real-time gameplay.Final Fantasy 7 Remakeintroduced a “Classic” modefor those who wanted slower pacing.Stranger of Paradise: Final Fantasy Originwent in the opposite direction with chaotic, build-focused action. These examples prove that Square Enix is willing to evolve and adapt, rather than stick to one formula.

IfFinal Fantasy 17does not go fully turn-based or purely action-driven, it could aim for a system that gives players options. A battle system where the player can pause the action to issue commands, toggle AI behaviors, or even select from multiple styles at the start could make the next entry feel personal and replayable.Final Fantasy 12’scombat systemsaw the series experimenting deeply with the concept of customized party AI behavior.

Of course, technical considerations like hardware limitations, development timelines, and the target audience will also affect what’s possible. But if the team truly wants to reflect on what has worked best across the series, then a flexible system might be the most faithful direction of all.