I play RPGs, both Japanese console style and Western PC style for a wide variety of reasons. But in the Final Fantasy games I don't really get an *interactive* story, I get dragged by the nose through the most of story. As far as the story is concerned I might as well be watching a movie. Indeed, with all the long FMVs sequences, that's in fact exactly how much of the story is conveyed. Sure I have options during combat, but when I win faster and quicker by just pushing X, who cares? I use each summon once to see the pretty effect and never use it again.
I wouldn't have played every Final Fantasy game from VII to XII (excluding XI), if I didn't think I was getting something out of them. I often get an interesting, if not very interactive, story. Often I get characters I hate, but some times I like them. I get go and explore wonderous places. I get to mindlessly bash tons of monsters. I don't always want to have to think when playing a game. The music is consistantly good. The graphics are pretty, the production values solid.
I think the biggest failing, tragedy really, with the mainline Final Fantasy games I've played is that pretty much every game they come with some new and interesting leveling system. While Final Fantasy VIII's system was a failure, and Final Fantasy IX's was a rehash, the Materia system in Final Fantasy VII was cool and original. So were the systems in Final Fantasy X and XII. But in the end it didn't matter. Choose badly and you'll still breeze through most of the combat. There's really no point in debating what the best way to develop a character is, anything works.
Shouldn't this gripe exist with most RPGs that come out of Japan then? I don't see Dragon Quest being radically different. Grandia, Namco 'Tales of' series, Legend of Dragoon, Wild Arms, Eternal sonata, Phantasy Star, Skies of Arcada, Breath of Fire, Legend of Legia, .hack// series, Xenogears (geez talk about a dungeon crawler....go through 3 hours of dungeons to get a 15 minute story sequence. I loved it, you probably hated it then), etc. etc.
All of the games listed above should have royally annoyed you, and that is just a partial list when I played a lot of RPGs. I could have easily simply attacked most of the time and ended the battle that way, except for certain boss battles.
Of course it sounds like you have a different style of play - I was always using magic, or summons paired with my attacks, often letting my chars get low in life to bust out their special attacks, etc. etc. The game will be what you make of it. And being console RPGs that intend to sell to the mass market, they can't make the game TOO hard (ie: side quests that are hard), but this is an issue with many games --> see Mass Effect and what happened between ME1 and ME2 (loved both btw). There aren't very many games where you build your character poorly and you simply suck - hell, you can still do well in something like WOW even if you build is crap. If build order was that important, it could be construed as a negative because there would only be a finite number of ways to truly level a character....and anyone looking to complete the game would have to follow those rather than be creative and do what they want. Of course, you can min/max your characters and junction/equip the right magic when you level and you can become very powerful and have a blast breaking through damage caps, etc. But again, you can take whatever route and still have fun knowing that you don't need to take a specific build order in order to actually finish the game.
I agree with your second paragraph very much, although I find that if you are, in general, willing to pay attention to the details and nuances of the game, you can find a lot of interesting connections and side quests that may not be obvious. I loved playing Chrono Cross (another to add to the list) and realizing that I could bring characters from different worlds to meet each other to gain unique abilities, or playing with the FF9 mail system to unlock interesting things, or pick up something about a character's history that is hinted at and getting a treat to a side quest that isn't readily obvious forms the basis of "You don't HAVE to think...but if you want to, enjoy these treats!"...all that still exists in the FF system (hell, even FF8, which you don't like, revolves around this for the entire card game system. Of course they'll eventually make it obvious, but if you pick up on the relationships fast, you can snag really nice cards really quickly).
I think the reason every FF has a different leveling system is because its part of keeping the game fresh - if its truly the same system, people will complain that they just kept the same engine and mechanics and threw on a different skin. And I enjoy the different styles (I actually liked FF8's. It was complex because I think most simply did not understand it, and focused on 'I hate drawing' as the reason to avoid saying, "it didn't make sense". It made sense, but you actually had to pay attention to how it worked, and why you couldn't junction a status magic to an attack slot, and vice versa) only because it shows they are thinking.
To me FF9 was actually the most bland system. FF7's materia was fun (although, it really simply derives from FF3's system, and that in turn was similar to the other FF). FF8 actually staked a different direction. FF9 ran back to the original style. FF10 was fun with the sphere grid and definitely awesome and i think did a really good job of being an engaging system that was still simple because of the excellent visual display, and FF12 also tried to stake out a different direction that i think worked by and large (although i don't like the battle system as much because i prefer to control each character's actions rather than have them on an auto battle style).
So again I don't see it as a failing - I just see it as that is how the games always were. MAbe FF7 was the first, so it felt fresh to you...but if you went back and played any of the older ones, you'll realize that FF7 really wans't all that fresh or new once you played the previous six...and games like FF8 :thumbsup:, FF10 that really staked out a new direction and new style.
IMO square's biggest failing is to realize that the generation that got hooked on their games want more mature content. They can still produce "kiddie save the fantasy world" RPGs, but they shouldn't lose the demographic that now makes their own money and doesn't have to beg their parents for money. Give us more mature and developed content - character realtionships that aren't boring or stale, or nuanced for a 14 year old (sometimes i see the 'love scenes' when i go back and play the older RPGs and think "Geez so lame, so stale and one dimensional" when i see relationship development. That s part of why i liked FF8, it wasn't that straight foreward as the relationship developed)
Of course, to give us a mature game, follow a new mode of battle, and give a great mechanics system would be absolutely awesome. FF15 maybe?