I feel like the Bravely Default series is worth a mention here even though its auto-battle feature was just an option for players, rather than a central part of the games. Bravely Second in particular really tricked out the system - here’s a quick rundown:
- The games used a combat system most similar to RPGM’s Default Turn Battle, where commands are input all at once. Auto-battle allowed you to copy a full round of actions for your team and would begin repeating these actions each round as soon as you enabled it (a single button press to switch it on/off in battle).
- You could also save specific auto-battle command configurations for quick access in future battles. You could load a saved configuration and even modify each of the pre-loaded actions before you confirmed and started the round.
- You had several slots available to save these configurations, so you could quickly adjust your auto-battle strategy to deal with different enemy troops efficiently.
So why did this work well, exactly?
1) Bravely series random encounters are often extremely dangerous. Just filling up your auto-battle configurations with Attack spam is a good way to get killed as you fight different types of enemies. Using auto-battle effectively requires that you either already severely outlevel the content, or that you “solve” each encounter as you go with specific command loadouts which are guaranteed to clear enemies in one turn. Otherwise, you’re better off just battling normally.
2) Each character can take up to 4 actions per turn, so manual command input can be tedious if you’re trying to grind against enemies you already know you can kill. This is likely one of the main reasons the games implemented auto-battle in the first place.
3) The games go out of their way to make grinding relatively painless, since exploring their job systems is the main source of fun, and you need to earn JP to level your jobs up. Auto-battle is one of the ways the games facilitate the process. Most stats come from equipment, however, and good strategy is critical to success later on. As such, allowing the player to grind easily doesn’t automatically trivialize the later parts of the game. It was common to see people complain about their level 99 party getting mopped up by Bravely Default’s lategame bosses because they assumed they’d just be able to grind and power through without thinking.
I doubt most people would go to the trouble of creating such an elaborate auto-battle system in RPGM games, but I think it’s a good example of how auto-battle can serve design goals beyond “make combat brainless.”
If a game employed auto-battle as its primary mode of combat, I would expect the choices I make about my party outside of combat to be complex and meaningful. Designing a good strategy ahead of time should be central if the player doesn’t have the opportunity to employ tactics in the battles themselves. I think this applies even if combat isn’t that important to a game and auto-battle’s purpose is just to speed things along. If the developer is going out of their way to design battles, and I’m spending time watching them happen, I should be directly engaged at some point in the process. Otherwise, why include battles at all?