Without actually seeing the result I can't comment on how well your game mechanic works.
Feel free to share your game and get players reviewed, otherwise it's tough to discuss if this works well or not.
Sure. But the point wasn't to express that my battle system is really great. The main takeaway is that these things are absolutely possible. Actually, they aren't even that complicated to do. ...They might be complicated to balance, though. Haha!
How does this gives player wider variety of choice, if certain move is necessary to complete a battle?
What I mean is that aside from attack and healing, you must pay attention to other developments in battle. That gives you the 'things to do'. Even defense isn't a straight-forward thing. Since each character has different attributes, different kinds of defenses are necessary for each character and in each battle against each different type of enemy. And all of this is done with 'states'. Some states give players different skills and others take them away. Some states change resource acquisition and that plays directly into what skills are used and in what way.
Again the thing I'm actually worried about is keeping it easy enough for a new player to pick up without getting frustrated.
How is this different from other weakness system? Because it sounds like players would just choose "weak against" attack type over everything else.
Because, as an example, lets say you are fighting a fire-based enemy... It is weak to ice attacks. It is slightly weak to earth attacks. And neutral to strong against other attacks. Now, to use ice attacks, a character might need to enter a 'stance' lets say. That stance gives them ice abilities but also makes them weak to fire. If they are already weak to fire, this may compound the effect, and that puts the character at much more risk. OR, the player might enter a fire stance which is strong against fire attacks, keeping them safer, but their attacks are much less useful in dealing damage to the fire enemy. OR they can enter a stance that gives them earth-based abilities that the enemy is a bit weak to, and the cons of the stance don't greatly put the character at risk. Now imagine these changes in abilities and weakness applied to healing spells, support spells, and whatnot.
Imagine then, a troop of baddies that includes creatures of various affinities and navigating through that battle.
This isn't exactly my setup, but it gives you an idea of how I have built certain aspects of my battle system. Brute force CAN work, but many other options are available. And cleverness is rewarded.
I think this is an interesting mechanic! The idea of using water magic on the enemy so they are more vulnerable to lightning sounds fun.
But I also feel it needs customized scripting for really good execution. For example as a player if I did something that increased the vulnerability of the enemy, I'd like to be informed. I'd like to see a mouse on hover text right beside the status icon that tells me "Lighting damage taken +200%" after I used water magic. If this isn't present then I'd be confused about the consequences that I made, which makes the system less fun to play with.
Which requires scripting.
It really doesn't! Explore all you can do with 'states'!
All you really want to do is make several different states, each with a host of attributes, and create abilities that apply certain states and removes others.
And as far as enemies, I haven't bothered changing states on them yet in a way that requires that to be communicated to the player. So I won't comment, but for characters it is certainly doable.
If there is a secret way that's never shared on forum then I'd like to know it.
What I have done is a bit rudimentary, and I will probably adjust it with plugins later, but I simply have a state that applies "Action Times +100%". There is probably a more correct way to do it, but it works. That character gets 2 actions when they are in that state.
RPG Maker has been out for decades with countless games made, if there is an universally highly praised title with strong commercial success that is well known because of it's battle system(instead of story and art), I'd like to play them.
All of the very successful RM titles that I know of, such as Lisa, Omori, To the moon, Witch's house, One shot are more highly praised because of the story and setting, none of them are well known because their combat system is amazing. In fact most of the negative reviews about those games complained about the battle system being weak compare with story/art/settings.
Just going to put it out there that a game that is visual sludge might have a fantastic battle system, the best ever!, but almost no one is going to play it to find out. Naturally, the most impressive well-known games are known for their aesthetic and story. Battle systems would only ever be a bonus... or a game breaker.
I agree that good game design is very very hard to do, IMO much harder than art and coding. But I don't think it's fair to blame the RPG Maker devs for being lazy. It's one single aspect in game dev that's the hardest to get right.
Okay, but attempting something different is standard for creativity. Lazy is exactly the way to describe devs that use the pre-entered values and stats. RPGMaker can do a whole heck of a lot. The tools exist, and people should explore it more than not at all.
Truth to be told, most of the devs with a strong battle system in mind probably won't use RPG Maker anyways, they'd build their own in other engines, it's faster and more flexible that way.
I dunno. Seems pretty easy, fast, and flexible to me. There may be other engines that make it easier, but I honestly don't see any major need to streamline the process. The point is that the engine can absolutely do the things you were criticizing it for lacking. Seriously, explore states and mess around! You might be surprised just how crazy you can make things