As the Final Fantasy series continues to evolve; newer and more complex battle systems are introduced to every new installment to the series. In Final Fantasy XII the battle system is very
similar as Final Fantasy XI, meaning the battles take place on the field and are real-time based. No more traditional walking around the field and getting 'caught' into a battle and celebrating with a victory song. There are no real transitions and experience and Gil are automatically gained after an enemy is killed. Enemies are no longer encountered randomly -- you can now see your opponents on screen before a battle and avoid them if you so choose.
Once in battle, FF12 plays more like XI than any other previous game in the series. The camera is now fully rotational and can be moved on the fly by players unhappy with their current angle. Users can now
utilize a brand new system known as "Gambit" (there are 10 total types) which allows them to set specific scripts for their A.I. partners. This allows users to tell their minions to do anything from mirroring the moves of the primary user to serving as a protector for the overall group.
Weapon strikes and magic attacks are automatically used at the end of a character's ATB bar (like FFXI) rather remain player controlled and players can switch between any of the several characters in their party at any one time. There's a lot more strategy to the battles too, as players can also use their location to their advantage. Long range attacks particularly, have become infinitely more important and using a good mix of close and far-off tactics are key to winning some of the more difficult battles.