Yuji Horii Says Auto-Battle Could Be New JRPG Standard

Veteran game designer Yuji Horii is offering a fresh perspective on auto-battle systems in JRPGs and suggests they could become a new standard. Horii, best known for creating the legendary Dragon Quest series, addressed recent additions of systems which allow games to handle combat decisions through AI while players focus on narrative or character growth. He noted that auto-battle can free players from grinding and let them engage more deeply with storytelling, exploration and upgrading; however, he still stressed that manual control remains vital when facing challenging encounters such as boss battles where skill and timing matter more than automation.
Horii’s comments arrive as many Japanese RPGs adopt automated systems to ease accessibility and broaden appeal to casual or new players. He observed that auto-battle should not replace player agency entirely but serve as an alternative path for those who prefer to experience the game differently. From his point of view, it is less about reducing gameplay and more about offering flexibility: players who want full control can still fight traditionally while others can opt to film the narrative portion and let the system handle routine battles.

For players in Southeast Asia this matters because regional gamers often balance work or studies alongside gaming and may appreciate systems that reduce repetitive tasks. At the same time the essence of JRPGs strategy, timing, character development and immersion still require thoughtful design. Horii’s remarks suggest Japanese developers may increasingly priorities hybrid gameplay models that pair accessibility with depth rather than leaning purely one way.
In short Horii believes that auto-battle is not a gimmick but part of the evolution of JRPG design. He sees its value especially in leveling and grinding phases but cautions that it must coexist with meaningful player choice. Whether that vision becomes mainstream depends on how developers implement these systems worldwide and how players respond to them.
Origin: Automaton-media





