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Shuhei Yoshida Is Right About 'Turn-Based RPG' — And That's a Problem Worth Sitting With
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Shuhei Yoshida Is Right About 'Turn-Based RPG' — And That's a Problem Worth Sitting With

The word isn't the issue. The way we've trained ourselves to flinch at it is.

Critical+ Analytical
4 min readAugust 20, 2026

I still remember the first time I saw the Expedition 33 reveal trailer. A woman in a long coat leaps across a void between stone giants, fires a rifle mid-air, absorbs a hit into a glowing shield, then —

Cut to a command prompt.

Attack. Skill. Item.

And even I, someone who has defended turn-based combat for two decades, felt that tiny pause. That ever so slight "oh." That pause is exactly what Shuhei Yoshida warned Sandfall Interactive about. He told them to avoid the term "turn-based RPG" because, in his words, people may "overlook" the game.

He's right. And that's not a compliment to anyone.

That advice should be read as what it is: a survival manual for a genre that learned to feel shame. Yoshida knows the label carries a smell — like a basement, like a strategy guide, like a PS1 demo disc you played thirty times because it was the only turn-based thing you could get your hands on. But that's exactly why it bothers me so much. The people who overlook turn-based games most aggressively are often the exact people who logged four hundred hours into Pokémon on a GBA as a kid.

Isn't that something? Pallet Town taught us elemental weaknesses before we could even read properly. We spent recess arguing about whether a level 58 Charizard could beat a level 60 Blastoise without taking damage. That's turn-based combat. That's literally what it is. And yet those same kids grew up to say "turn-based" like it's a synonym for "lazy."

The term itself became a wall between players and joy.

Here's the connection nobody's drawing: in the early 2000s, the label "RPG" played the exact same role. Publishers slapped "action" in front of it to get past the wall. Now "turn-based" is that wall, and studios like Sandfall have to wrap their game in a fake action skin just to get it in front of eyes. I'm not blaming them. I'd do the same if my entire livelihood depended on it.

But let's be honest about what we're losing here.

Expedition 33 isn't even a pure turn-based game. It has real-time dodging. Parries. That moment of button-timing on the exact frame before a giant hand crushes you. The turn-based part is the steel skeleton under the animation, not the whole creature. You could call it "cinematic tactics" or "active cooldown combat" and nobody bats an eye. That's how Yoshida's advice works — you don't lie, you just file the truth under something prettier.

I get it. It's marketing. I don't even have a principled objection.

What I have is exhaustion. Because every time someone deliberately suppresses the word "turn-based," we're confirming the idea that turn-based combat is inherently old, inherently slow, inherently for weird little dudes who read all the lore. And then the weird little dudes — me, you, whoever — get to watch a beautiful game like Expedition 33 perform a little linguistic shuffle just to get a chance at the audience it deserves.

The tragedy is that children still know better. Watch any kid who has never been explained genre politics play a turn-based game. They don't flinch. They poke the enemy. They check the damage numbers. They see a rhythm they can understand. Nobody has to convince them that waiting for your turn is an intellectual betrayal. That's learned behavior, taught by all the "real gamers" who grew up and started sniffling at a genre they used to love.

Maybe Yoshida's advice is necessary. Maybe "turn-based" really is a sales killer. I have no way to prove otherwise. But I can't help thinking that if a game is good enough to make you forget you're reading a menu, the label never mattered in the first place.

The pause I felt in that trailer? It wasn't because the game looked bad. It was because I'd been trained to apologize for what I was about to enjoy.

I'm tired of apologizing.

Frequently Asked Questions

Yes, at its core. But it mixes in real-time dodging, parrying, and a handful of action prompts. It's a hybrid, which is probably why the studio felt comfortable downplaying the turn-based part.

Because he knows how the market reacts to it. A lot of players skim past anything labeled turn-based, treating it as outdated or slow. His advice was a practical marketing move, not a dig at the genre.

No. Games like Persona 5, Like a Dragon, and Octopath Traveler keep proving there is an audience. What's dying is the willingness of publishers to use the word 'turn-based' in promotional material. That's the real tragedy.

"Shuhei Yoshida's advice is brutally necessary, and that says more about how we treat turn-based games than it does about Expedition 33."

— TED