dtgreene: Another cardinal sin is punishing the player for progressing through the game. In Final Fantasy 7, there is one particular character whose limit breaks, unlike those of other characters, are healing rather than offensive. Unfortunately, once you reach a certain point in the game, the game takes away that character, and never gives you the character back, taking away an interesting strategic option. Other similar issues come when the game doesn't let you return to earlier areas past a certain point, and when games have permanent missables. (Permanent missables have always felt like sloppy game design to me.)
kusumahendra: Oh come on, her limit break is too overpower. She casting "planet protector" will make every battle a walk in the park, including last boss. From storyline point of view her death is important and from gameplay pof if she lives through the end they would need to nerf down her ability massively.
1. It won't make *every* battle a walk in the park; remember that you can only use the limit break if the meter fills up. It's especially noticeable if you consider battles that aren't boss fights; you will not be able to use this ability in most battles. (Also, why use that ability to justify taking away other abilities like Healing Wind and Fury Brand that are also interesting to use?)
2. If the ability is indeed too powerful, why is it even in the game in the first place?
3. Remember that this game has Knights of the Round; unlike Planet Protector, which doesn't do damage, Knights of the Round is alone enough to win battles.
With that in mind, another cardinal sin worth mentioning: Long attack/spell animations. I remember thinking that Paladin's Quest's 17 second long Spirit animation was way too long (even Storm's 10 or so second animation was a bit much), and here we have a summon that takes about 90 seconds from the time the casting animation starts to when the battle's normal flow resumes. Even worse, the final boss has an attack that takes 120 seconds (in non-JP versions; who thought replacing an already too long 25-second animation with an absurdly long 120-second one was a good ides?), and unlike KotR, you can't choose not to use it because it's used by an enemy.
Lifthrasil: And the inability to save freely. Checkpoints are nice and dandy to have ... but to remove the ability to save wherever you want is just an annoying artificial way to increase the difficulty and is a very bad inheritance from when console games couldn't save. On the PC this has always been a cardinal sin. On modern consoles it's unnecessary too. Whoever decides to publish a game without save function should be forbidden to publish anything and be sent back to game design school.
I would argue that being able to save yourself into a corner without warning (that is, a "dead man walking" situation) is an even worse cardinal sin. There are two instances, one in Final Fantasy Adventure, and the other in Ys III (*not* Oath), where reloading put me in a situation with an enemy on top of me, causing my character to immediately die. (In Ys III, I was able to survive it by opening the menu just in time and equipping the Shield Ring.)
dtgreene: ...followed by a three phase boss fight (with no save or checkpoint in between), with the third phase having an attack that will very likely cause a game over on a player's first attempt.
Kardwill: More generally, a 3 phase bossfight with no way to retry (temporary save, retry option...) just the phase you got killed in. Because I just LOVE to play AGAIN the phases 1 and 2 just to get one shotted once more by the boss' "ultimate form"
Sure, it adds tension ("please don't screw up and make me play again that 20 minutes bossfight, please don't..."), but the 3rd or 4th time? I'll just drop the game and play another one.
In the particular instance I am talking about, retrying just the 3rd phase would not help. A typical player would realistically not have any characters zombied on the 3rd phase on the first attempt, and the attack that kills non-zombied forms is used *right away* at the start of the phase. In other words, surviving that attack requires that the player handle the earlier parts of the battle differently.