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    Animation sequences break all kinds of games. If you’re lucky, it’ll just be a silly visual artifact like in xcom where it seems half the time a soldier is pointed completely the wrong way when firing. Some other game (forget) had a glitch where it determined a character needed to run for 10 seconds to get where they’re going. If they collided along the way four seconds out, they’d keep running in place for six seconds. I assume animations are an entirely separate team and their work is integrated with gameplay fairly late in the process.

    And then of course there’s any Bethesda game, which have tons of scripted sequences but if anything unexpected happens the game just goes right off the cliff.

    Back to subject at hand. It occurs to me that final fantasy battle systems can be compared to market ordering systems. The proposals to fix flash trading generally involve some system of queuing orders then, pop, they all execute at once.