The combat system must be engaging enough that it doesn't make people get sick of playing the game after a couple of hours. It does matter, if you're going to sit and grind 10 levels over several hours to take down some new boss you can't beat, that the grinding doesn't become a mind numbing experience that literally kills enthusiasm for progressing in the title.
The issue with JRPGs is that they were the largest selling games for a long while, and this led to a stagnation in game design, and an inflation in costs due to the constant push for better graphics. In part this was because of the extreme conservatism inherent in Japanese development. They were afraid to break the mold in significant ways. This is common in all business arenas. The larger and more successful a certain model is, the more resistance to altering that model there is.
Turn based by itself isn't the sole cause of that, but rather was one of the effects of that. Take the Persona series. No one plays those games exclusively for the combat, but if the combat was egregiously bad, no one would play it long enough to get to the really deep character/relationship interaction stuff in the first place.
Combat does matter.
But no one said the sole cause of the decline of JRPGs was turn based combat, either.What was said was that it was obvious that Sqeenix would need to radically alter the aging gameplay of the original game to appeal to modern audiences, in particular the extremely slow pace of that particular type of turn based combat. Somehow this turned into the conception that ALL turn based game play is being indicted for being outdated and incapable in the modern age.
And the place it got turned into that was Ritley saying that I was
basically saying that turn based (and their variants like ATB) RPGs "don't hold up", which is asinine.
I was absolutely NOT saying that
allturn based combat, in general, simply cannot stand up to the modern era. I should have caught that at the time and clarified, and I'm sorry that I didn't.
Turn based combat has to move faster than it did, though. It has to have punch. The rapid fire fights in games like Persona are still turn based, but tend to be over quickly, yet require you to think about what mobs are in the fight, what types of spells you're targetting them with, which involves having an understanding of those mobs, and being able to change your attacks on each level of the dungeon to fit those changes.
Just running around in circles hitting A over and over again, like in the early final fantasies, certainly doesn't fly in the modern era, any more than sitting through a 2 minute long summon animation over and over again will, either.