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In Final Fantasy Tactics, instead of exploration, there is an emphasis on battle strategy.
According to Takahashi, Silver Ghost was "a simulation action type of game where you had to direct, oversee and command multiple characters." Unlike later tactical RPGs, however, Silver Ghost was not turn-based, but instead used real-time strategy and action role-playing game elements.
It also featured a point-and-click interface, to control the characters using a cursor.
It introduced unique features such as how the characters were not interchangeable pawns but each of them were unique, in terms of both class and stats, and how a character who runs out of hit points would usually remain dead forever.
The latter mechanic was used to introduce a non-linear storyline to the genre, where different multiple endings are possible depending on which characters are alive or dead, However, it was not until the release of Fire Emblem: Rekka no Ken for the Game Boy Advance, many years later, that the series was introduced to Western gamers, who until then were more familiar with localized precursors like Nobunaga's Ambition, as well as later tactical RPGs partially influenced by Fire Emblem, including the Shining and Ogre series and Final Fantasy Tactics, and Nippon Ichi games like Disgaea.
Released in Japan in 1990, Fire Emblem was an archetype for the whole genre, establishing gameplay elements that are still used in tactical RPGs today, though many of these elements were influenced by earlier RPGs and strategy games.