▁in ▁Bra v ely ▁Default . ▁An ▁important ▁element ▁was ▁creating ▁a ▁cas ual ▁experience ▁that ▁anyone ▁could ▁enjoy , ▁even ▁if ▁they ▁had ▁never ▁played ▁an ▁R PG . ▁ ▁During ▁development , ▁the ▁team ▁decided ▁to ▁c ater ▁for ▁the ▁core ▁Japanese ▁R PG ▁fan base , ▁as ▁they ▁did ▁not ▁believe ▁the ▁game ▁vi able ▁for ▁Western ▁release ▁at ▁the ▁time . ▁At ▁the ▁early ▁stages ▁of ▁development , ▁Bra v ely ▁Default ▁was ▁going ▁to ▁be ▁an ▁action ▁role - play ing ▁game , ▁a ▁genre ▁Sil icon ▁Studio ▁had ▁previously ▁worked ▁on ▁with ▁ 3 D ▁D ot ▁Game ▁Hero es . ▁After ▁developing ▁a ▁prototype ▁build ▁and ▁putting ▁it ▁before ▁As ano , ▁it ▁was ▁decided ▁to ▁make ▁the ▁battle ▁system ▁a ▁traditional ▁turn - based ▁model . ▁The ▁inter dependent ▁" Bra ve " ▁and ▁" Default " ▁mechan ics ▁under w ent ▁changes ▁during ▁the ▁development ▁process . ▁Initial ly , ▁As ano ▁en vision ed ▁a ▁system ▁a kin ▁to ▁the ▁T ension ▁stat ▁used ▁in ▁the ▁Dragon ▁Qu est ▁series , ▁but ▁designer ▁K ens u ke ▁Nak ah ara ▁wanted ▁something ▁more ▁exc iting ▁for ▁players . ▁He ▁was ▁also ▁anno yed ▁that ▁the ▁majority ▁of ▁b oss es ▁in ▁both ▁Dragon ▁Qu est ▁and ▁Final ▁Fant asy ▁got ▁two ▁or ▁more ▁actions ▁per ▁turn ▁while ▁player ▁characters ▁only ▁got ▁one ▁each . ▁After ▁some ▁consideration , ▁Nak ah ara ▁decided ▁on ▁a ▁system ▁where ▁characters ▁could ▁bank ▁points ▁by ▁not ▁taking