I'm probably a bit of a unique case for this thread. I played Bravely Default and loved it, though I will agree that it dragged a bit after chapter 4; I basically just ignored the rest of the game's world and had a 16 fight long boss rush against the crystal bosses, effectively speedrunning the game until I got to unique content again, though I did miss the Conjurer job. I played Final Fantasy 2 on PSP, and while it's not the best, it's certainly not the worst. No, the worst RPG I've played (and beaten) has got to be Final Fantasy: Mystic Quest. However, it's my favourite game on the SNES, as well, because nostalgia. The glitches, using Life on the Minotaur, Exit on the Skullrus Rex and Stone Golem, completely ignoring the blind and poison statuses due to their overall irrelevance, buying 99 seeds and declaring the game beaten then and there, using Cure on the Dark King with Benjamin, baby's first sequence breaks in the Bone Dungeon, Rockman 4 Minus Infinity's Wily Machine using FF:MQ's Battle 3 for its music, with that perfect buildup as 29 health bars of 28 energy each fill at exponential speeds... it's just a wellspring of good memories, for me.
However, I will admit that Mystic Quest is not a good game. It's boring, to say the least. You can't be surprised by random encounters unless you specifically ignore key items in two of the game's twelve dungeons, which do nothing more than making enemy encounters visible. Speaking of which, enemy encounters are barely random at all. Each unique overworld sprite holds a table of two to three encounter sets, there is absolutely no damage variance; the only random parts of enemy encounters are the set of up to three monsters you'll fight, and which attacks they'll use out of their set pool. However, even this holds some hidden gems. I'm still amazed by the fact that max HP of all things is a deciding factor of how much damage enemies will do with their attacks. Max HP divided by either 16 or 8, plus a value unique to that move, plus the monster's ATK, with the final result multiplied by either 2, 1.5, or 1, and a flat subtraction of the player's DEF. Still, even without knowing the damage formulas like I do, the game is way too easy. Making it to the other side of an encounter only ever boils down to either knowing the weakness of whatever you're fighting, or knowing what your highest damage option is. Trees, turtles and worms are weak to axes, slimes and eyeballs are weak to bombs, flying things are weak to bows, scorpions are weak to fire, etc. If you don't already know what this is, the automatic partner character will show you. They don't gain experience, and just join your party at the recommended maximum level for that area. Eight partner switches for twelve dungeons. This also means that the player's avatar, Benjamin (according to the US manual) is the weakest party member you'll have, despite the fact that he's the only one that can actually organically grow throughout the game. Bosses being nothing more than damage sponges that only provide a challenge when you're severely underleveled doesn't help that.
However, I will admit that Mystic Quest is not a good game. It's boring, to say the least. You can't be surprised by random encounters unless you specifically ignore key items in two of the game's twelve dungeons, which do nothing more than making enemy encounters visible. Speaking of which, enemy encounters are barely random at all. Each unique overworld sprite holds a table of two to three encounter sets, there is absolutely no damage variance; the only random parts of enemy encounters are the set of up to three monsters you'll fight, and which attacks they'll use out of their set pool. However, even this holds some hidden gems. I'm still amazed by the fact that max HP of all things is a deciding factor of how much damage enemies will do with their attacks. Max HP divided by either 16 or 8, plus a value unique to that move, plus the monster's ATK, with the final result multiplied by either 2, 1.5, or 1, and a flat subtraction of the player's DEF. Still, even without knowing the damage formulas like I do, the game is way too easy. Making it to the other side of an encounter only ever boils down to either knowing the weakness of whatever you're fighting, or knowing what your highest damage option is. Trees, turtles and worms are weak to axes, slimes and eyeballs are weak to bombs, flying things are weak to bows, scorpions are weak to fire, etc. If you don't already know what this is, the automatic partner character will show you. They don't gain experience, and just join your party at the recommended maximum level for that area. Eight partner switches for twelve dungeons. This also means that the player's avatar, Benjamin (according to the US manual) is the weakest party member you'll have, despite the fact that he's the only one that can actually organically grow throughout the game. Bosses being nothing more than damage sponges that only provide a challenge when you're severely underleveled doesn't help that.