I have to say, I love the ramming mechanic in Ys I & II and I wish more games used it (you must execute it properly*).
I have never articulated the reasons why beyond a few sentences.
For me, it is about flow and rhythm...even if a graceful rhythm is unachievable, the constant movement is satisfying to maintain.
So, I like that I can just RUN AROUND in Ys. It feels so liberating for the ***genre***. The fact that I love shootemups/action/arcade/etc. should be a clue, too.
I grant you, this is simply something that I prefer...I have always brought my own, self-imposed rulesets to games (it probably started because I needed to make a game exciting again...even though I played it a billion times already). So, this can be partly blamed on lack of $$$.
MY IDEAL: I try to run around, as gracefully as possible, as much as I can in Ys I&II. I AM *not* speedrunning (I clarify the distinction below).
I liken it to this: in platformers, not only do I love running non-stop, but I try running at top speed non-stop. I like to generate a certain rhythm and flow (of course I have to pause/slow down at parts, but in general my goal is to keep moving gracefully---although I might have to jump gratuitously in basically the same spot, which really isn't too elegant or graceful, but it maintains the illusion that my character is moving).
Ys I & II: making Adol run "loops", "figure eights" or some other geometric shape/path is the equivalent to "hopping up and down" (in a platformer).
Notice...I am not talking about "speedruns" or things like that...because I will explore/visit all areas of a stage, even if they aren't actually "necessary" for progress.
My desire is to be more like a hummingbird (to keep moving, but curious to explore and travel everywhere)...I am not a terrorized gazelle speedrunning across the savannah in terror of a tiger.
Speedrunning has *some* room for "rhythm and flow", but the goal of speedrunning is NOT about "feeling good for zen flow" but "beating time barrier"
SO APPLY THIS PHILOSOPHY to action RPGs and you will see why I love the mechanics of Ys I & II.
* "ramming mechanic executed properly"...THIS MEANS THAT you need the proper ratio between sprite size and empty space and corridor layout (the perspective requires the camera to be zoomed out....if it is too "zoomed in" the mechanic falls apart).
STATUS: achieved goal of very sincere post in very trolly thread.