POOPOO MCBUMFACE, on 21 September 2012 - 02:18 AM, said:
Surely you see the difference between a gameplay pause and sequential combat? The two experiences are totally different; The Witcher is an action-RPG so the comparison doesn't work. A better comparison is of the aforementioned Gold Box games and, say, Baldur's Gate; the former are turn-based, the latter RTwP. They play totally differently.
DA/BG-style real time with pause is exactly that, albeit with a round system in BG's case that makes it somewhat closer to TB - DA doesn't even have that. It's continuous combat that happens to be based more on strategy than direct player skill and revolves around orders rather than button mashing; at no point does that render it turn-based, sequential. The pause exists to allow you to get the AI in order and direct the flow of the battle during a break from the chaos.
Sequential combat is a lot more complex and a turn, yours or the enemy's, isn't a pause - it's a window to plan, respond to what the enemy's up to, execute strategies, and most importantly, ensure that your party members will survive the enemy's turn. This is what makes real turn-based combat so interesting, and is something completely absent in real-time with pause; any idiot can pick some targets to attack during his turn, but making sure that all your men survive the enemy turn and the battle (like in XCOM, for example) is the real challenge.
I'm not sure I entirely agree.
Most of what you said about turn based is true, but almost all of that does apply to some RTwP games. Especially those with a round system. In fact a round system is technically a turn based system. And making sure your characters survive the coming enemy's turn very much IS a part of it.
Heck games like BG play with D&D rules. And D&D was literally made by taking turn based tabletop war games, reducing your unit control to a single character, adding story, progression and then someone to be everyone else. When put into a video game they automated many of the moves so that you didn't have to dictate every action, and allow you to pause and direct at will. But everything is still done in rounds/turns. And much of that does actually apply in games like DA:O. Geeze, I remember watching Shiara play it just like a turn based game. She paused and directed every attack all of her team members did, for every fight.
Yeah, BG plays differently to a lot of turn based games, but lots of turn based games play VERY differently to eachother. And that doesn't make any of them inherently superior.
Maybe you consider DA:O too far away, and I don't actually remember if it instigates stuff through background rounds like Neverwinter Nights and such did (though when watching Shiara, it seems like it may well have). But where do you draw the line?
I take it the old Might and Magic games count? How about Grandia 2? Real time exploration, turn based combat(with turns time based), but turns were per individual, not per team (in fact there were a fair few abilities that allowed you to change when others got there turn). Is that still okay when you add unit placement back in? The only example in mind at the moment is Aidyn Chronicles on N64 (combat similar to Might and Magic games, but each unit is always a single character and placement on the field was a bit more important). Take out mandatory pauses, add in the ability to choose default moves for units to take (or just have inbuilt defaults) and you pretty much have BG and it's ilk.
How complex the game, how important tactics are and the depth of strategies you can employ are completely dependant on the individual game. There are plenty of really old school turn based games where tactics are moot/unnecesary, and combat is shallow. And in those games? Any idiot can take their autopaused turn to pick some enemies to attack.
But likewise there are some RTwP games where you have to play smart or you will die. You have to use placement, cover retreats, use well timed heals, block their advances or counter their moves, etc. Seriously, what the hell is the optional pause if not a window to plan, react to the enemy, execute strategies and make sure you survive?! What do you do when you pause? Just stare at the screen and then unpause?
Assuming you did draw a line in there somewhere, still, yours was mostly just a horribly elitist and only half true statement.
As I said, every one of those things you praised about turn based games can be found in RTwP. There is a much larger pool of good turn based games to pull examples from, but it's a much older genre, so that's to be expected. There's waaay more shit ones too.
This post has been edited by Lucifer's Heaven: 21 September 2012 - 03:56 PM