GhanBuriGhan
Erudite
- Joined
- Aug 8, 2005
- Messages
- 1,170
This comes up often in discussions about RtwP games. An uninitiated, happy, blue-eyed RPG noob will say: "But KOTOR/BG/etc. is really turn based, you can make it stop after every turn, so what's your problem?!?" and then a gloomy Codexer with callused lips will barge in : "Pshaww! That's a PHASE based game, and it sucks! And you are an idiot!". Then things get ugly.
So, in principle, and neglecting the real-time aspect, do you consider turn based systems (everyone moves sequentially) inherently superior to round-based ones (everyone moves simultaneously), and why? I can see that the the phase based aproach introduces more uncertainty, since you decide your move, not knowing the enemies moves during the phase. This is different from turn based, where the enemy performs no, or only passive actions during your turn. On the other hand, isn't that merely an additional strategic challenge, predicting the enemies move? Isn't the problem more in the implementation and the tactical options you are given instead of the system?
Then, considering the above, and assuming a pause every round option is implemented, why do many of you think such a game can never be as deeply tactical as a turn-based game?
Finally, are there alternatives? I imagine e.g. a system where you can cue your actions as far ahead as you want. E.g. go here, fight this guy, then this one, archer moves here and fires at will... Just like in many phase based games. There are no phases however. Everyone moves simultaneously on the smalles units of time. The speed of time passing can be freely changed, and orders can be changed at any time. I guess I am basically describing a real time system where you have complete control over the time scale.
So, in principle, and neglecting the real-time aspect, do you consider turn based systems (everyone moves sequentially) inherently superior to round-based ones (everyone moves simultaneously), and why? I can see that the the phase based aproach introduces more uncertainty, since you decide your move, not knowing the enemies moves during the phase. This is different from turn based, where the enemy performs no, or only passive actions during your turn. On the other hand, isn't that merely an additional strategic challenge, predicting the enemies move? Isn't the problem more in the implementation and the tactical options you are given instead of the system?
Then, considering the above, and assuming a pause every round option is implemented, why do many of you think such a game can never be as deeply tactical as a turn-based game?
Finally, are there alternatives? I imagine e.g. a system where you can cue your actions as far ahead as you want. E.g. go here, fight this guy, then this one, archer moves here and fires at will... Just like in many phase based games. There are no phases however. Everyone moves simultaneously on the smalles units of time. The speed of time passing can be freely changed, and orders can be changed at any time. I guess I am basically describing a real time system where you have complete control over the time scale.