The Great ThunThun*
How DARE you!?
- Joined
- Mar 8, 2018
- Messages
- 583
Real-Time combat is inherently fast. It takes less time on the screen to resolve and involves lots of agile action from the players. If we think of combat encounter density as the number of encounters per map, then RT can handle a very large density simply because the time required to complete each encounter is small. In contrast to that, Turn Based combat is slower because each turn is executed by the AI outside of the player actions and that can take a lot of time. In general, this means that one can not have too many encounters in a turn-based game or else it can quickly feel bloated.
I think this means when the game is being designed you have to take into account this consideration. You can not swap one mechanics for the other willy-nilly without completely mucking up the pacing and the responsiveness of the game. This is why a TB/RT game i.e. where you can switch between both mechanics (Arcanum) is a bad idea.
Thoughts?
I think this means when the game is being designed you have to take into account this consideration. You can not swap one mechanics for the other willy-nilly without completely mucking up the pacing and the responsiveness of the game. This is why a TB/RT game i.e. where you can switch between both mechanics (Arcanum) is a bad idea.
Thoughts?