Princess Rage
Novice
Like usual, I am borrowing my brother's account to post. He doesn't seem to use it anymore and I am too lazy to make my own account (a state of affairs which has persisted for years).
My apologies in advance for not putting in that much time to make the post well written.
I've been thinking about how to make a good strategy game and one thing that came up was basic agreement with the basics of real life time/space (well the basics of real life in general really, but in this post I'll focus on time/space). Don't get me wrong, I do not necessarily think that realism = fun. However, it does seem reasonable that agreement with the basics of real life helps to make a game more intuitive which helps to make it more fun. Mario is hardly realistic but in Mario you are not sucked upwards by some sort of reverse gravity. Instead you are sucked downards as that is more intuitive.
In before autism tag.
Anyway, I've been thinking about how well, or badly, tactical\strategy games adhere to the basics of time and space in our reality.
I don't think I've seen tactical\strategy games that match the basics of real life time\space well and in fact most do very badly.
One area we often see dissonance is in "development" (building construction, research,e.t.c) versus "battle" (shooting, moving, e.t.c). Usually one of these will have time durations that make a lot more sense than the other.
If we assume 1 hour real life time = 1 hour game time then we have typical rts like Red Alert on one end of the spectrum . Here the "battle" time duration makes more sense than the "development" time duration. In the time it takes a rifleman to gun down an opposing rifleman a barracks can train one or two riflemen. In Starcraft, With infinite resources and no opposition, one could probably cover the entire map with buildings in the space of a few hours. Imagine leaving for work and returning home to find your entire street area has been turned into a factory.
On the other end of the spectrum we have games like Civilization V that set the time flow for "development". At the beginning of the game 50 years or something like that (IIRC) pass per turn. Long time durations generally make sense for construction of buildings and the general devopment of a civilization. But they don't make much sense for battle. You order a unit of Inca slingers to fire at an adjacent unit of warriors and they do so but the unit is not completely destroyed. You press the end turn button and the unit of warriors attacks the unit of Inca slingers triggering the Inca slinger "withdraw from melee" ability in which they run one tile away instead of taking damage. The turn has ended and a new one begins... 50 years have passed. So... the warriors were chasing your slingers for 50 years? Perhaps the warriors charged towards them, then the slingers ran and then... both units just sat there for 50 years? I haven't found a way to make sense of it. Basically, a battle with a few units in Civilization 5 can take a few centuries to resolve.
Some games manage to reduce the dissonance by separating "battle" and "development". For example we have Eador. A battle is usually completely resolved in a "fight window". One could suppose that one turn in these windows is a few seconds while one turn in the "strategic window" is a day. It still becomes a bit odd when the battle turn limit runs out and all the combatants simply decide to leave, with the attackers perhaps returning the next day.
The bigger issue though is that I'm not sure if the time durations follow the basics of real life time/space even when we exclude the strategic windows and look just at a singe "fight window". The typical unit moves two or three spaces a turn. The typical unit will also finish a battle with a typical identical enemy unit in 3 or 4 turns (if they're just whacking away at each other). Since a melee unit can hit no further and no less than one tile away I assume one tile is about "sword length". So a unit can move two or three sword lengths a turn. I'd imagine in real life moving such a distance would take maybe 2 seconds at most. So then it would seem a turn is about 2 seconds. But that means that a one on one battle between identical units take about 8 seconds. In fact the whole thing will probably be over in around 20 seconds. In the world of Eador, an undead platoon could invade your village and if you stopped to put your pair of pants on before looking outside the whole thing would already be over. Talk about getting caught with your pants down!
So, have you found any games that do not possess such high levels of dissonance with the basics of real life space/time? Do you have any ideas for 4X or TBS games that would agree more with real life time/space basics?
As a little side topic:
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Of course, I understand that turn based is fundamentally different to real time (or at least, that is how it seems to me). It may be that no matter how small you make the time durations for turns there will still be differences to real life. Imagine for example the following scenario. We have a 10 by 10 grid of square tiles. We have two opposing units (unit A and unit B) at opposite ends of the grid both on the top row. There is a "kill switch" (K) directly adjacent to one of the units which when pressed kills the unit which did not press it. The rest of the tiles are empty ground (X).
AXXXXXXXKB
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
Unit A has a speed of 10 tiles per turn. Unit B has a speed of 40 tiles per turn and is standing right next to the switch. But unit A get's to it first and emerges the victor because it had an initiative of 101 while unit B's initiative was only 100. This would clearly be ridiculous in real life. Unit B lost the race despite having 1 ninth the distance to travel and a speed 4 times higher just because his reaction time was ever so slightly slower?
And so it seems to me that real time with pause does not equal turn based. I'm not necessarily saying that real time with pause can or can't be a reasonable approximation of turn based though.
____________________________________________________________________________________________________
PS: I wasn't sure of whether to put this here or in Tactical Gaming. My apologies if my thread placement was incorrect. Feel free to move it as you please, of course.
My apologies in advance for not putting in that much time to make the post well written.
I've been thinking about how to make a good strategy game and one thing that came up was basic agreement with the basics of real life time/space (well the basics of real life in general really, but in this post I'll focus on time/space). Don't get me wrong, I do not necessarily think that realism = fun. However, it does seem reasonable that agreement with the basics of real life helps to make a game more intuitive which helps to make it more fun. Mario is hardly realistic but in Mario you are not sucked upwards by some sort of reverse gravity. Instead you are sucked downards as that is more intuitive.
In before autism tag.
Anyway, I've been thinking about how well, or badly, tactical\strategy games adhere to the basics of time and space in our reality.
I don't think I've seen tactical\strategy games that match the basics of real life time\space well and in fact most do very badly.
One area we often see dissonance is in "development" (building construction, research,e.t.c) versus "battle" (shooting, moving, e.t.c). Usually one of these will have time durations that make a lot more sense than the other.
If we assume 1 hour real life time = 1 hour game time then we have typical rts like Red Alert on one end of the spectrum . Here the "battle" time duration makes more sense than the "development" time duration. In the time it takes a rifleman to gun down an opposing rifleman a barracks can train one or two riflemen. In Starcraft, With infinite resources and no opposition, one could probably cover the entire map with buildings in the space of a few hours. Imagine leaving for work and returning home to find your entire street area has been turned into a factory.
On the other end of the spectrum we have games like Civilization V that set the time flow for "development". At the beginning of the game 50 years or something like that (IIRC) pass per turn. Long time durations generally make sense for construction of buildings and the general devopment of a civilization. But they don't make much sense for battle. You order a unit of Inca slingers to fire at an adjacent unit of warriors and they do so but the unit is not completely destroyed. You press the end turn button and the unit of warriors attacks the unit of Inca slingers triggering the Inca slinger "withdraw from melee" ability in which they run one tile away instead of taking damage. The turn has ended and a new one begins... 50 years have passed. So... the warriors were chasing your slingers for 50 years? Perhaps the warriors charged towards them, then the slingers ran and then... both units just sat there for 50 years? I haven't found a way to make sense of it. Basically, a battle with a few units in Civilization 5 can take a few centuries to resolve.
Some games manage to reduce the dissonance by separating "battle" and "development". For example we have Eador. A battle is usually completely resolved in a "fight window". One could suppose that one turn in these windows is a few seconds while one turn in the "strategic window" is a day. It still becomes a bit odd when the battle turn limit runs out and all the combatants simply decide to leave, with the attackers perhaps returning the next day.
The bigger issue though is that I'm not sure if the time durations follow the basics of real life time/space even when we exclude the strategic windows and look just at a singe "fight window". The typical unit moves two or three spaces a turn. The typical unit will also finish a battle with a typical identical enemy unit in 3 or 4 turns (if they're just whacking away at each other). Since a melee unit can hit no further and no less than one tile away I assume one tile is about "sword length". So a unit can move two or three sword lengths a turn. I'd imagine in real life moving such a distance would take maybe 2 seconds at most. So then it would seem a turn is about 2 seconds. But that means that a one on one battle between identical units take about 8 seconds. In fact the whole thing will probably be over in around 20 seconds. In the world of Eador, an undead platoon could invade your village and if you stopped to put your pair of pants on before looking outside the whole thing would already be over. Talk about getting caught with your pants down!
So, have you found any games that do not possess such high levels of dissonance with the basics of real life space/time? Do you have any ideas for 4X or TBS games that would agree more with real life time/space basics?
As a little side topic:
____________________________________________________________________________________________________
Of course, I understand that turn based is fundamentally different to real time (or at least, that is how it seems to me). It may be that no matter how small you make the time durations for turns there will still be differences to real life. Imagine for example the following scenario. We have a 10 by 10 grid of square tiles. We have two opposing units (unit A and unit B) at opposite ends of the grid both on the top row. There is a "kill switch" (K) directly adjacent to one of the units which when pressed kills the unit which did not press it. The rest of the tiles are empty ground (X).
AXXXXXXXKB
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
Unit A has a speed of 10 tiles per turn. Unit B has a speed of 40 tiles per turn and is standing right next to the switch. But unit A get's to it first and emerges the victor because it had an initiative of 101 while unit B's initiative was only 100. This would clearly be ridiculous in real life. Unit B lost the race despite having 1 ninth the distance to travel and a speed 4 times higher just because his reaction time was ever so slightly slower?
And so it seems to me that real time with pause does not equal turn based. I'm not necessarily saying that real time with pause can or can't be a reasonable approximation of turn based though.
____________________________________________________________________________________________________
PS: I wasn't sure of whether to put this here or in Tactical Gaming. My apologies if my thread placement was incorrect. Feel free to move it as you please, of course.