Section8 said:
And you can see some reasonable evolutions of this general model in most MMOGs since Everquest - you get rid of the ultimately broken concept of the gameworld tracking a six second "turn" and simply time all actions. It makes connection latency a non-issue, and keeps everything simple enough to let the servers track vast numbers of players, and keeps client packets pretty small. It's all very sound in theory and practice.
However, you can't just shoehorn the very same system into a single player game with control of multiple characters and then add a pause feature to band aid fix it. Everything about the "classic" Baldur's Gate system reeks of patchy fixes to poor design - and that wouldn't necessarily be unforgivable as an early attempt - but the fact that so many games have either used the same system or emulated it complete with all of its shortcomings pushes it over the edge.
Actually, that's exactly the RIGHT way to do it. The CORRECT method of producing a real-time game *IS* to time all actions and create a true asynchronous real-time game. The PROBLEM is that they *ARE* continuing to kludge real-time onto a 6-second fixed "turn", with the result that if you issue a "real time" order one second into the "turn", your character will either continue to perform the wrong actions, or simply do nothing and refuse to perform the ordered action for a good 5 seconds. If action itself takes the span of 6 seconds, that means you're looking at 5 seconds of apparently incomprehensible refusal to follow orders, and if you decide that, apparently, the character did not receive your command due to various interface-related issues, and reissue the order, you're liable to again block the order if you issue it in, say, the first second of the next turn. This is exactly what is being done WRONG. Compare that to a purely "action" centric real-time implementation like Diablo, and you will see this DOES NOT HAPPEN. Say what you will about how it's not an RPG, etc., but your character most certainly is responsive to your orders and it's more or less an example of realtime gameplay done "right".
Throwing in the issue of "pause" just confuses the issue. The pausing or lack thereof is irrelevant to the nature of the real-time implementation. All single player games expect to be able to be paused. Players get annoyed when their choices become "piss your pants" vs. "lose your entire party while you go to the bathroom". Multiplayer games, on the other hand, may or may not include a time-out functionality, but as the number of players grows larger, typically do not, for obvious reasons. Pausing is purely an accomodation to single-player gameplay, and has nothing to do with real-time vs. turn-based. If there were multiple players, the pausing would be unnecessary and undesirable.
The issue is not "Real Time With Pause" vs. "Turn-Based". It is simply "Real Time" vs. "Turn-Based", with many games employing some shitty implementation of one or the other, often the wrong one, which clouds the issue. Personally, I consider both real-time games AND turn-based games to be good, and I like both, but shitty implementations of EITHER are simply *BAD*. However, it is far easier to make a shitty implementation of real-time than it is to make a shitty implementation of turn-based, because real-time games just have so many more things that can be done WRONG. The fact that real time is popular combined with the fact that there are just so many more pitfalls involved in real-time game design creates the impression that real-time games suck, because we are then innundated with the shit that pours forth from the developers' distended anuses like the Goatse Man with explosive diarrhea.