Morality Games
Arcane
- Joined
- Sep 7, 2013
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- 6,165
Turn-based combat is not fun
but first, we must ask ourselves, what is turn based combat?
Turn-based combat is not fun
Guild Wars isn't RTwP and is a total non-sequitur.
The German wikipedia site clearly states the definition of fun(=Spaß): https://de.wikipedia.org/wiki/Spaß#DefinitionBut guys, what is "fun" and how could we define it?
I would like the OP to offer us his thoughts.
I don't have to imagine, you pleb.turn based is gay...imagine some gun slinging heavy hitters shooting at each other saying wait, now it's my turn
Turn-based combat is still relevant because it prevents your reflexes from being a factor. One example of where this becomes a problem is RTS games. In a more competitive setting your reflexes become very important in deciding if you win or lose. But in real life battles are not decided by how quickly someone can click around a screen. That's not a problem for some people but it's a very "meta" experience as a result. Another example of where this happens is if your character in an RPG has dexterity higher or lower than your own. Using your own reflexes to determine if they are successful or not is inaccurate.Turn-based combat originates from hardware limitations, but mere nostalgia keeps it around. What - are you supposed to roleplay someretardChosen One that is given some extra time by every NPC to plan his next punch? It breaks immersion, and we all know it when we take off our rose-tinted glasses.
Spoiler for Barry Lyndon inside.
it will never be able to emulate the real deal to the extent that a real time system can.
but first, we must ask ourselves, what isturn based combatfun?
TB is inherently inferior to real time simply because as an abstraction it will never be able to emulate the real deal to the extent that a real time system can.
Do people not realize that RTWP is actually just turn-based combat sped up and without the individual choices? Games like Baldur's Gate still track rounds and only gives each combatant the appropriate number of actions per round, and even allows you to pause at the end of a round. Neverwinter Nights used a real-time six second timer to emulate the six-second rounds in 3rd Edition D&D and still locked you into the appropriate number of attacks or actions. So, if anything RTWP is an even worse emulation of what you can do in turn-based combat.
It's not that simple. The main difference between TB and RTwP is that in RTwP there's simultaneity.
Yes, that's a valid point, and certainly a concern in big/difficult fights, where it's easy to screw up if you for example accidentally move your mage while he's already started casting, for example. That's of course the downside to RTwP; it can lead to real clusterfucks where i's hard to keep track of things. But it also means you can react to enemy actions by changing your own current action.
As such it's more challenging than TB where it's easier to have full control.