Statement to prevent the usual mud slinging and ASSumptions that may follow: I can equally enjoy turnbased, realtime and realtime with pause games, although admitedly my preference lies in turnbased. However, I try to look at all of them as objectively as I can.
Otaku Hanzo said:
Turn based is required to allow you to be able to sift through the options available to you and choose the right course.
Realtime with pause's capable of this as well. Note, one of the justifications of turnbased is the ability it gives you to browse through an intricate and option-filled interface in your own time, allowing you to choose from a plethora of options in your own pace. This abstraction of turnbased is just as possible in realtime with pause, because if you can pause the game, then you have all the time you want to consider your next move from a wide range of options. This isn't as possible in realtime because the interface, and to an extent the options, are simplified in nature and size because of the hectic nature of it.
While not an element that would prove realtime with pause to be better than turnbased, it's nonetheless something that is on equal terms for both systems. In this case, pure realtime seems to be the only loser.
obediah said:
RTwP systems providing much more realism than TB, but offering the same ability to plan at your own pace.
Not quite. Realtime with pause presents as much realism as turnbased, at best, but not more. What do you find more realistic in realtime than in turnbased? Is it that particular representation of movement, or more specifically, the simultaneous execution of all actions, that it all happens simultaneously (ie, in realtime)? I find this is often brought up, or considered to be, the prime example of how and why realtime with pause (and realtime itself) is more realistic than turnbased. The main problem with this is that it's just lulling people into a false sense of realism. Yes, in reality, everything happens simultaneously, as opposed to individual turns as they occur in turnbased. But sequenced, individual actions carried out in their own turns is as unrealistic as the ability to pause the entire gameworld to suit our own needs. Interruptions in the flow of the combat, wheter natural to the system or executed by the player, are unrealistic. Just as in reality no one moves in turns while everyone else waits for their movement, there is also no means of freezing everyone around and give orders.
You could always tell me that these interruptions are needed for each system and as such are beyond criticism in regards to a lack of realism, and instead that you believe things like actual movement and combat aren't realistic.
If that is the case, then I see no problem either way. Simple movement in most turnbased games is realistic in the sense that its simultaneous with whatever is working at the moment in the gameworld (unless we're talking of games where everything takes turns even outside of combat, which is just bad). As for combat movement, again, intrinsic to each system... Is turnbased in combat as realistic as realtime in regards to movement? No. Is turnbased in combat as realistic as realtime in regards to actions, moves and attacks? Yes. While everyone is masturbating at the sight of how everything moves simultaneously in realtime, they're not paying attention to what happens in turnbased, which is basically the same as realtime except for turn execution. You attack 'realistically' in turnbased just as in realtime - this is visible in AI routines across several games: attacks, parrying, dodges, special hits, cleaves, etc. All possible in realtime and turnbased, and these are simulations of realistic behaviour on behalf of combatants.
Aside from all this, I'm still wondering in what, other than the simultaneous execution of all actions, is realtime (with pause) more realistic than turnbased.