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Decline Can an RPG be real-time?

Can an RPG be real-time?


  • Total voters
    97

NecroLord

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It can be real-time, but to me, a cRPG is first and foremost turn-based with a round based combat.
Even Baldur's Gate and Icewind Dale have combat rounds(1 round=6 seconds), though it is not turn-based.
 

NecroLord

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Turn-based combat also feels a lot more strategic and honorable than real-time shenanigans.
 

Vic

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Turn-based combat also feels a lot more strategic and honorable than real-time shenanigans.
that is true BUT the most popular RPGs are still real-time. And they offer the player the power fantasy of becoming a heroic character regardless of their own physical player skill. Except for Witcher, that series is decline.
 

Vic

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But RPG nonetheless, right?
Action RPGs are a hybrid of RPGs and action games, not a subgroup of RPGs like blobbers or roguelikes.
Action RPG = Real-Time RPG, different from ARPG which are diablo-likes, both a subgroup of RPG.

What is an RPG? It makes the player feel he is a heroic and powerful character and not the nerdy loser he is. That is different from Strategy or Action games where the feeling of competence comes from overcoming challenges/missions that require physical or intellectual skill.

In an RPG you just push buttons/roll dice and your character grows regardless how much you suck. The nature of the random dice roll even gimps players with a lot of game knowledge as to not give them too much of an advantage.

RPG is true genre for losers.
 
Last edited:

Harthwain

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When i talked "real time" i meant "real time" without options to influence the game state when outside that mode. Basically a "real - real time" game. Can one make a real-time system where player actions will not be influenced by his physical prowess in the real world? I think that, in theory, it can be made to some extent. Game where player's physical abilities are of so little importance that it matters very little and doesn't change the outcomes inside the game. But i can't pinpoint any crpg that did it.
When you put it like that, then I don't think this is possible. If you're in real time and "without option to influence the game state when outside that mode" it will essentially go do to how fast you can click. Look at Infinity Engine game: even assuming you could script party's behavior and not use pause, you'd still have to give specific commands for things like area of effect spells (or even just spells). This obviously gets even worse when you take Action RPGs into consideration as your performance depends entirely on how good you are with keyboard and mouse.
 

luj1

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It can be real-time, but to me, a cRPG is first and foremost turn-based with a round based combat.
Even Baldur's Gate and Icewind Dale have combat rounds(1 round=6 seconds), though it is not turn-based.

Yes, also NwN and SWKotOR. Having combat rounds is key.

Turn-based will always be preferable for me, but RTwP games with combat rounds > full real-time action.
 

Zed Duke of Banville

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the vast majority of CRPGs with real-time combat have minimal requirements on the player's physical skill

That varies from case to case.

The more player skill is used, the less of an RPG it is.
The more the player's physical skill is required, the less combat is RPG-like, but the game might nonetheless be more RPG-like in other respects, such as Dungeon Master taking advantage of being real-time with everything represented directly in the dungeon to enhance exploration, albeit at the expense of combat being worse than in Wizardry-likes turn-based blobbers.
 

gaussgunner

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When i talked "real time" i meant "real time" without options to influence the game state when outside that mode. Basically a "real - real time" game. Can one make a real-time system where player actions will not be influenced by his physical prowess in the real world? I think that, in theory, it can be made to some extent. Game where player's physical abilities are of so little importance that it matters very little and doesn't change the outcomes inside the game. But i can't pinpoint any crpg that did it.
I regularly play two games on opposite ends of that spectrum, Witcher 1 and Dragon's Dogma. There's some movement/dodging skill in W1 combat but it's basically all character skills and potions. It's as properly an RPG as a realtime game can be. There's just one problem, combat is boring. Enemies come at you and you spam one attack over and over with the occasional magic sign. DD is barely a borderline RPG, player skill makes a huge difference, but there's a wider variety of enemy behavior, player builds and tactics. If you could combine those aspects you might have a good realtime RPG.
 

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