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It's official Turn Based beat RTwP in the CRPG wars.

duskvile

Fabulous Optimist
Joined
Jun 3, 2023
Messages
201
Since this thread is proclaiming the death of RTWP I'll mention that one thing I enjoy about RTWP is the sense of momentum and urgency it can convey.

It' because of momentum i like RtwP more. TB is more of predetermined how you'll play becasue you only control one player at the time. Example: Concelhaut fight in Pillars 1. It's pure chaos: you can get ambushed in different directions, Concelhaut can weaken you and prone you if you're not fast enough. Urgency is quite high.
In Rtwp you need to find the strategy after you fail the fight and reload the game. This is probably not welcomed by everyone.
 

Bruma Hobo

Lurker
Joined
Dec 29, 2011
Messages
2,412
DARKLANDS
I said *good* RTwP combat.

Granted, Darklands' combat system is kind of acceptable because of its simulationistic sensibilities, maybe a turn-based combat system would have felt wrong in such a hisorical kind of game. Still, combat in Darklands is definitely not good.
 

MerchantKing

Learned
Joined
Jun 5, 2023
Messages
1,213
DARKLANDS
I said *good* RTwP combat.

Granted, Darklands' combat system is kind of acceptable because of its simulationistic sensibilities,
How exactly is Darklands a bad system then?

BTW, I can say turnbased games have universally terrible combat because I have to spend several minutes each round doing nothing but watching slow boring animations until I finally get a turn. And then you gamble once to find out if your character did something, and then you have to start waiting all over again. It's the same gameplay as the lottery. Buy a ticket and then you find out whether or not you win a week later. Then if you buy another ticket, you have to wait another week again to find out if you won something. At least RTWP reduces that time spent on a round to only six seconds. Ultimately rpg gameplay is about planning. Everything after that part is best automated in the fastest way possible. That's why Darklands is superior to any turnbased game. It doesn't waste any time with pointlessly recreating a turn-structure that only existed because it would take much longer in tabletop for a DM to calculate everything without such a structure. Fortunately, we have computers which can do all those calculations at once. If anything, turn-based gameplay ultimately is a step backwards in the utilization of technological potential.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
11,957
Real-Time-with-Pause combines the worst aspects of both turn-based and real-time combat systems, and it should have been taken behind the barn and shot in 1998, or better yet never have appeared at all. :M
 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,289
You either have turn based game or you have ultra slow mod like PoE 2.Simply have a pause is not enough.

Again there is no reason to make RTwP games using DnD or pathfinder ruleset anyway because the system was designed to be play as turn based.
 

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,355
Bubbles In Memoria
The problem is mostly AI and encounter design which are both easier to do in turn-based models, which is my guess why we see often better combat in turn-based games.
Hmm...I think what helps make the classic RTwP games (BG and IWD) great is just that they do have good encounter design (for some reason people are obsessed with the trash fights in BG1 when the trash combat ratio is actually lower than in most CRPGs).
That is true but I think another underappreciated factor is that in order for rtwp to work you need to limit the amount of pausing that is needed to a managble level. I don't think this was intentional as much as byproduct of implementing 2e (that has limited to no active abilities for martials) and the engine being built for RTS gameplay and then retrofitted to work for RPGs.
I agree. RTwP is better suited for combat with many units that have few active abilities. But I think there is still some room for more complexity in RTwP than the Infinity engine games offered, without having to pause at every moment. And I'd very much like to see something like that. The problem is that this would require some developer to come up with their own system, which usually doesn't turn to well and doesn't sell since its not some popular brand. There are many mechanics that are much more natural in real time, such as channeling spells, interruptions, positioning, differences in attack and move speed, environmental effects, concurrent actions, etc.
Many of these things can be done in turn-based combat to some degree by using systems with more action points instead of just some low one-figure number of action points, but in the end its still less natural and constricted or turns into a book keeping nightmare to find the most efficient distribution. Although my main gripe with turn-based combat is typically alpha strikes and turn-order, which isn't as problematic in real-time where enemies can react immediately.
Also, having different progression paths for different classes rather than having everything end up being active abilities grinding things to a halt. Various kinds of passives, modals set outside of combat and modifier stacking could be done on martials instead of clickable abilities.

Or you could have active abilities out the wazoo but then you should provably make it simTB or seqTB rather than RtwP.
 

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,355
Bubbles In Memoria
It doesn't really matter because BG3 barely hit the sale charts when game devs across the industry started tripping over themselves to complain about players wanting TB games.

There is an old quote from Miyamoto where he said he's sick of 2D Mario because he already made it, even though 2D Mario still sells. It's like old bands that refuse to play their hits like the Beastie Boys. I went to a Prince concert once and he played such different music from his old stuff it may have well been some shitty indie band.

I think "TB doesn't sell" was always a dodge, game devs don't want to make old games. They're sick of the games that they made or are considered classics. They just want to make new junk based on their own stupid hobbyhorse ideas ("NASApunk"). Modern game devs mostly hate classics and see them as unwelcome competition.

Sven's big secret isn't TB gameplay it's the fact he's an Ultima fanboy.
Same goes for all media leading to some niches being underserved. Standard sincere, uplifting heroic stories is one such genre, fluffy romance is another. The second is pretty funny because the korean media production system cares very little about what the creatives want and just churns out romcom after romcom, which western women eat up because their own media production centers refuse to make this content.
 

Camel

Scholar
Joined
Sep 10, 2021
Messages
2,087
I don’t really care if the game has turn-based, RTwP or real-time combat provided it’s good.
Since 2010s RPG devs are obsessed with shoving ludicrous amount of trash combat to artificially make their games longer and it can ruin any combat system.
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,574
Since 2010s RPG devs are obsessed with shoving ludicrous amount of trash combat to artificially make their games longer and it can ruin any combat system.
You're right, what was great about older games such as The Bard's Tale was that the encounters were sparse and meaningful.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
33,182
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
RTwP's sole advantage over TB is that it makes trash encounters faster.
I've never liked this argument, I understand that you mean simultaneous is faster, but in the same time in my opinion the best way to design fast combat is to make it as fast as the player clicks, not automatic with cooldowns, which also means that the player can play the fights which are worth his time the better way. Might & Magic 3 is a good example of game with fast combat to me.
Most RTwP games actually have much, much slower combat than well-designed TB games.
 

Oropay

Educated
Joined
May 26, 2021
Messages
73
upcoming Dark Evnoy.
From what I remember of Tower of Time's combat, there was very little micro. The micro is what annoys me about RTwP combat, which could be more aptly named S-s-stutter combat, or maybe PwRT, as the player creeps time forward by constantly pressing the spacebar. I'd almost rather see an 'autochess' style of combat where it's more about gear, synergy, and formations. When combat starts, you basically get to watch your troops fight while you're drinking beer. That would at least be real time.

Besides there's the whole subgenre of Commandos-like tactics, and I'd say it's the only kind of tacticools where RTwP feels better then TB.
Commando: Origins gives me hope that it won't all die together with Mimimi.
As much as I want to like those games, I never found them fun. I played quite a few hours of Shadow Tactics and Desperadoes III but didn't finish either; having said that I agree that turn based kind of sucks for stealth
 
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Nortar

Arcane
Patron
Joined
Sep 5, 2017
Messages
1,417
Pathfinder: Wrath
From what I remember of Tower of Time's combat, there was very little micro. The micro is what annoys me about RTwP combat, which could be more aptly named S-s-stutter combat
On the contrary.
There's not as much micro as in Pillars/Pathfinders of course, but whole lot more than in Infinity Engine classics.
Each of 4 characters has 4 abilities, most of which require precise targeting or ground placement.
So yeah, it's exactly "s-s-stutter combat" as you put it.
If I'm not mistaken, originally they were planning to make Dark Envoy turn-based. But half-way through development reverted to their tried RTwP.

The most fun (from pure tactical combat perspective) RTwP game I ever played is the old and obscure Aarklash: Legacy.

Besides there's the whole subgenre of Commandos-like tactics, and I'd say it's the only kind of tacticools where RTwP feels better then TB.
As much as I want to like those games, I never found them fun. I played quite a few hours of Shadow Tactics and Desperadoes III but didn't finish either; having said that I agree that turn based kind of sucks for stealth

I have to agree, even though I had my share of fun with this of kind RTwP stealth-tacticools, I don't like them enough to suffer the purple haze of Diversity Crew or whatitwas.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,234
Location
Bjørgvin
Since 2010s RPG devs are obsessed with shoving ludicrous amount of trash combat to artificially make their games longer and it can ruin any combat system.
You're right, what was great about older games such as The Bard's Tale was that the encounters were sparse and meaningful.

At least in the BT games you could always use the Flee option, and you had tools to increase the Flee chances.

Do modern, isometric CRPGs have such an option?
 

Falksi

Arcane
Joined
Feb 14, 2017
Messages
10,612
Location
Nottingham
with the exception of Pokemon, action RPGs sells more(in West the at least), this is a fact:

https://vgsales.fandom.com/wiki/Best-selling_RPG_games#:~:text=2016-,25,410,000,-[31]

take out Pokemon and most of these games are action and most people play Pokemon to capture 'cute' monsters, they don't care about the combat. Final Fantasy enjoyed some good sales in the West in the PS1/PS2 era because they're cutting edge graphics back then.

I say in the West because most turn based RPGs(if not all of them) on the list are JRPGs, and most of their sales come from Japan. Japan is not making non anime looking CRPGs, what we care here.
"Ignore best-selling turn based franchises out there and action games are more popular" :hmmm:

Few more facts for you:
  • Germany won WW2 (if you ignore the Allies who won it)
  • Goats can fly higher than any other creature (if you ignore creatures which can fly)
  • Pamela Anderson is on her way round to nosh you off as we speak (if you ignore the fact I'm lying about that)
 
Joined
Jun 24, 2019
Messages
696
The best selling turn based games are all Japanese, only Pokemon and Final Fantasy sells well in the west and some of the highest selling FF games are not turn based. I'm corcerned with WRPGs here, Japan is not making CRPGs and neither CRPGs are selling well in Japan, so what's matter is western taste.

If you take out all Japanese games there's not even one turn based western RPG:

1Pokémon Red / Green / Blue / Yellow199674,260,000[31]
2Pokémon Gold / Silver / Crystal199942,210,000[31]
3The Witcher 3: Wild Hunt201540,000,000[6]
4Pokémon Ruby / Sapphire / Emerald200236,600,000[31]
5Monster Hunter World201832,700,000[32]
6The Elder Scrolls V: Skyrim201130,000,000[33]
7Diablo III / Reaper of Souls201430,000,000[34]
8Pokémon Sword / Shield201925,820,000[35]
9Pokémon Sun / Moon / Ultra Sun / Ultra Moon201625,410,000[31]
10Pokémon Diamond / Pearl / Platinum200625,270,000[31]
11Final Fantasy VII / Remake199724,228,243[36]
12Final Fantasy XIV201024,000,000[37][38]
13Elden Ring202222,650,000[4]
14Pokémon Scarlet / Violet202222,100,000[35]
15Dark Souls III201620,000,000[4]
16Cyberpunk 2077202020,000,000[39]
17Borderlands 2201220,000,000
18Monster Hunter Rise202118,100,000[32]
19Pokémon X / Y201316,490,000
20Dark Souls201116,000,000[4]
21Pokémon Black / White201015,640,000
22Ring Fit Adventure201915,380,000
23The Elder Scrolls Online201415,000,000[40]
24World of Warcraft200414,500,000[18]
25Sekiro: Shadows Die Twice201914,000,000[4]
26Lineage II200314,000,000[41]
27Bloodborne201514,000,000[4]
28Fallout 4201513,510,000[42]
29Dark Souls II201413,000,000[4]
30Fallout 3200812,400,000[43]
31Final Fantasy VIII199912,000,000[36]
32Final Fantasy XII200611,300,000[36]
33Fallout: New Vegas201011,000,000[44]
34Final Fantasy XV201610,270,000[36]
35Final Fantasy XIII20099,605,000[36]
36The Elder Scrolls IV: Oblivion20069,500,000[43]
37Dragon Ball Xenoverse 220169,000,000[45]
38Final Fantasy X20018,956,188[36]
39Final Fantasy IX20008,900,000[36]
40Nier: Automata20177,500,000[46]
41Yo-kai Watch 220147,300,000
42Persona 520167,297,000[15]
43Final Fantasy XIII-220117,197,000[36]
44Final Fantasy X/X-220056,757,457[36]
45Dragon Quest III19886,450,000[47]
46Dragon Quest V19926,220,000[47]
47Dragon Ball Z: Kakarot20206,000,000[48]
48Mass Effect 220106,000,000[49]
49Final Fantasy Type-020115,971,041[36]
50Dragon Quest IV19905,970,000[47]
51Kingdom Hearts20025,900,000
52Dragon Quest VIII20045,810,000[47]
53Dragon Quest VII20005,570,000[47]
54Final Fantasy III19905,522,808[36]
55Final Fantasy X-220035,416,355[36]
56Demon's Souls20095,400,000[4]
57Dragon Quest IX20095,350,000[47]
58Super NES Classic Edition20175,280,000[50]
59Diablo II20005,200,000[51]
60Chrono Trigger19955,132,871[27]
61Final Fantasy VI19945,084,649[36]
62Final Fantasy IV: The After Years20085,034,000[36]
63Kingdom Hearts III20195,000,000[52]
64Fable II20085,000,000

Maybe BG3 will be the first, the list is outdated. I like turn based but you can't ignore the facts, action sells more in the West.
 
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Blutwurstritter

Learned
Joined
Sep 18, 2021
Messages
897
Location
Germany
I'm wondering if there aren't some real time titles that would have benefited from an active pause in hindsight. I remember cursing at Hexplore sometimes which could get quite chaotic, it wouldn't have hurt there.
 

rogueknight333

Arbiter
Joined
Jul 31, 2017
Messages
353
RPGs were originally a variation on wargames, and wargames were originally designed not as games for fun but as training exercises for military officers. Thus originally they aimed at simulating actual combat conditions as accurately as they could. To be true to that tradition, combat at the tactical level (which is the level of RPG combat) would ideally be in real time. Unfortunately this tends to not be practical if the player is expected to control multiple units at once, hence the compromise of RTwP. All compromises are arguably dubious ones, but still one advantage of RTwP games is that they tend to feel a lot more like being in a real fight and thus are more immersive, or at least I tend to find them so. In any case, TB is also a compromise, if used in a tactical-level game.

Also, in some cases RTwP gives one the option to not actually use the pause and play the game as if it were pure RT for added challenge and realism. It is not always practical to do that, but it is also not never practical. Alternatively one can use RTwP with lots of autopause features active and there will barely be any difference between that and a TB game. Thus, all else being equal I tend to prefer RTwP, though ultimately I do not actually care very much whether a RPG is TB or RTwP. There can be good and bad games of both types, and in every case I can think of that was always very far down on the list of what made them either good or bad.
 

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