Jonric: Arcanum is reported to offer both real-time and turn-based combat. Why did you decide on this?
Tim: There seem to be two irreconcilable camps of RPG players. The real-time players like the fast-paced action, while the turn-based players like the strategy and the separation of the player's skill from the character's. Even on our own team, we have people who will probably only play in one mode. So we decided to make the game playable both ways.
Leonard: We wanted the fast pace you could get from a real time game, but we loved the feel we got out of turn based combat in Fallout, so we just decided to include both. I could see quite a bit of switching back and forth, actually - I don't want the tedium of killing a hundred rats in turn based combat, but on the other hand, I might want a chance to stop and strategize against an extremely tough opponent.
Jason: One of the biggest complaints we received on Fallout was that it was turn-based. I know people who bought Fallout and didn't even make it out of the rat cave before they gave up and shelved the game, because they felt it was too slow. Another reason to have real-time combat is that Arcanum will have a multi-player aspect, and turn-based combat does not lend itself well to computer multi-player gaming.
However, we wanted to have turn-based combat available as an option, for those players who prefer to have more control over their characters in combat situations. Turn-based allows a player to be more thoughtful and strategic when in combat. Turn-based is also helpful to people who want to play a high dexterity character, but aren't super fast at clicking the mouse themselves.
Jonric: Very interesting. And how will the combat system actually work?
Tim: Basically, your Dexterity stat determines your Speed derived stat. In real-time play, the Speed stat determines how fast your character can perform actions. The higher the stat, the faster you can do things; we literally adjust the frame rate on your animation. In turn-based play, the Speed stat determines how many action points you have to spend in one turn, and every action costs a predetermined number of points.
Other factors can affect character speed in both modes. For example, weapons have speed factors, making a sword faster than an axe, for instance. The nice thing about this system is it is consistent, so fast characters are faster in either mode than slow characters. And the player can switch modes during play, so you can experiment with which mode you like best.
Jonric: What are the major difficulties in having both, and how are you going to overcome them?
Tim: The hardest part of having two combat modes is balancing two combat systems, both of which rely on the same underlying stats. By basing both systems on character Speed, I think we have avoided a lot of issues that might have arisen..