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Original post by Silvermyst
Real-time combat catches the drama of combat, making you into one of the foot soldiers. Turn-based combat catches the strategy of combat, making you into one of the generals.
Very interesting observation and I agree entirely. Realtime tends to make the player think tactically and feel like he is really there, encouraging a sense that with each unit he clicks on, that is the player himself he is sending into battle. Whereas turnbased games tend to encourage the idea that the player is seperate from his units and not actually a part of them.
quote:
Original post by Silvermyst
I can fully imagine a game which lets the player make choices in a turn-based system, but lets the results of those choices play out in real-time. The proposed time limits would apply (giving a player a chance to only give an order once every X seconds, for example).
I think this would be quite easy. Just set a time limit to give orders to all of your units and then once the player was done, all the units would act in real time. As I was trying to explain to my step father the other day who hates Turn based systems, what this really is is RT, but with a pause built in. The pause is merely there to give the player time to order units.
In other words, it doesn''t go, "Side A gets to move/shoot, then side B gets to move shot" in an alternating pattern. Rather, you have a pause that gives the player time to give order, then everything still happens simultaneously. My stepfather said this was still unrealistic and that real time was the only realistic way to go. So I pointed out something to him (and he''s an ex-Programmer himself so I''m surprised he didn''t catch on to this...)
In real time, let''s say that a player has 6 units up against 6 computer controlled units. In real time, realistically, the human player would need at least 1 second to point his mouse over and click on an order for that unit. Assuming he doesn''t want each unit to all do the same thing (just drag a box around them and all give them the same order) this will take about 6 seconds to perform. By the time he is ordering his last unit...the 6th one, 5 seconds have gone by, at which point the computer....which only needed a micro second to issue all it''s orders....may have attacked something you didn''t intend.
My stepdad then pointed out that while this was true, the programmer could compensate for this by making the AI have built in pauses or somehow slowing down decisions....taking into account the average amount of time a human player would take. So my retort was....why not build in a pause in the game, in essence it is exactly the same thing. He couldn''t answer back, saying only that it interrupted the "flow" of combat. I again answered that the interruption of the flow of combat to me was perennially having to micro manage all of my units, diverting my attention from grand strategy to making sure all of my units were doing what they were supposed to be doing. And I said THAT is more unrealistic than having a pause in a game. In reality, battles follow the turn based/pause system more closely because orders are not issued from the overall commander second by second. The only orders that happen second by second are what the ground sloggers have to do, and that is tactical....not strategic. My step father finally conceded defeat...having been an officer in the Swiss army, he finally understood what I meant by the difference between strategic and tactical thinking. I did say that in multiplayer games, such time limits and pauses were probably unnecessary, but I still think having a pause stresses thinking in advance and anticipating what the opponent is going to do.
It''s just like you said that real time encourages tactical thinking (which was what my stepdad liked), and that turn based stresses strategical thinking.
The world has achieved brilliance without wisdom, power without conscience. Ours is a world of nuclear giants and ethical infants. We know more about war than we know about peace, more about killing than we know about living. We have grasped the mystery of the atom and rejected the Sermon on the Mount." - General Omar Bradley