Timekeeping in games
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In video games and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based.
Real-time
Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game Terraria, where one day-night cycle of 24 hours is equal to 24 minutes in real time. Within a real time game, players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games).
Real-time gameplay is the dominant form of time-keeping found in
While game time in video games is in fact subdivided into discrete units due to the sequential nature of computing, these intervals or units are typically so small as to be imperceptible.
Turn-based
Turn-based games have game flow that is partitioned into defined parts, called
A player of a turn-based game is allowed a period of analysis (sometimes bounded, sometimes unbounded) before committing to a game action, ensuring a separation between the game flow and the thinking process, which in turn presumably leads to better choices. Once every player has taken their turn, that round of play is over, and any special shared processing is done. This is followed by the next round of play. In games where the game flow unit is time, turns may represent periods such as years, months, weeks or days.Turn-based games come in two main forms: depending on whether play is simultaneous or sequential. The former games fall under the category of simultaneously executed games (also called phase-based or "We-Go"), with Diplomacy being a notable example. The latter games fall into player-alternated games (also called "I-Go-You-Go", or "IGOUGO" for short). Player-alternated games are further subdivided into three categories: ranked, round-robin start, and random. The difference is the order in which players start a turn. In ranked player-alternated games, the first player is the same every time. In round-robin games, the first player selection policy is round-robin. Random player-alternated games randomly select the first player. Some games also base the order of play on an "initiative" score that may in part be based on players' attributes or positions within the game or other, outside factors as well as dice rolls. Wizard101 is an example of this style.[3]
The term turn-based gaming is also used in
Sub-types
Various adaptations of the real-time and turn-based systems have been implemented to address common or perceived shortcomings of these systems (though they often introduce new issues that did not exist before).[4] These include:
Timed turns and time compression
Timed turns are designed to resolve issues of fairness where one player uses a greater amount of time to complete their turn than another player. In
In
The turn-based strategy game Utopia (1982) featured an early example of timed turns.[5] The early Ultima role-playing video games were strictly turn-based, but starting with Ultima III: Exodus (1983), if the player waited too long to issue a command, the game would issue a "pass" command automatically, thereby allowing enemies to take their turns while the player character did nothing. Further, many browser-based games allocate a number of turns that can be played within a certain period of time, called a tick.
Time compression is a feature commonly found in real-time games such as flight simulators. It allows the player to speed up the game time by some (usually adjustable) factor. This permits the player to shorten the subjective duration of long and relatively uneventful periods of gameplay.
Ticks and rounds
A tick-based game is a game that is played using ticks, or units of time. Not to be confused with a game round, a tick can be any measurement of real time, from seconds to days or even months, and is the basic unit upon which all important game actions take place. Players in tick-based games are allocated a certain number of turns per tick, which are subsequently refreshed at the beginning of each new tick. Predominantly found in browser-based
In some real-time games, a notion of rounds exists, whereby game actions are timed according to a common interval that is longer than 'real time'. For instance, units might only begin or cease to act at the beginning or end of a round. In video games such as the
Online turn-based gaming uses the term rounds differently: in these games a round refers to when a new game begins following the completion of a previous one (i.e. after someone or some group of people has "won").
Active Time Battle
The "Active Time Battle" (ATB) system was introduced by Hiroyuki Ito in Final Fantasy IV (1991).[6] The system discarded the discrete turn-based battles of the first three entries in favour of a continuous flow of actions and variable wait times.[7] The fact that enemies can attack or be attacked at any time is credited with injecting urgency and excitement into the combat system.[8] The ATB system was fully developed in Final Fantasy V (1992), which improved it by introducing a time gauge to indicate to the player which character's turn is next.[9] The ATB system has since been used in VI (1994), VII (1997), VIII (1999), IX (2000), and X-2 (2003). Both Final Fantasy XII (2006) and XIII (2009) used heavily modified versions of the system. The ATB system was also used in Chrono Trigger (1995).
Simultaneously executed and clock-based turns
In simultaneously executed games (also called "phase-based", "We-Go" or "Turn-based WeGo"), turns are separated into two distinct phases: decision and execution. During the decision phase each player plans and determines their units' actions. The decision phase occurs at the same time for everyone, so there is little wait for anyone to finish. In the execution phase, all players' decisions are put into action, and these actions are performed more or less automatically and at the same time. The execution phase is non-interactive, and there is no waiting for other players to complete their turns. One early example is the 1959 board game
Clock-based games tie all unit actions directly to the game clock. Turns begin and end depending on the duration specified for each action, resulting in a sequence of turns that is highly variable and has no set order. This system is frequently cited for its realism when compared to other turn-based systems. It is also possible in this system for different players' actions to occur at the same time with respect to the game clock, as in real-time or simultaneously executed games. Examples of video games that use this type of system include Typhoon of Steel (1988) and MechForce (1991), both originally for the Amiga.
Unit initiative and acting outside one's turn
In some games the sequence of turns depends on the initiative statistic of each unit no matter which side the unit belongs to. Games of this type are still technically sequential (e.g. "I-Go-You-Go"), as only one unit can perform an action at a time, and the duration of actions is not tied to the game clock. Examples include the video games
Some games—notably, the
The
Special turns and phases
In some turn-based games, not all turns are alike. The board game Imperium Romanum II (1985), for instance, features a "Taxation and Mobilization" phase in every third turn (month), which does not occur in the other turns. The videogame King Arthur: The Role-Playing Wargame (2009) features something similar, where every fourth turn, the season turns to winter, which is the only time when buildings can be constructed and taxes are collected, while it is not possible to move units. In the board game Napoleon (1974), every third player turn is "night turn" where combat is not allowed.
Other turn-based games feature several phases dedicated to different types of activities within each turn. In the
Partially or optionally turn-based and real-time
Many other games that are not generally turn-based retain the notion of turn-based play during specific sequences. For example, the role-playing video games
Other video games, such as the
Lastly, the video games
Pausable real-time
In real-time games with an active pause system (also called "pausable real-time" or "real-time with pause"), players are able to pause the game and issue orders such that once a game is un-paused, orders are automatically put into effect. This type of system can offer additional tactical options,[17][13] and can resolve issues that arise in other real-time games where orders must be given to multiple units at the same time (normally an impossibility in real-time games). It can also help players who desire extra time for analysis before issuing actions.
There are several variations of pausable real-time combat. Among mouse-driven
Among strategy video games, it is used exclusively in the slow-paced grand strategy games developed by Paradox Interactive,[13] and was the originally intended mode of the Civilization series before the developers decided to switch to turn-based.[13] Among construction and management simulations, it has been present in the SimCity series since SimCity (1989), as well as the Transport Tycoon and RollerCoaster Tycoon series.
In the single-character console RPGs,
Real-time vs. turn-based gameplay
A debate has emerged between fans of real-time and turn-based video games (usually some type of strategy or role-playing game) based on the merits of each system.[30][31][32][33][34]
Various arguments are made by proponents. Arguments made in favor of turn-based systems include:
- The extra time available to players in turn-based systems allow them to plan their moves to a greater degree,[13][35][36] and permit game designers to offer additional tactical and gameplay options.[4][13][37] The same options when used in combination with the time-pressures of real-time games, on the other hand, can cause new players to feel overwhelmed.[13]
- Games are fairer due to a lack of reliance upon player reflexes.[4] A player with slower reflexes is not at a disadvantage compared to faster players; rather, only the ability to think through and solve the current problem is important.
- Games can in theory have better artificial intelligence due to the greater amount of computer processing power available to them.[35][37]
- It is more realistic to control multiple units intelligently using this system, as players do not have to divide their attention among multiple independent units all moving simultaneously.[30][35] Likewise, it is easier to keep track of what the enemy is doing at all times since the player is typically informed of every move in advance (not taking into account fog of war).[4]
Arguments made in favor of real-time systems include:
- Armies pausing mid-combat to take turns and act in a sequential manner is unrealistic. Real-life combat occurs simultaneously with no side pausing to let the other side move,[32][35] but this only pertains to sequential turn-based systems, not "we-go" systems.
- Thinking (and acting) quickly is part of the strategy[35] and constitutes an additional element of challenge.[4][35]
- Real-time systems are viscerally exciting[31][14] and add to players' sense of immersion.[4][13] In essence, players feel more like they are really "there" and experiencing game events first-hand.
- Turn-based games have too many rules and are difficult to master.[32][14]
- Real-time games are more multiplayer-friendly;[13] sitting around and waiting while other players take their turns can become tiresome.[13][32][35]
- The added element of a shared clock ensures that each situation cannot be reduced to an easily repeatable sequential series of steps. Rather, the reliance upon player timing ensures that outcomes are highly variable.[13]
See also
References
- ^ "Game Theory (Ferguson)" (PDF). Archived from the original (PDF) on May 16, 2018. Retrieved January 8, 2018.
- ^ Brocas, Carrillo, Sachdeva (2016). "The Path to Equilibrium in Sequential and Simultaneous Games" (PDF).
- ^ Neal, Chris (March 2, 2021). "Choose My Adventure: The combat is the sauce in Wizard101 | Massively Overpowered". Retrieved September 8, 2023.
- ^ a b c d e f Davies, Gareth (December 10, 2002). "Treatise on Combat to Pink Floyd". RPG Codex. Retrieved April 5, 2007.
- ^ "GameSpy: Utopia - Page 1". Uk.gamespy.com. August 3, 2004. Retrieved June 23, 2016.
- ^ "Final Fantasy Retrospective Part XIII". GameTrailers. November 2, 2007. Archived from the original on March 6, 2009. Retrieved March 30, 2009.
- ^ US patent 5390937, Hironobu Sakaguchi and Hiroyuki Itou, "Video game apparatus, method and device for controlling same", issued 1995-02-21
- ^ Andrew Vestal (November 2, 1998). "The History of Final Fantasy — Final Fantasy IV". Gamespot. Archived from the original on November 5, 2012. Retrieved December 31, 2008.
- ISBN 9781598120172.
- ^ Butts, Steve (January 27, 2004). "Silent Storm Review". IGN. Archived from the original on February 2, 2004. Retrieved December 12, 2007.
- ^ "Metalheart: Replicants Rampage — First Look Preview". Total Video Games. December 2, 2004. Archived from the original on December 18, 2007. Retrieved December 12, 2007.
- ^ Ocampo, Jason (February 16, 2005). "Cops 2170: The Power of Law". GameSpot. Archived from the original on November 2, 2012. Retrieved December 15, 2007.
- ^ Gamasutra, retrieved July 8, 2011
- ^ a b c Wojnarowicz, Jakub (February 22, 2001). "Editorial: What Happened to Turn-Based Games?". FiringSquad. Archived from the original on April 21, 2013. Retrieved November 19, 2007.
- ^ "Arcanum: Of Steamworks and Magick Obscura (PC) Reviews. PC Games Reviews by CNET". CNET. Retrieved October 5, 2006.
- ^ "Gamespot Arcanum: Of Steamworks and Magick Obscura". Gamespot. Archived from the original on October 12, 2011. Retrieved March 11, 2009.
- ^ ISBN 978-1568814117. Retrieved September 8, 2010.
- ^ Babovic, Branislav (October 20, 2000). "Combat Systems in RPG Games". ActionTrip. Archived from the original on May 5, 2008. Retrieved December 2, 2007.
- ^ Knights of Xentar at MobyGames
- ^ a b c "Dragon Knight III (Turbografx-CD) review by Sho". Honestgamers.com. August 3, 2007. Retrieved June 23, 2016.
- ^ den Ouden, Adriaan. "Tales of Phantasia - Staff Retroview". rpgamer.com. RPGamer. Retrieved January 27, 2018.
- ^ Tait, John (January 30, 2007). "Brigade E5: New Jagged Union — PC Game Reviews — The Armchair Empire". The Armchair Empire. Retrieved November 13, 2008.
- ^ "Strategy — Brigade E5: New Jagged Union". Strategy First. Archived from the original on October 7, 2010. Retrieved June 18, 2008.
- 1UP.com. Archived from the originalon February 23, 2013. Retrieved April 9, 2011.
- ^ "Date européenne fixe pour l'action/RPG Last Rebellion". Jeuxvideo.fr. January 18, 2010. Retrieved June 23, 2016.
- ^ "Vaulting ambition: Fallout 3 and the Make of an RPG Classic". Samuel Horti. November 29, 2018. Retrieved September 26, 2019.
- ^ Stephen Totilo (October 19, 2009). "You Can Play Dragon Age: Origins Sort Of Like Four Other Games". Kotaku.com. Retrieved June 23, 2016.
- ^ Stephen Totilo (February 18, 2011). "Dragon Age II Definitely Not As Dumbed Down As Mass Effect". Uk.kotaku.com. Retrieved June 23, 2016.
- ^ a b Anthony Karge (May 27, 2005). "Secret of Mana - SNES review at Thunderbolt". Thunderboltgames.com. Archived from the original on July 29, 2013. Retrieved June 23, 2016.
- ^ CNN.com. Retrieved December 2, 2007.
- ^ a b Breeden, John. "A Thinking Man's Wargame". Game Industry News. Archived from the original on December 17, 2007. Retrieved December 2, 2007.
- ^ StrategyPlanet. December 4, 2000. Archived from the originalon December 31, 2007. Retrieved December 2, 2007.
- ^ Quick, Dan. "Zeus: Master of Olympus". GameSpy. Archived from the original on September 10, 2012. Retrieved December 2, 2007.
- ^ Maddox, John (April 26, 2001). "Interview: John Tiller on Game Design and His Perceptions of the Industry". Gamesquad.com. Retrieved December 2, 2007.
- ^ StrategyPlanet. June 27, 2001. Archived from the originalon February 26, 2007. Retrieved April 5, 2007.
- ^ "Icarus: Sanctuary of the Gods Review". Yahoo! Games. Archived from the original on September 27, 2011. Retrieved December 2, 2007.
- ^ a b Walker, Mark. "Strategy Gaming: Part V -- Real-Time vs. Turn-Based". GameSpy. Archived from the original on September 11, 2009. Retrieved October 28, 2007.
External links
- Time Systems - RogueBasin - discusses several different types of timing systems used in roguelikes.
- 12 ways to improve turn-based RPG combat systems - editorial discussing how to design turn-based combat systems.
- Taking Turns (Or Yes, It IS Your Job to Make Me Have Fun) - editorial at Gamasutra.
- Turn Based Strategy Makes Me Care - editorial at Gamasutra.
- Turn-Based VS Real-Time at Gamasutra