User:Datumizer/Sandbox/Time-keeping systems in video games

Source: Wikipedia, the free encyclopedia.

A debate has emerged between fans of real-time and turn-based games (usually some type of strategy game or role-playing game) based on the merits of the

turn-based systems.[1][2][3][4][5]

Various reasons are cited when arguing the merits of each. Arguments in favor of turn-based systems include:

Arguments in favor of real-time systems include:

  • Real-time games are more realistic. In real warfare, all armies can move simultaneously, as in RTSs. Armies taking turns, as in TBSs, is unrealistic.[3][6]
  • Sitting around and waiting for turns to end is boring.[6][3]
  • Thinking (and acting) quickly is part of the strategy[6] and provides an additional element of challenge[6][8].
  • Real-time systems add to players' sense of immersion[8][10], are exciting[10] and can produce a rush of adrenaline[2].
  • Turn-based systems originally existed out of necessity due to hardware restrictions, not due to any added elements of realism.[11][10]
  • Turn-based games are difficult to master due to their complexity (i.e., the number of minutiae they try to simulate).[10][3]

A response by game designers

Various adaptations of the real-time and turn-based systems have been implemented to address common shortcomings of these systems. They include:

Timed turns
Tick-based games
are another example of games where turns are restricted in some way by a real-time clock, preventing any one individual player from halting the game to a stand-still.
Time compression
Time compression is a feature commonly found in real-time games such as flight simulators, that allows the player to speed up time by some (usually adjustable) factor. This permits the player to shorten the duration of relatively uneventful periods of gameplay.
Simultaneously-executed turns
Simultaneously-executed turns
(also called "phase-based" or "We-Go") address the issue of turn-based games taking too long, as well as of normal turns not being realistic due to their sequential (e.g., "I-Go-You-Go") nature.
Unit initiative
Turn-based, but unlikely in "I-Go-You-Go", all units move in order depending on initiative, no matter which side they belong to. It solves the problem of having to wait during a long turn of an opponent. An example is
Temple of Elemental Evil
. or Final Fantasy Tactics (advance)(2)
Partially turn-based
Many other games that are not generally turn-based retain the notion of turn-based play during specific sequences. Notably, the role-playing computer games
Fallout and Silent Storm[12] are turn-based during the combat phase, and real-time throughout the remainder of the game. Some turn-based games have been criticized for omitting this feature.[13][14]
Real-time with pause
"Real-time with pause" (also called "pausable real-time" or "active pause system") to some degree addresses the latency issues found in real-time games.[8] In real-time games with an active pause system, players are able to pause the game and issue orders without having prospective actions be made obsolete by the rapid passage of time. Also, this resolves issues players encounter where orders must be given to multiple units at the same time (normally an impossibility in real-time games). However, this is not an option for multiplayer games.
The real-time with pause system was popularized by the
Baldur's Gate series of role-playing video games[15], though it is also present in the pioneering RTS, Homeworld, as well as the RPG Darklands (1992). The original SimCity
also featured an active pause feature, along with variable time compression.

The majority of these remedies usually retain some of the issues of the original systems, and often introduce new issues that were not present before.[8] However, they do show ingenuity on the part of game designers at addressing faults in game mechanics.

See also

References

  1. ^
    CNN.com
    . Retrieved 2007-12-02.
  2. ^ a b Breeden, John. "A Thinking Man's Wargame" (HTML). Game Industry News. Retrieved 2007-12-02.
  3. ^
    StrategyPlanet. December 4th, 2000. Retrieved 2007-12-02. {{cite web}}: Check date values in: |date= (help
    )
  4. ^ Quick, Dan. "Zeus: Master of Olympus" (HTML). GameSpy. Retrieved 2007-12-02.
  5. ^ Maddox, John (April 26, 2001). "Interview: John Tiller on Game Design and His Perceptions of the Industry" (HTML). Gamesquad.com. Retrieved 2007-12-02.
  6. ^
    StrategyPlanet
    . June 27, 2001. Retrieved 2007-04-05.
  7. ^ "Icarus: Sanctuary of the Gods Review" (HTML). Yahoo! Games. Retrieved 2007-12-02.
  8. ^ a b c d e f g Davies, Gareth (December 10, 2002). "Treatise on Combat to Pink Floyd" (HTML). RPG Codex. Retrieved 2007-04-05.
  9. ^ a b Walker, Mark. "Strategy Gaming: Part V -- Real-Time vs. Turn-Based" (HTML). GameSpy. Retrieved 2007-10-28.
  10. ^ a b c d Wojnarowicz, Jakub (February 22, 2001). "Editorial: What Happened to Turn-Based Games?" (HTML). FiringSquad. Retrieved 2007-11-19.
  11. ^ Geryk, Bruce. "GameSpot Presents: A History of Real-Time Strategy Games" (HTML). GameSpot. Retrieved 2007-05-29.
  12. ^ Butts, Steve (January 27, 2004). "Silent Storm Review" (HTML). IGN. Retrieved 2007-12-12.
  13. ^ "Metalheart: Replicants Rampage - First Look Preview" (HTML). Total Video Games. December 2, 2004. Retrieved 2007-12-12.
  14. ^ Ocampo, Jason (February 16, 2005). "Cops 2170: The Power of Law" (HTML). GameSpot. Retrieved 2007-12-15.
  15. ActionTrip
    . Retrieved 2007-12-02.

Category:Video game culture Category:Video game gameplay