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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: c969626c9484fe1⋯.png (495.06 KB, 407x494, 407:494, Baldur's Gate.png)

File: 20d01e991614f27⋯.png (199.88 KB, 252x329, 36:47, Baldur's Gate II.png)

File: 43b59f9460ed5da⋯.png (455.57 KB, 404x502, 202:251, Planescape Torment.png)

File: bd7a4673ab76f6f⋯.png (293.37 KB, 299x400, 299:400, Icewind Dale.png)

c907e4 No.14599136

What are your thoughts on real-time with pause? I've talked to people who love it and think it's even better than turn-based and I've talked to people who hate it and say it ruins every game it's used in. Personally I can tolerate it, but I'd much rather have traditional turn-based combat.

497c83 No.14599148

Notice how nobody says these games are good games, but mostly good stories? That's what I think about RTWP.


077de3 No.14599150

>>14599136

>real-time with pause

It's the worst of both worlds and especially in the cases you pictured, they rely on a turn system anyways, the "real time" aspect was just to sucker people in and give it a cool factor

That said, it doesn't completely ruin a game, but given the option between turn based and real time, I'll take turn based, especially for rpgs


3a3b09 No.14599152

All of those games ARE turn-based. The characters simply keep animating between and during turns. They're all based on the D&D system which is a turn-based system.


918e6e No.14599172

It's boring gameplay wise.

Even paper mario turn based is more fun than pause to win.


96abb0 No.14599177

>>14599150

This isn't entirely true since, in turn based games, there is a turn order and characters make their move one at a time, whereas, in RTWP, you're taking timing into account.


918e6e No.14599200

>>14599172

not that paper mario is boring. It is simple yet very fun. Point is, turn based > crpg

If you're going to make it action based, then kingdom hearts, Tales of, or anything else really does it better. Even Action time bar is better than crpg. all those crpgs would be better off being turn based


3a3b09 No.14599207

>>14599177

Have you ever noticed that when you tell a character in Icewind Dale to cast a spell, they won't always start casting it immediately? That's because you've caught them "between" turns. They need to finish their turn before they can start casting.

There might be RTWP games, but none of the games in the OP are actually RTWP. They're simply turn-based games that hide their turn-based nature with turns that immediately run into one another and constant animations.


5b2b28 No.14599216

File: be0f4222c60cc7f⋯.png (25.79 KB, 253x170, 253:170, be0f4222c60cc7f69962868a1b….png)

>>14599152

Except for one kind of action: movement. In D&D, you can only move on your turn (outside of readying an action or other gimmicks), but in those games you can move at any time. (Although I'm pretty sure moving delays your attacks until the start of the next turn, or something like that.)


3a3b09 No.14599220

>>14599216

Yeah, that's true. I did forget that the system allows for instantaneous movement.


96abb0 No.14599230

>>14599207

Semantics, aside, that doesn't take timing out of the picture.


43c741 No.14599246

>>14599148

Baldur's Gate II and Icewind Dale II are great even without the story. I have yet to play Planescape Torment.

>>14599207

That only happens after casing a previous spell. If you're just standing around the spell starts right away.


a47708 No.14600696

>>14599152

Pretty sure every single RPG is turn-based, some just hide the D&D engine by making it more instantaneous like with action RPG's so you don't notice it on the surface. The illusion you're playing in real-time is just that, an illusion, really though the computer is simply doing each turn in a fraction of a second, only possible because computers can make all those calculations quickly


2ed619 No.14600712

I actually had fun with gameplay of BGs and Icewind Dale. A good turn based is better than those, but still they're not as bad as people claim them to be imo


cab1b9 No.14600725

My favourite RTWP is Chess, it's a true intellectual's game.


c907e4 No.14603803

>>14599216

That's probably why the best strategy in those games is hurl spells at the enemy from afar.


23627f No.14603860

File: 9b1f79e630f1249⋯.jpg (115.52 KB, 658x475, 658:475, 9b1f79e630f12491a41d3b2983….jpg)

>>14600725

>chess

<rtwp


952bc0 No.14603890

>>14599136

Whoa shit is this the famous Beamdog(TM) quadrilogy?


c7a9ee No.14603893

Real time with a pause is a waste of time. Its like ATB, why even waste the player's time with stupid shit when you could just make it proper turn based.


c7a9ee No.14603906

>>14603893

oh and the worst part about these "real time" games is that there are enemies which no waiting time between their attacks or there is artificial waiting time added because the game pause the action when some big spell is going anyway.

Worst offender that comes to mind about this is FF12. Every single hunt enemy and mid to late game boss either has no wait times or has a critical condition where their defense gets buffed up and their wait time gets removed completely.

This means if you are playing on anything less than fast combat speed you are getting your ass fucked.


34618b No.14610334

File: 61b79d8afb9e97d⋯.jpg (121.7 KB, 1440x1080, 4:3, man_of_prey.jpg)

I love it. It neatly sidesteps all sorts of limitations TB games have to clumsily work around (overwatch, reserved movement, attacks of opportunity, initiative, surprise/ambush, combat/noncombat switching for exploration, large numbers of trash enemies, large multiplayer games, etc.), while allowing all the UI complexity that's impossible in an RT game, with the only meaningful objection being its reliance on AI to interpolate between player queued orders.

>>14599152

No, the Infinity Engine games use "personal initiative", meaning that the actions of different entities aren't synchronized, the fact that actions took a certain amount of time in order for animations to play out didn't make Infinity games any more "turn-based" than Diablo was.

>>14599207

That's false, too. Orders will execute as soon as they're issued, and will "cancel" any action partway through its animation.

Both of the above being wrong is why, for instance, Infinity meshed neatly with D&D's rules to allow interesting interpretations like the ability to pelt spellcasters with slingstones to disrupt their magic.

That said, there ARE some "RTWP" games (such as Summoner and TDE: Drakensang) that are actually turn-based internally, complete with "waiting" to execute orders until the next turn, and all entities synchronizing in lockstep.


82aa2b No.14610351

>>14599136

>RTwP

Good when dealing with unknown (i.e. UFO series), bad when you know everything, because at that point turns are just as good and you're complicating things for the sake of it. Like jury rigging turn based system to work in real time, except still with turns.


0e1fbd No.14610403

>>14599136

it's not a bad system, but the AI schemas that you have to set up in the Infinity Engine games and NWN are often lacking depth. For all of Beamdog's shit writing, the additional AIs they added to IWD (and I assume BG1/2) are pretty good. At the very least, your cleric will continue turning undead if you tell them to instead of pursuing an enemy as though they had ADHD.

More than that, however, in an attempt to make the mechanics mesh well with real time games, the hard rules of D&D and other tabletops have to be altered for balance. The end result is often something that is trying to be its source material and failing at it.

So for tabletop sims I would probably prefer full turnbased with as hard an implementation of the mechanics as you can possibly manage, random criticals and overpowered high level abilities and all.

Imagine a D&D video game where you can even take free actions like persuading an opponent midcombat; a true successor to the goldbox day

I'm working on one, but it's coming along slowly. I'll post something in /agdg/ when I feel there's something worth showing


68dfd8 No.14610426

>>14610403

How about ditched altogether? I did enjoy finding loopholes and breaking that glass ceiling but even the original system in it's natural environment - aka table is usually shit unless you've got someone capable of tweaking it running the game.

>>14599136

Having hexes don't make for a deep tactical gameplay any more than turn based and as far as I'm concerned a decent enough game can be forgiven trying something outside the box. Blitzkrieg, Darklands, Arcania, M&M, more slav games than you can squat on or even X:Apocalypse.


34618b No.14610430

>>14610403

I'd recommend something less like Gold Box or Infinity, more like the d20 roguelike Incursion, myself.


0e1fbd No.14610447

>>14610426

>How about ditched altogether?

If you're talking about the abandonment of strict rules in favor of gameplay over simulation, it works quite well when you take it to the other extreme:

Neverwinter (MMO) and the Dark Alliance games abandoned hard implementation in favor of calculations that feel like D&D but without such strict crunch governing your actions, and both are fun to play while evoking their source material

>>14610430

haven't tried Incursion, but being a roguelike I imagine it encourages not merely carefully rationed items but clever use of them as well. I'll certainly take a look


0e1fbd No.14610450

>>14603890

tetrology

and they added Neverwinter Nights to their list so it's a quintology now


6d2131 No.14610474

The problem with these games is that people save scum, lower the difficulty level, and constantly hit rest between every battle. Pause only ruins the games further. Unfortunately, it needs to be there for people who have difficulty planning ahead of time and making quick decisions. It is an accessibility feature for people who would be better off playing a turn-based game.


d25710 No.14610514

File: c9cbe82031a3725⋯.jpg (417.74 KB, 1280x1817, 1280:1817, 9.png.jpg)

>>14610447

But that's not an extreme - that's a shit example. But if you want one that works for the point that a game shouldn't bend over backwards to accommodate a system not designed for the medium ToEE works like a charm. Alternatively PST proves that you can have a DnD game that barely has any PnP mechanics but still remains both interesting and "a DnD game"


34618b No.14610518

>>14610426

I agree that RPGs designed specifically for computers better exploit the capabilities of computers, and that the most popular tabletop systems (D&D, Storyteller, FFG 40k, etc.) tend to be mechanically broken, but autistically perfect computerizations of these legacy systems offer a certain unique charm, and hold a special place in the hearts of people like me.

>>14610474

That was more a side-effect of (similarly to bad DMs in the real tabletop game) failing to have patrolling/wandering monsters that discouraged resting in dungeons, leading to a degenerate play antipattern commonly termed the "5-minute workday" by DMs.


0e1fbd No.14610553

>>14610474

>save scumming

the biggest flaw to be sure, and I'm just as guilty as anyone

iron man modes in recent games help to mitigate this a bit but there's ultimjately no solid cure for a touch of scrubbery

>frequent resting

another big problem. It really doesn't help when there's minimal consequences for doing so

rations are a decent detterent as they implement a time limit of sorts that places a drain on money. The problem is when it gets implemented in a brutal and unbalanced fashion like in Ultima 2. Fallout also solved it with an actual time limit and ending outcomes that rely (in theory) on when you accomplish certain quests (but in FO1 are actually based on when you first arrived in the relevant town)

So invisible time limits that can make the game harder or impossible to get a good outcome can mitigate resting


0e1fbd No.14610578

>>14610514

except ToEE is a near perfect implementation of the rules. And it's turnbased, technically bending over backwards (as you put it) to enable implementation. Nothing is ditched or thrown out; if anything, it's the closest to a faithful implementation of 3e in vidya form we've gotten. The only thing really missing is grid-based movement.


34618b No.14610656

>>14610578

>grid-based movement

>missing

Yiff in hell, 4ies not welcome. Seriously though, it was a shit RPG system, but a completely faithful D&D 4e computer skirmish game could actually be really cool.


2e2ef1 No.14610671

>>14599136

>What are your thoughts on real-time with pause?

If the real time gameplay is so unmanageable you need to put emphasis on the fact the game features a pause function you know the gameplay is shit.


1e0b38 No.14610702

It's utter shit. You have no control of movement so 90% of tactics are out the window.


0e1fbd No.14610705

>>14610656

missing in terms of implementation of the ruleset, dumbass

and you're right about 4e. It was meh for roleplaying but actually a decent skirmish game, making it oddly ideal for a pure dungeon dive


1e0b38 No.14610719

>>14610578

There's a few issues like 3.0 weapon sizes (so devs didn't need to place weapons parties may never use) and the only option while prone being to stand up (making trip builds even more awesome), but it's pretty good.


d25710 No.14610738

>>14610578

Sure. But it was a shit game. Generic, shallow, unresponsive. Pretty boring too unless you're counting mods that introduced enemies and encounters that were actually challenging.


0e1fbd No.14610749

>>14610719

the former is a minor matter that many DMs tend to overlook as well. never even considered doing a trip build in ToEE. Must try


34618b No.14610766

>>14610705

I was obliquely referring to the fact that grid-based movement being required in D&D is a common misconception, as it actually only specifies everything in terms of real-world units. It CAN be played with a grid, but that is strictly optional, to facilitate play without graph paper or minis for very simple quick skirmishes and such.

>>14610671

It's to allow things that are impossible in RT, like controlling multiple entities simultaneously, or digging through deep menu hierarchies full of spells/skills/commands/etc.


2e2ef1 No.14610779

>>14610766

>It's to allow things that are impossible in RT

>like controlling multiple entities simultaneously, or digging through deep menu hierarchies full of spells/skills/commands/etc.

So why use RT if it's such a proof fit?


0e1fbd No.14610818

>>14610738

the point was that it is not an opposite extreme to faithfully implementing the rules as you seemed to suggest here >>14610514 (although on second reading you aren't actually addressing that point)

simultaneously you claim that Dark Alliance, which eschewed the ruleset and emulating tabletop gameplay almost entirely, is somehow a shit example of abandoning strict implementation

also, why would you now say ToEE's a shit game when previously you described its mechanics as working like a charm?


0e1fbd No.14610830

>>14610766

>re: gridbased etc etc

yeah, I know. But I suck at keeping track of everything in the so-called theater of the mind. And grids certainly help when it comes to AOO and 5-foot steps


34618b No.14610851

>>14610779

Because TB also has inherent weaknesses due to its mechanical differences from reality, that necessitate imperfect workarounds like I said >>14610334 here. RTwP provides a nearly ideal compromise, with the closest TB solution being "WEGO" systems like Frozen Synapse that share RTwP's reliance on AI.

Also, RTwP is commonly used as an adjunct to RT in many, like in Deus Ex, where it allows you a realistic experience of being able to reflexively toggle augs and shuffle through your inventory.


d25710 No.14610876

>>14610818

Yeah; how about you eschew some of that cheap ass semantics? I didn't mince my words: hammering a system that's not indented for a medium or concretely a tabletop ruleset into vidya more often than not causes said vidya to suffer. I also didn't mention Dark Alliance at all and for a good reason. Mostly because I consider it as much if not more garbage than NWN: the MMO clusterfuck


2e2ef1 No.14610890

>>14610851

>RTwP provides a nearly ideal compromise

Yet every single implementation is inferior to its TB counterpart.

>like in Deus Ex

DX is an FPS you cretin.


34618b No.14610910

>>14610890

DX allows you to tinker in menus while the game is paused. This is as compared to most games that completely lock the player off from mechanical interaction with the game while it's paused, or games (like Diablo) that leave the game running in the background while you fumble with menus.

The little-known multiplayer from DX1 is actually a specimen of the latter type, as it leave the game running even when you're in the menus.


2e2ef1 No.14610923

>>14610910

That has nothing to do with the discussion at hand. In DX you control a single character and the way you turn your augs on and off is not handed particularly well. At best you'll activate them before you initiate an engagement, at worst you'll take cover and then select what you need.

The game would have been much better if it had allowed you to put augs in the item bar or gave you a wheel ala Crysis. As it stands most people can agree that DX is not the most fluid game in existence.


6d2131 No.14611025

>>14610766

>It's to allow things that are impossible in RT, like controlling multiple entities simultaneously, or digging through deep menu hierarchies full of spells/skills/commands/etc.

It doesn't need to exist. There are plenty of items, spells, and abilities that can be used to react quickly to threats and provide the player with time to plan. I would agree that it is primarily included so the player can fumble through the horrible UI. Perhaps the UI should be better designed for realtime gameplay. Then the player wouldn't need unlimited timestop.


cad83a No.14611047

File: c7bb8edf9c3900f⋯.png (474.88 KB, 401x624, 401:624, 625ewr34.png)

I like real-time with pause, been playing Drakensang: The Dark Eye and Drakensang 2: River of Time/Phileasson's Secret.

But I have to say that I prefer the later 3D ones such as the ones above and kotor 1 and 2 when it comes to gameplay. I had fun with Planescape Torment but had issues getting into Baldur's Gate.

I like when the game introduces you (the main character) and you slowly pick up new members, I'm not a big fan of creating them all myself, certainly not at the start and preferably a smaller maximum party size (something like 4 including MC).


34618b No.14611056

>>14611025

No amount of UI design can compensate for the fact that controlling an entire party of characters, each with dozens or hundreds of commands to choose from, can't be done by one player with nothing but a couple of hands.

Your choices are to use RTwP, make the game more granular with TB, or dumb it down for RT, that's it.


bf94f7 No.14611078

not a big fan of spending 70% of my game time waiting my turn instead of actually doing shit, so I like rtwp

>>14610702

wot? you can move whenever the fuck you want. what is this retard talking about?


34618b No.14611098

>>14611078

Probably the fact that RTwP games are usually coordinate based, and TB games are usually on a coarser square or hex tile grid. Also the necessity for AI to interpolate slightly between player commands in RTwP, so they can sometimes fuck up a little, particularly pathfinding.


6d2131 No.14611256

>>14611056

There can be scripted buttons and triggers. Higher resolutions and larger screens provide plenty of space for button slots. Character-specific action bars can also be utilized. This is only possible on PCs or devices with a touchscreen. A game meant to be played on consoles would need to be dumbed down.


f28913 No.14611259

File: 0a8921903927667⋯.jpg (112.03 KB, 1200x800, 3:2, 0a8921903927667c34440056bd….jpg)

>>14599136

RTWP is infinitely better than super-moleass-slow tbc. You can actually play at the speed you like and pause anytime you like. Imagine if Paradox games were turn-based, yuck.


34618b No.14611316

>>14611256

I still disagree with the rest of your post, since none of that is enough to compensate for the sheer surrealistic complexity of actions each of your characters is supposed to do on a whim, but which requires you the player to scramble as hard as possible to keep all their action queues full like playing a pipe organ. However:

>scripted buttons and triggers.

Man, I wish such "contingency" features were used more, especially in RTSs. Even something as simple as "if an enemy steps here, move to these positions", or "on my mark, move to these positions facing in these directions", or even just the ability to specify multiple waypoints for unit movement to ameliorate sucky pathfinding.


8bc05d No.14611347

TBH the only time you don't want to do it in turn-based is if you're strong enough to stomp on the enemy with regular attacks, or you want an extra level of challenge.

Sort of like the old Might & Magic games. Most of the time you want to do turn-based, but there's nothing stopping you hammering the attack and spell buttons at the right time (and if you're quick enough you might get in more actions than you would in turn based combat)- or just hold down the shoot button if all your characters have bow and run around in circles.


17176b No.14611363

>>14611316

Short of an AI playing the DM I don't see that happening anytime soon. I mean, if you had experience with a campaign going completely off the rails because one of the fags decided to go chasing after some random and completely irrelevant NPC you know what I'm talking about. Japs and classic crpgs usually go for heavy rails and (usually) deliver certain narrative and pace that makes sense. On the other hand most open world shit just throws speedbumps your way to cover the lack of content or plain shit to do that muh open world suffers from. That's still not related to good TB combat being easier to pull off

>>14611347

>niggersprech


43c741 No.14611375

>>14610474

In NWN HotU they finally put a limit on resting, and you can't do it near offscreen enemies or in open rooms. When I play the other games, I try not to abuse rest. It's just not fun.


0907f7 No.14611434

>>14611375

Both the original NWN and BG had that limitation


43c741 No.14611458

>>14611434

Usually it was just out of the visual range. NWN I had to back off really far.


000000 No.14623162

>>14599136

I think it's more likely to fuck with people if you do RTwP in what was originally a turn-based ruleset (ie. D&D) than if you were making a new ruleset, like Dragon Age did. To me the main questions are ease of use and AI when it comes to party management. I think party-based real-time RPGs without pausing are frequently designed for having your party members automatically take care of everything and tend to result in joke design. DAI had this issue, where the pause wasn't really meant to be used to micromanage your party (and the interface was clearly not playtested for it).


34618b No.14623336

File: 4f9302893d839c2⋯.mp4 (725.17 KB, 426x240, 71:40, DA2 combat babysitting.mp4)

>>14623162

It's amazing that so many people (probably due to the console controls) played DA like a plain realtime Diablo clone with a "party" of autopiloted NPC summons, instead of a party-based RPG with tactical squad combat.

This realization of how degenerate consoleplebs had gotten really helped me make sense of the gradual decay that happened starting with KotOR, and the headlong fall into action mush after DA/ME.


23627f No.14623377

>>14623336

>gradual decay that happened starting with KotOR

The slippery slope actually started the second they went with RTwP. Meeting actionfags half-way was a mistake.


34618b No.14623402

>>14623377

In KotOR's case of being dumbed down, aside from the camera being locked to party members rather than free-floating, it's not specific mechanical flaws with combat, but broader problems with the game's design (party size slashed down to 3, shared infinite inventory, insanely linear maps).


23627f No.14623416

>>14623402

>it's not specific mechanical flaws with combat

I think the fact that you can't tell a character where to go and instead have to manually walk them there hurts things. Don't get me wrong though, the changes you mention are a big part of it.


497c83 No.14623464

>>14623336

It's amazing pretentious pc niggers will pretend bioware was ever good.




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