Time-keeping Systems in Games - Real-time Vs. Turn-based Gameplay

Real-time Vs. Turn-based Gameplay

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

Various arguments are made by proponents. Arguments made in favor of turn-based systems include:

  • Players are able to plan their moves to a greater degree given the extra time available to them, allowing game designers to cater to these players by offering additional tactical and gameplay options. 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.
  • Games are more fair due to a lack of reliance upon player reflexes. 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.
  • 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. 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).

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; however, this only pertains to sequential turn-based systems, not "we-go" systems.
  • Thinking (and acting) quickly is part of the strategy and constitutes an additional element of challenge.
  • Real-time systems are viscerally exciting and add to players' sense of immersion. 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.
  • Real-time games are more multiplayer-friendly. Sitting around and waiting while other players take their turns can become tiresome, and can be abused as means of retribution against a winning player.
  • 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 introduces an element of chaos and ensures that outcomes are highly variable.

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