JinseiNGC224: If the infinity engine games were all turn based, then they might not have been as popular as they were (especially for me).
Popular doesn't mean good. If they made the game based on what kind of combat is most "popular" in video games in the whole world, it would be button-mashing God of War action-RPG, ported to next-gen consoles.
Real time always felt more immersive, but with the pause the grid-free strategy commenced.
Immersion is really a cop-out argument from how I see it, when you are referring to video games. If you want "immersion" go play a game like with no UI like Skyrim or something. I don't think any argument that something is more "realistic" or "immersive" is justifiable if it's going to compromise the quality of the gameplay. And the idea that TB combat always uses a "grid" is strawman, Fallout used a hex grid but it was invisible at all time, Temple of Elemental Evil had no grid at all and was TB.
It's also been nearly neck and neck since the poll began, so if RTWP sucked like you said it does, then it shouldn't have close to 50% of the votes.
Again, popular does not mean good. And the fact that TB is slightly ahead even though PST was real-time is to me a pretty good indication that many people actually remember playing PST and also remember that the combat was the boring, mediocre part of the game which dragged down the entire experience, which was overall amazing.
Their both good systems, and both can work.
Anything is possible, but history shows that RTWP combat systems, especially when they are built using P&P rules meant for turn-based play, end up creating flawed and frustrating experiences.
It's all a matter of personal preference. As long as they do a good job, I don't care, but a lot of people who pledged for this game would undoubtedly be expecting another Planescape Torment, and not another Wasteland 2.
How does TB combat mean WL2? And for that matter how does RTWP mean PST? Combat should be the least important part of any Torment game. Sure RTWP is better when you are fighting huge battles with lots of monsters, because all actions are simultainious, but we already know Torment won't be that kind of game, their will be very little combat, and most/all of it will be avoidable, no "trash mobs" at all.
If Numenera is turn based, I hope Project Eternity is Real-time with a pause mechanic. Diversity is a must.
Why? They licensed the Numenera ruleset, which includes combat rules. Those rules are meant to be turn-based:
http://rpg.drivethrustuff.com/product/114133/Numenera