micktiegs_8: Is real-time combat dead going forward? Turn-based is fine and all, but when you go from game to game and it's all just turn-based, everything feels like an incredibly slow chore.
Is turn-based combat dead going forward? Real-time is find and all, but when you go from game to game and it's all just real-time, everything feels rushed and out of control.
(This is actually how I feel much of the time when it comes to WRPGs; it seems that, with rare exceptions, *everything* is real-time (or real-time with pause, which I think is actually worse (assuming the real-time isn't as bad as Ultima 7's implementation)).)
Anyway, the reason games may be slow isn't that they're turn based, but that they're bogged down either with tactical positioning (like this game is likely to be) or with long animations. Give me a non-tactical turn-based game with short animations, and you've just given me a fast-paced turn-based game, so those things do exist.
(As much as I complain about tactical combat slowing things down, I have put Fell Seal: Arbiter's Mark (without DLC) next on my play list, at least at the moment.)
ZyroMane: RTwP is more to make it easier to have a mostly realtime game with characters with a lot of abilities. I should play more Freedom Force, what a brilliant solution for pause for orders, especially when we look at M&M 6's turn-based button with fanfare and movement lock. Classical menu-based combat can have some movement, but nothing compared to tactical combat. Wiz8 provides an interesting mash-up by having positioning in its phased-based combat. Of course the less visual effects, and the more abstraction, the faster combat can be. This is why chess mode exists in some tactical rpgs. Sakura Dungeon takes classical blobber combat, but makes it a slog, by comparison, via too many slow effects. Thankfully, like many Japanese games, it does have an auto-combat option with sped-up effects, that I never used in my playthrough. Yeah, I'm kind of a filthy popamole casual.
RTwP I've found to be the worst of both worlds.
If you want a game with lots of abilities, either make it turn-based, or limit the number of abilities the player can take with them at any one time.
Classical menu-based (turn-based) combat, IMO, has a lot of untapped potential, and I really wish it would become popular in the indie game scene, preferablty with mechanics like an FF5-style job system or a SaGa-style growth system. It allows for fast combat while still giving the character plenty of strategic flexibility; the inability to move units around really isn't a big issue.