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#1 |
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Join Date: Dec 2002
Location: I wish I were in the land of coffee...
Age: 26
Posts: 16,519
Rep Power: 25 ![]() ![]() ![]() |
Gamasutra goes on a detailed analysis of real time vs turn-based, the significance of which need not be explained. The analysis starts with history, looks into control issues, multiplayer needs and hybrid solutions. Here's a snip:He quickly found, however, that players were overwhelmed by the high number of new game systems they needed to juggle at once. After all, SimCity had no diplomacy, no trade, no combat, no research, and definitely no marauding barbarians. Thus, he changed course and rebuilt his prototype as a turn-based game, and the phrase “just one more turn” entered the gaming lexicon. Designers always should be aware that each game can only contain so much “stuff” before the center cannot hold, and the experience overpowers the senses. By removing time pressure, turn-based games allow players to adjust the learning curve to their own needs. Veterans can still play quickly, but new players can take their time poking around the interface and thinking through their moves. Read the rest at Gamasutra. |
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#2 |
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Gems: 29/31
Latest gem: Glittering Beljuril Join Date: Jul 2005
Location: Virginia Beach
Age: 25
Posts: 3,136
Rep Power: 16 ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
One issue I think they missed, and probably one of the stronger arguemenst for Turn-Based in RPGs and other more-than-one (party, group, etc) based games is AI. In a Turn-Based system, there's no need for any form of AI to control Player-controlled characters, be they the PC, joinable allies, or summoned or created armies. The Player can perfectly control all of them, up to truely massive numbers depending on the complexity of the units. In a Real Time system, on the other hand, AI development becomes more and more important as you increase the number of controllable units and (especially) the complexity of each unit's abilities.
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