Not sure it's the right section, as it can apply to a game with combats that isn't RPG. So perhaps it need be moved.
In my opinion real time combats has two elements that haven't turn based combats:
- The thrilling coming from the pressure of real time action, which can generate some stress spike or adrenalin.
- The real time action brings constant micro changes, and you need react to them to adapt, this makes feel two totally similar combats are different anyway. And that will help delay the feeling of repetition coming from doing two very similar combats.
I noticed turn based combats can use tricks.
In new XCOM series a lot of the gameplay is based on gambling and surprises. I don't mean it's random luck that makes win a combat, but that the design focus heavily on gambling. And when you realize you will do a gambling, or even when you realize you just did one, then there's a stress spike or adrenalin spike… as in real time combats. Also the enemies group you discover on map suddenly is playing a quite similar role in the gameplay, sort of mimic real time action effects of adrenalin and stress.
Alert enemy group plays also another role in my opinion, not only they keep the player stressed, but also they add a surprise element that vaguely mimic the micro changes that generates real time action, they require be aware and stay focused to adapt to the context change.
And there's also Super Dungeon Tactics that found a more sophisticated trick. At beginning of each round multiple dices are thrown with various results, like some bonus to damage or to speed, or some malus, or even unlock some special active or passive skills. And for the whole party you choose what character will get what result. In a way it is simulating the constant micro changes coming from real time action, and transposed in a turn based system. It definitely forces be concentrated at each turn or almost, a bit like real time combats.
Im' not saying any turn based combats should use those XCOM or Super Dugneon Tactics tricks but I found interesting the parallel with real time combats.
In my opinion real time combats has two elements that haven't turn based combats:
- The thrilling coming from the pressure of real time action, which can generate some stress spike or adrenalin.
- The real time action brings constant micro changes, and you need react to them to adapt, this makes feel two totally similar combats are different anyway. And that will help delay the feeling of repetition coming from doing two very similar combats.
I noticed turn based combats can use tricks.
In new XCOM series a lot of the gameplay is based on gambling and surprises. I don't mean it's random luck that makes win a combat, but that the design focus heavily on gambling. And when you realize you will do a gambling, or even when you realize you just did one, then there's a stress spike or adrenalin spike… as in real time combats. Also the enemies group you discover on map suddenly is playing a quite similar role in the gameplay, sort of mimic real time action effects of adrenalin and stress.
Alert enemy group plays also another role in my opinion, not only they keep the player stressed, but also they add a surprise element that vaguely mimic the micro changes that generates real time action, they require be aware and stay focused to adapt to the context change.
And there's also Super Dungeon Tactics that found a more sophisticated trick. At beginning of each round multiple dices are thrown with various results, like some bonus to damage or to speed, or some malus, or even unlock some special active or passive skills. And for the whole party you choose what character will get what result. In a way it is simulating the constant micro changes coming from real time action, and transposed in a turn based system. It definitely forces be concentrated at each turn or almost, a bit like real time combats.
Im' not saying any turn based combats should use those XCOM or Super Dugneon Tactics tricks but I found interesting the parallel with real time combats.
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