Analysis: Turn-Based Versus Real-Time |wow gold
One of the most important choices a designer makes at the start of a project is deciding whether to make a turn-based game or a real-time one. Each type of base game mechanic provides potential benefits and drawbacks.
While turn-based games favor more strategic and transparent play, they can feel a little stodgy to players used to action-oriented titles. Real-time games, on the other hand, are more immersive and multiplayer-friendly but can also easily overwhelm new players if they are not well-paced.
Turn-based games, of course, descend directly from the board game tradition which predates video games. Indeed, the fanbase for turn-based games still overlaps significantly with the fanbase for board and card games. Real-time games (excluding sports) were only truly possible with the advent of computers. Indeed, quite a few games - Super Mario Bros., Team Fortress, FIFA, Pac-Man - could only ever conceivably be developed as real-time games.
However, quite a few games could go either way, with an understanding that each path comes with its own set of trade-offs. Roguelike dungeon-crawlers, for example, have been made as both turn-based and real-time games. Early versions, such as NetHack, were purely turn-based; the game’s clock only moves forward each time the player takes an action.
However, Blizzard’s Diablo put the same explore-and-loot formula into a real-time environment and created an experience that was less strategic but more visceral and potentially addictive. Furthermore, without the waiting inherent in a turn-based system, the designers could develop a viable multiplayer mode.
Nonetheless, Diablo has not supplanted the continuing popularity of turn-based roguelikes, such as Pokemon Mystery Dungeon or Shiren the Wanderer, which maintain their own tactical charm. Thus, deciding between turn-based and real-time is not a question of which system is “better” or “worse” but rather a question of which set of trade-offs best fits the game the designer wants to make.
How Much Stuff?
One simple way to look at a game is by asking how many game systems and elements the player needs to master to feel competent. For example, a typical shooter might have ten weapons; a real-time strategy game might have fifteen units per side; a role-playing game might have twenty spells available. New players can often be intimidated by the sheer quantity of new concepts and options a game presents to them, and the time pressure of a real-time game only makes this learning experience an even greater challenge.
When first prototyping the original Civilization, Sid Meier originally built the game as a real-time simulation. Inspired by Will Wright’s SimCity, he tried to extend the concept to a global scale.
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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.
Thus, turn-based games are generally more accessible than real-time ones. It is no surprise that many of the most popular casual games are turn-based, from staples like Solitaire and Minesweeper to PopCap’s stable of Bejeweled, Bookworm, and Peggle.
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