I get that, but without the whole mental masturbation thing your game isn't very tactical in the first place and it's a bit silly to discuss which combat has the most of it when they dont have much at all in the first place.
I don't agree they don't have much at all, just because they don't offer endless permutations on a handful of movement rules.
I find tangible tactical options, like hitting with a sword or getting into cover more satisfying than figuring out the puzzle of where to move my Pawn or Rook so as to position myself optimally.
Even though many turn-based games offer flexible movement systems, where I could position myself ideally if I moved one more square to the left or right, it's not the ONLY part of the tactical challenge.
What Chess does, is limit the tactical options to a tiny handful of available movement rules - and then it mirrors the positions of the pieces for both sides - so as to give an identical setup. Something like that would never happen in a real battle - and a real battle is chaotic and full of options. A real battle isn't gracefully mathematical and no battle has ever been fought with an ideally optimised set of movements.
Chess is dull as dishwater in comparison, frankly.
RPG's fight are very lite mind games for indulgent moods.
I wouldn't call them mind games, and I don't go looking for mind games when I play.
Again, I don't find math very interesting - and I see it as a tool. I've never enjoyed puzzles much, even though I'm not bad at them. They tend to be abstract, and I don't enjoy abstract gameplay much at all.
Therefore, without the whole ''TB is more tactical'' dimension, how do you justify it?
Please, let's not go in circles here. I've been very clear about why I think they're more satisfying in that way.
Do you think it encourages a larger array of abilities and build to be included in the design?
I don't know what you mean. There's nothing about turn-based combat that inherently encourages a large amount of abilities or builds. Well, in a way there is - but it's not always the case.
The thing about turn-based combat is that it's paced so you have time to think and reflect on choices, and since decisions aren't made in real-time by the AI - that leaves a lot more freedom for the developers to come up with creative solutions to tactical scenarios. In a real-time combat system, you can't bog down the game with endless permutations - which is why a Chess like combat system in real-time would have a very bad flow if the AI was to be efficient. Essentially, turn-based makes the AI MORE capable given a similar amount of tactical options. This is PRECISELY why you have computers beating human beings in Chess, because the options are extremely limited compared to a combat system like, say, ToEE. So, you're right that playing optimally for a computer in ToEE is impossible - but it's also a lot more interesting as a player, because the options aren't as narrow as they are in Chess.
This is why there CAN be more tactical options available to the AI in a turn-based combat system, but it's not necessarily so.
Seems to me like in the end, people don't like real time with pause because they don't enjoy real time and the confusion that comes with it in the first place.
Or they like that, but they still prefer the more relaxed aspect of TB when you don't have to be on the edge with your space bar finger in tension each time you unpause.
I don't know why you don't just listen to what we're saying, instead of ignoring it and coming up with your own theory.
I don't mind real-time combat - I like it fine. I PREFER turn-based combat, because games using it tend to have a more tactical layer for the reasons I've given several times by now.
RTwP has….. you know…. PAUSE. So it has nothing to do with needing to relax. It's about having a lot of interesting choices that the AI can respond to in an efficient way. In a real-time system (with or without pause) - the game has to flow and the AI has to respond immediately, which means it can't calculate a ton of options efficiently on the fly. That's one reason why most real-time games are simpler with less interesting tactical choices. Another reason is how to integrate a lot of interesting tactical choices in a real-time environment for the player, as that would require a very flexible interface - and the game needs to be playable even if the player doesn't take advantage of all the options, which - again - means the AI would need to take over the player characters to a certain extent.
This is what BG and Dragon Age have struggled with, as those games had to use scripts. BG had scripts that couldn't handle sophisticated classes like the Rogue or advanced spellcasting. Dragon Age chose to simply remove much of the tactical nuances of AD&D and go with a straight-up prioritized list for the scripts.
But it just turns out to be each other's preference in simple indulgence. I respect that.I raised the point that an attentive gamer who looks for more challenge will enjoy the confusion and mess that comes with simultaneous action, that it does fit better from a believability, immersion flow perspective and that a pause button cancels the twitch/reflex aspect that comes with real time.
I'm attentive and I enjoy a challenge, but real-time doesn't give me proper control - and it doesn't give me enough tactical options. That's my problem. If I had complete control over my characters and I didn't feel like I had to micromanage the smallest details to pull off simple combat maneuvers, it would be fine. That's not the case, though.
So, don't confuse a turn-based preference with a gamer that doesn't want a challenge and can't stay focused. That's a completely biased derogatory observation.
But it's true that it was rather idiotic of me to present this as objectively better. After seeing so much threads and posts doing the same exact thing the opposite way I start to radicalize myself.
It's certainly silly to be objective about something subjective, I agree.