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August 8th, 2013, 15:59
Originally Posted by DungeonHack View Post
Turn based is about statistical depth, planning, strategics, micro managing and adherence to harsh rule sets. Granted, you can have some of these things to small degrees in a real time game, but turn based combat allows for features real-time cannot.
Is starcraft a real time game? Since some players call turn based games like Baldur Gate real time with pause (which means nothing by the same way as the game is turn based, the difference is it is played by sequences of turns and not forcefully one turn after another) and that you can pause Starcraft, it is worth asking.

As for statiscal depth, planning, strategies,(the use of tactics), micro managing and adherence to harsh rule sets, it is the reverse. For extensive use, real time is the way to go. But it is also the most difficult way.

Turn based structures, especially the UGOIGO turn sequence, curbs the demand for statistical depth, planning, strategics, micro managing and adherence to harsh rule sets.

It confines all this in an easily predictable set. That is why developpers enjoy it so much. It makes implementing an AI so much easier.

The statistical analysis of a turn based "IGOUGO" game is so clearer.
Every turn, eliminate all the randomness in damage for example, and you've got the maximum damage possible in all cases. It allows to determine a limit of turns to be played. If enemies have more damage resistance than the total damage, you can be sure that a game will last that many turns.

You can do the same for every other variable to be analyzed. As a player, you might do the same actually, which in the end, makes IGOUGO (and certain other turn based sequences) so boring.

So easier for an AI to read and understand.

When real time is involved, the statistical analysis grows so harder. The variation over the mean time resolution of an event grows much larger due to the large increase in possibilities a player is offered.

In a turn based game, you might determine easily the minimum number of turns an event is going to last. And also a upper limit the resolution of turns is going to converge to. This for all the players' skill levels.

In a real time game, you might determine a lower limit and an upper limit, but that the variation between them is much bigger.

It is quite an irony that a design deviced to saddle the human intellect to bring it down to the level of what a video game AI is able to manipulate is considered to be a pinnacle in statistical depth, planning, strategics, micro managing and adherence to harsh rule sets over real time.

Real time suffers two big drawbacks:
-very, very hard to implement an AI able to manipulate the higher level of understanding required by real time gaming
-human head to heads solve that point but demand such an involment in training that professional gamers stand as the majority of players who can reach that level. The others simply do not have time enough.
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