Legendary game developer Tim Cain, known for his work on the Fallout series, has weighed in on a long-standing debate within the RPG community: turn-based versus real-time combat. However, instead of taking sides, Cain advocates for a more nuanced perspective, arguing that both styles have their merits and can be valuable tools for developers.
The Nuances of Real-Time Combat
Cain’s perspective extends beyond the traditional “real-time with pause” (RTWP) model. He recognizes that real-time combat offers distinct advantages, particularly in first-person games where faster pacing and more on-screen action are desirable. However, he also acknowledges the challenges of controlling multiple characters in a true real-time environment.
Cain highlights the “pause” mechanic in RTWP as a potential band-aid solution to some of these control issues, stating that it doesn’t entirely solve all problems. He also points out the drawbacks of turn-based combat, such as its slower pace, which can be frustrating for players accustomed to faster gameplay.
The Importance of Player Skill and Strategy
Cain observes that real-time games often demand a higher degree of player skill and reaction time. This can lead to greater player expression and engagement, but it also requires careful design to avoid overwhelming or punishing less experienced players. He emphasizes the importance of balancing action and strategy in RPG gameplay, suggesting that reaction speed should only take center stage in dedicated action-RPG hybrids.
A Word of Caution for Developers
“They both have their loud, vocal advocates,” Cain cautions fellow developers. While he recognizes the appeal of both turn-based and real-time combat, he strongly advises against attempting to design games that cater to both preferences simultaneously, as seen in titles like Arcanum, Pillars of Eternity, or Owlcat’s Pathfinder games. He believes this approach leads to unnecessary complexity and compromises the overall experience.
While I personally lean towards turn-based combat (at least compared to RTWP), I appreciate Cain’s balanced perspective. His insights offer valuable considerations for developers striving to create engaging and rewarding RPG experiences. For further perspectives on this debate, check out thoughts from Obsidian colleague Josh Sawyer, and James Brawley of Star Wars Zero Company.
Source: PC Gamer
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