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RPGs: Turn Based VS. Real Time - FIGHT!

Posted by Amber Ahlborn



There are RPG fans in the world who love the volume of options and strategy one gets from turn based combat. Then there are the gamers who despise sifting through menus to select actions and curse the names of role playing games that stick to this tradition. Both play mechanics have strengths and weaknesses to keep in mind, but at the end of the day, which wins the battle?



In the Red Corner...

Real Time combat comes out swinging. You hit a button to attack and press a direction to move. Fights are typically quick and visceral. Keeping battles exciting should be a major concern for RPG developers because, for the most part, the combat is the game play. Whatever the story may be, whatever the quests may have you do, it's all just a big excuse to make you run around and kill monsters. Real Time combat has the advantage of immediacy over its Turn Based opponent. You're always an active participant, never simply an observer.

On the down side, most RPGs involve a party of characters, and any character not directly controlled by the player is controlled by the computer. Computer guided characters are idiots. Even tweaking their behavior with a chain of commands in the menu may not guarantee these AI morons will avoid committing suicide, using ineffective attacks, or wasting their magic points and precious items. Another problem with Real Time combat in RPGs is the tendency to promote button mashing. It can be too easy to just stick with one effective attack or combo for most of the game.



In the Blue Corner...


Turn Based Combat avoids the idiot AI syndrome by giving the player absolute control over all character actions. This results in the player controlling a small army in Strategy RPGs with ease. It's also possible to incorporate many more attack and defense choices, positioning, and tactics into the slower paced Turn Based fights. Unfortunately, the slow nature of Turn Based combat also results in many encounters becoming drawn out affairs.

Turn Based combat can incorporate much more cerebral fare into its play mechanics, but after the fiftieth encounter with a slime, many gamers just want to kill the damn thing as fast as possible and move on. Also, battles in all RPGs tend to be repetitive. This leads to the Turn Based version of button mashing. Why try to figure out if the flame elemental is weak to water or ice if attacking with the really big sword proves just as effective? There's no point in having a dozen menus full of options when you don't need half of them.

The final count...

In conclusion, which method wins out? This referee has to call it a draw. There are very good reasons to pick one approach over the other. It all depends on the developer's goal: Action or control? Immediacy or intricacy? Heck, this gamer will happily play all of the above. All I ask is that developers make the most of their choices and give us a good clean fight.


+ DIGG + DEL.ICIO.US + REDDIT

Comments

Roto13 said:

A draw. Didn't see THAT one coming. ;P

Turn based combat gets REALLY old in most games. Notable exceptions equal Paper Mario and... nothing else I can think of.

The real issue, though, is random battles. They're never a good thing. So far, the only argument I've heard for them is that it forces you to fight instead of making it optional. If a game has to force me to fight because I don't want to do it enough to level up enough to progress in the game, there's something incredibly wrong with it.

June 18, 2008 11:19 AM

Amber Ahlborn said:

Yep, a draw, because in the current RPG model there isn't a clear winner.  Personally, I like turn based battles a little bit more than real time because of the strengths I mentioned.  You can really dig into group tactics.  Unfortunately, I rarely see this taken advantage of by developers.  Aside from straight up SRPGs, I think Breath of Fire: Dragon Quarter (featured in the last screen shot) makes the best effort to exploit the benefits of turn based play (in my personal experience).  Mostly I'm just disappointed by the formulaic laziness on display in your typical RPG (though perhaps I should specify JRPGs as being the biggest culprits).  

Beyond the combat style though, I totally agree classic console RPGs have issues.  They are full of archaic play conventions that need to be abandoned or updated.  You mentioned random encounters and that's a big one.  Several times in writing this article, I had to erase sentences that were going off on a tangent addressing this very issue.  In the future, I think I will very likely write an in depth dissection of the role playing game.  That'll be a major project though and something I need to build up to.

June 18, 2008 1:28 PM

xntricpunk said:

the drawn out battles the result from turn based fighting can be monotonous but can also be very rewarding, i've found. yeah it gets frustrating fighting Ruby Weapon for 20 minutes in FFVII but when you finally beat that asshole it feels soooooo gooooood.

June 18, 2008 3:06 PM

About Amber Ahlborn

Artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

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Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

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