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	<title>Comments on: Turn Based vs Real Time</title>
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	<description>The Best Strategy Game Blog in My House</description>
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		<title>By: Nathan Hoobler</title>
		<link>http://flashofsteel.com/index.php/2009/11/03/turn-based-vs-real-time/comment-page-1/#comment-223636</link>
		<dc:creator>Nathan Hoobler</dc:creator>
		<pubDate>Thu, 05 Nov 2009 13:21:18 +0000</pubDate>
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		<description>Not to be contrary, but I don&#039;t think Soren is agreeing that there isn&#039;t a difference at all, but the contrary -- while section quoted states some exceptions to the rule, the rest of his post details how turn-based versus real-time games are structured very differently, and thus have very different play dynamics.

In fact, I think Soren leaves out the biggest difference between how real-time  and turn-based games play - the dramatic tension. He alludes to it somewhat with his reference to the One More Turn Syndrome (&quot;Hmm, it&#039;s 3am - I should probably go to bed. Let me just finish up this turn and see how it plays out first...&quot;). In real-time games, your actions and their consequences are all intermixed and coming at you simultaneously. Furthermore, the consequences of a single action in real-time games are usually not that substantial - you can often reverse them quickly if you change your mind, or if the situation changes. For turn-based games (I&#039;m using Civilization as a mental model here) there is a constant flow of dramatic tension within and between turns. At the beginning, you have a large number of possible courses of action; as you move your units, you see intermediate results, and your options for action dwindle; finally, at the end of your turn, you have acted completely, and the attention shifts from &quot;what can I do&quot; to &quot;what will the AI do&quot; -- from action to consequence. This last part leads to the compulsion to click the &#039;end turn&#039; button, and see what happens. The brilliant part, I think, is that after seeing a sometimes dramatic reveal and change of the entire world (war on multiple fronts, diplomatic shifts, technology discoveries that fundamentally change your strategy or game mechanics) you&#039;re given the maximum capacity to react and respond again. Thus, the player&#039;s mental state is constantly shifting from &quot;let me just do this one thing&quot; to &quot;ok let me see how it worked out&quot;. When well designed, a turn-based game can have the highs and lows of tension just like boss fights in an action game, or sub-climaxes in a film.

Of course, he&#039;s absolutely right that there are some games that blur the lines (Paradox&#039;s games are an excellent example, and I think Sins of a Solar Empire can be as well, depending on the game speed), but I do think there&#039;s a fundamental difference in how players think when presented with turn-based as opposed to real-time systems that would be very hard to blend across.

(Sorry for the short novel of a comment :))</description>
		<content:encoded><![CDATA[<p>Not to be contrary, but I don&#8217;t think Soren is agreeing that there isn&#8217;t a difference at all, but the contrary &#8212; while section quoted states some exceptions to the rule, the rest of his post details how turn-based versus real-time games are structured very differently, and thus have very different play dynamics.</p>
<p>In fact, I think Soren leaves out the biggest difference between how real-time  and turn-based games play &#8211; the dramatic tension. He alludes to it somewhat with his reference to the One More Turn Syndrome (&#8220;Hmm, it&#8217;s 3am &#8211; I should probably go to bed. Let me just finish up this turn and see how it plays out first&#8230;&#8221;). In real-time games, your actions and their consequences are all intermixed and coming at you simultaneously. Furthermore, the consequences of a single action in real-time games are usually not that substantial &#8211; you can often reverse them quickly if you change your mind, or if the situation changes. For turn-based games (I&#8217;m using Civilization as a mental model here) there is a constant flow of dramatic tension within and between turns. At the beginning, you have a large number of possible courses of action; as you move your units, you see intermediate results, and your options for action dwindle; finally, at the end of your turn, you have acted completely, and the attention shifts from &#8220;what can I do&#8221; to &#8220;what will the AI do&#8221; &#8212; from action to consequence. This last part leads to the compulsion to click the &#8216;end turn&#8217; button, and see what happens. The brilliant part, I think, is that after seeing a sometimes dramatic reveal and change of the entire world (war on multiple fronts, diplomatic shifts, technology discoveries that fundamentally change your strategy or game mechanics) you&#8217;re given the maximum capacity to react and respond again. Thus, the player&#8217;s mental state is constantly shifting from &#8220;let me just do this one thing&#8221; to &#8220;ok let me see how it worked out&#8221;. When well designed, a turn-based game can have the highs and lows of tension just like boss fights in an action game, or sub-climaxes in a film.</p>
<p>Of course, he&#8217;s absolutely right that there are some games that blur the lines (Paradox&#8217;s games are an excellent example, and I think Sins of a Solar Empire can be as well, depending on the game speed), but I do think there&#8217;s a fundamental difference in how players think when presented with turn-based as opposed to real-time systems that would be very hard to blend across.</p>
<p>(Sorry for the short novel of a comment :))</p>
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