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Even though turn-based and real time RPGs 'have their loud, vocal advocates,' Fallout developer Tim Cain thinks they both have a place in the genre

A statesmanlike take.

Even though turn-based and real time RPGs 'have their loud, vocal advocates,' Fallout developer Tim Cain thinks they both have a place in the genre

Legendary Fallout developer Tim Cain recently shared his thoughts on the age-old debate between turn-based and real-time RPG combat. Instead of viewing them as mutually exclusive, Cain sees both styles as valuable tools for developers to employ, depending on the specific needs of their game.

In his view, real-time combat is naturally superior for first-person games, as it allows for faster-paced combat and supports a larger number of characters on-screen. However, Cain acknowledges that controlling multiple characters in real-time can be more challenging, and the pause feature in turn-based systems feels like a band-aid solution to the problems it presents.

Conversely, Cain finds turn-based games to be too slow-paced, a sentiment that may resonate with players who have experienced the slow progression in modern games like Civilization or hostile environments in 2D Fallout games. He also expresses skepticism about converting turn-based rules to a real-time format, citing the example of Baldur's Gate where enemies moving out of range during an ability cast feels disconnected.

Cain's perspective extends beyond the turn-based vs. real-time dichotomy, as he emphasizes the importance of player skill and reaction time in real-time games. He admires how games like Pillars of Eternity restrict players to a turn-based mode and pausing, pushing the game's skill ceiling. However, Cain remains a purist when it comes to RPG gameplay, preferring to prioritize buildcrafting and strategy over reaction speed and precision, unless the game is a dedicated action-RPG hybrid.

While Cain acknowledges that both styles have passionate advocates, he advises fellow developers against attempting to design for both simultaneously, as it would require significant additional work. He suggests that setting up a system that allows players to switch between turn-based and real-time modes, as seen in games like Arcanum, Pillars, and Owlcat's Pathfinder, is not a practical solution.

Cain's open-mindedness on the topic is appreciated by his colleagues, with Obsidian's Josh Sawyer recognizing turn-based games as initially lacking tactical variation, and Star Wars Zero Company's lead designer James Brawley believing that real-time combat style may rise again in the future.

Written by urgent.news from PC Gamer's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

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