Which is why I'm looming over the genre's coffin with a stake and hammer.

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When it was announced that Baldur's Gate 3 would have turn-based combat unlike its predecessors, I reacted like the little girl with the frog from The Cabin in the Woods: "The evil has been defeated!" Our long national nightmare was over. And by "nightmare" I mean games expecting us to control an entire party of characters in realtime, with the ability to pause and issue commands tacked on like a clumsy panacea.
Not everyone sees it the same way. Even the people making games with turn-based tactical combat like Star Wars Zero Company can't be bothered disliking RTWP combat as vehemently as me. "Realtime-with-pause is not dead," lead designer James Brawley told PC Gamer's Ted Litchfield during his recent hands-on preview. "It will have its day. Someone will make something wonderful in that space, and it'll take the world by storm again."
Brawley takes a sensibly moderate position, suggesting turn-based games haven't won any kind of "final" victory. "It's like everything, these genres oscillate up and down over time. And I think part of the reason why we see a resurgence of this kind of turn-based games recently is that there's been a lot of innovations in how we pace the action and the camera work, and the immersion that goes into the game has made these games feel a little bit more approachable and easier to play."
Firaxis did a lot of good work in making turn-based combat feel dynamic, with XCOM's mobile camera and window-smashing sprints across the battlefield. A genre based on stately chess-like play suddenly felt action-packed and energetic. "Part of the reason why I think this kind of turn-based format, team turn-based format, was able to make a resurgence is because of innovations in presentation and pacing that keep it from feeling too sluggish or too menu-driven," Brawley said.

"If you rewind back to the early 2000s, a lot of older games that were in this space—not exactly adjacent to what we're doing, but they co-exist with that sort of team-based format—they tended to get very slow, very sluggish. They required a lot of patience to play. They were very rewarding in some cases, but I think it was hard for a lot of people to adopt that gameplay if they were coming out from another genre, coming from realtime strategy, or even coming from classical JRPG turn-bas...Read more: Full article on www.pcgamer.com
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Every Thursday

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Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
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When it was announced that Baldur's Gate 3 would have turn-based combat unlike its predecessors, I reacted like the little girl with the frog from The Cabin in the Woods: "The evil has been defeated!" Our long national nightmare was over. And by "nightmare" I mean games expecting us to control an entire party of characters in realtime, with the ability to pause and issue commands tacked on like a clumsy panacea.
Not everyone sees it the same way. Even the people making games with turn-based tactical combat like Star Wars Zero Company can't be bothered disliking RTWP combat as vehemently as me. "Realtime-with-pause is not dead," lead designer James Brawley told PC Gamer's Ted Litchfield during his recent hands-on preview. "It will have its day. Someone will make something wonderful in that space, and it'll take the world by storm again."
Brawley takes a sensibly moderate position, suggesting turn-based games haven't won any kind of "final" victory. "It's like everything, these genres oscillate up and down over time. And I think part of the reason why we see a resurgence of this kind of turn-based games recently is that there's been a lot of innovations in how we pace the action and the camera work, and the immersion that goes into the game has made these games feel a little bit more approachable and easier to play."
Firaxis did a lot of good work in making turn-based combat feel dynamic, with XCOM's mobile camera and window-smashing sprints across the battlefield. A genre based on stately chess-like play suddenly felt action-packed and energetic. "Part of the reason why I think this kind of turn-based format, team turn-based format, was able to make a resurgence is because of innovations in presentation and pacing that keep it from feeling too sluggish or too menu-driven," Brawley said.

"If you rewind back to the early 2000s, a lot of older games that were in this space—not exactly adjacent to what we're doing, but they co-exist with that sort of team-based format—they tended to get very slow, very sluggish. They required a lot of patience to play. They were very rewarding in some cases, but I think it was hard for a lot of people to adopt that gameplay if they were coming out from another genre, coming from realtime strategy, or even coming from classical JRPG turn-bas...Read more: Full article on www.pcgamer.com
What do you think about this?