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Think as a general, not as a soldier.
Opinions sure are great. Especially when they are stated as facts.
and yeah...that's why I hate RTS
if you don't like that it's pretty hard to get into it
The WORST thing to ever happen to Baldur's Gate was NOT being turn based. They had to sacrifice SO MUCH just to make the game work in a Real-time enviroment. DnD and similar system are MADE with turn-based in mind, and every attempt at adapting it to real-time has failed miserably. And then 4th edition happened which is actually made with real-time mechanics in mind and everyone hated it.
Story-wise Baldur's Gate is a great game series. Mechanic-wise. It's a ♥♥♥♥♥♥ shallow Diablo-clone with more plot, and trading slightly harder encounters for gobs of enemies.
Arcanum handled it a little better by giving you the choice to actually use one system or the other and could freely change between on the fly, and was reasonably well done. Though without question the turn-based style is the far superior of the two, due to the amount of complexity that some actions require and the high speed that real-time combat moves at.
Though IMO, Temple of Elemental Evil has the best system of any of the DnD-based RPGs to date. All the tactical elements are there, everything is properly implemented, and every fight is a challenge, instead of being able to abuse loop-holes in a real-time system to completely negate all the stats and underlying systems.
While it seems counter intuitive, Turn-based actually gives you MORE freedom, since it allows the developers to include more options that would either be really clunky to use in a real-time setting, or have to nerf abilities to better fit an on-the-go combat style. Instead of the completely pointlessly bland attack the enemy till it dies by moving out of range before it can strike you back, like trivalizes 95% of Baldur's Gate's combat.
Not only that, real-time undermines the roleplaying aspect. Your ROLE in encompasses your physical ability, and working within the system to use your strengths while mitigating your weaknesses is undermined in most real-time games, where you can simply exploit the mechanics and ignore your character's actual stats. Turn based generally forces you to acknowledge a characters strengthes and weaknesses and work with them, there by actually portraying the role you've been given. You still get to use your own judgement, but it's within the limits of the character whose role you are playing.
lol....
I don't know what you're talking about. Arcanum gave you choices between completely brain dead real time combat with barely combat options or an extremely slow turn based mode with a worse UI and less depth than FO1's combat system. Even with fan patches it's still horrendous.
The difference in the amount of time you can think and strategize (between real-time)- but admittedly, what's not so great about turn-based combat in the game is having to watch animations (casting, walking, etc) before being able to do anything or see the changes to plan for the next cycle of turns even.
I try to deny turns (e.g Stuns, Freeze, Knocked Down) as much as possible when I play in this game to minimize the wait.
Just thinking outside the box, doing interesting things beyond simple hurrr durr smash tactics can be extremely satisfying if you're into it. Just the first boss was hilarious for me, as me and my brother playing for the first time we were woefully unprepared to actually beat it, we went back around the area and gathered a pile of explosive barrels with which we summarily blew the boss to kingdom come in a staggering display of pyrotechnics.
The return of turn-based game for a lot of us was a gift from heaven.
Disagree completely. Which is why I am so annoyed the devs caved and went with turn-based instead of RTwP on Torment 2. If it turns out as tedious as Divinity I am going to be supremely pissed. Thankfully they said combat isn't going to be a huge focus, but still. And FYI when they took the vote it was split 50:50 between RTwP and turn-based, so no, turn-based is not the only popular option amongst old-school RPG fans. They went with turn-based because it was easier to design.
The best thing that happened to old-school RPGs in the mid-90's was including RTwP and ditching turn-based. Now you could pause and micromanage the whole party at the same time as much as the PLAYER needed/wanted. Instead of having it assign actions to every character every turn. It made it more exciting, more dynamic and sped up the combat making it IMO far more enjoyable. Turn-based works great for strategy, I loved the new XCOM and Endless Space, and I am a backer on Warmachine: Tactics, but it just completely destroys the immersion in RPGs.