Some players prefer one system, some prefer the other. In today’s market, however, both real-time and turn-based combat systems are pretty much on the table. And maybe that’s what it took to revive the genre. It felt fresh and ripe with opportunities. When “Baldur’s Gate” arrived, RTwP was a new and exciting way of implementing combat and it was instantly embraced by fans. It played very similar to what was already a very popular genre on the PC at the time, Real-time Strategy Games. The game introduced the world to the concept of real-time combat with a pause button. So why did we choose to go strictly turn-based over other systems, such as RTwP ( Real-time with Pause)?ĭo you remember a very influential RPG that was released during the late 90s? One that actually pretty much single-handedly revived complex RPGs as a genre? Naturally, we’re hinting at Baldur’s Gate here. Nobody here felt comfortable with the concept of having a similar combat system in our game. We all played Dragon Age (the first and best part) which had a real-time combat system with a Pause-option. Other options were certainly worth discussing and evaluating, but none ever struck us as ideal.
We knew right from the beginning that we wanted a classic, turn-based system.
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After all this talk of exploration and adventuring, let’s turn our attention to more exciting things, such as combat, shall we? It’s a truly complex and crucial subject and during the time when Realms Beyond was merely an idea, we bounced around a number of approaches how to implement a tactically deep, but also entertaining, turn-based combat system in the game.