Sander said:
It is not completely accurate for TB, though, as some TB system are simultaneous (the Master of Orion series, the dominions series, Laser Squad Nemesis, and Combat mission use it for instance ).
Those aren't turn-based games, but phase or round-based games.
[/quote]
As rounds, and turn usually refers to different subdivision of time in turn based system, it would not be a convenient classification anyway.
The phase based denomination is ok, as there are separate phase for giving order and execution; however, the term simultaneous turn based is used more often to describe wego than phase based, and it describes the system accurately...
And phase based can describe completely not UGO systems as well, like the Epic 40K or confrontation miniature games or Battle Isle for instance, in which there are separate phases for actions (while in Wego, all actions are resolved simultaneously).
Sander said:
Oh, for fuck's sake, not this bullshit again.
Turn-based is exactly that: turn-based. Sequential, seperate turns for every participating entity. The fact that a system is internally segmented does not make it a turn-based system. Go read
this article for further clarification.
I didn't say it was the same, but that the line could be quite blurred: Bioware systems are not really TB indeed, but they are not fully RTwP either.
In many traditional PnP actions are usually decided in a separate phase than execution (like in Legend of the 5 rings, or the CODA system), but the turns are still taken in succession.
Good read anyway, thanks, although I disagree with some of his conclusions, and the article is not factual but biased towards TB:
"RT is more realistic!" - Is it? How many gun fights do you see where the two combatants stand toe to toe and trade shots? What about people who can move or attack but can't do both at the same time?
That is correct, however, the elements he refers to are not a fault of RT, but a result of a poor combat model.
Another thing is that he blames WeGo for needing an interrupt system, while the same is true for TB (Jagged Alliance for instance would play very stupidly without interruptions).
He says that dexterity is essential to RT, which is not always correct either. It is true for traditional RTS, or action/RPG, however, not choosing TB can be done for other reasons, like allowing simultaneous actions, and not having a constant fragmentation of the action, but one that depends on the situation (even though it has no pause option, Combat mission can hardly be called a twitch game...).