Nim82 said:
I sort of agree that turn based (traditionally) was down to technological limitations, back in 'ye olde' days, computers couldn't handle multiple AI's functioning at once.
Indeed, there were some limitations. But here's a short-list of real-time RPGs pre-Fallout:
1980 Akalabeth - Real Time
1987 Dungeon Master - Real Time
1990 Eye of the Beholder - Real Time
1991 Eye of the Beholder II: The Legend of Darkmoon - Real time
1992 Darklands - Real time with pause
1993 Dungeon Master II: The Legend of Skullkeep - Real time
1993 Eye of the Beholder III: Assault on Myth Drannor - Real time
1994 The Elder Scrolls: Arena - Real time
1996 The Elder Scrolls II: Daggerfall - Real time
1996 Diablo - Real time
As you can tell, computer limitations didn't mean real time was an unexplored genre, from the 80s onwards. It just meant the game had to adapt the combat mode to enable it to handle the combat properly, but even that wasn't much of a problem anymore from the early 90s onwards, let alone in '97.
Fallout's combat system badly needs an upgrade. Making it realtime isn't an upgrade, obviously.
Real Time with Pause is terrible, especially from isometric view. It often comes down to "click once, wait, pause when it goes wrong, click a few times, wait, combat ends". Not good.