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WotC Cancels 5 Video Games
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<blockquote data-quote="BovineofWar" data-source="post: 8877968" data-attributes="member: 7038528"><p>That's true if your market is only the average CRPG player. The intent of RtwP in Baldur's Gate was to translate the pen-and-paper experience in to something that more people would play. I'd argue that the proliferation of action-RPGs is a pretty good indicator that the majority of video game players are not interested in turn-based game play. The challenge being can you lure people in with RtwP or ATB mechanics that otherwise wouldn't play turn based games?</p><p></p><p></p><p>I think most RtwP are turn-based "under the hood", that's definitely the case for BG and the like. You still have have the opportunity for detailed tactical decisions with RtwP, and the lack of abstraction make certain phenomena like simultaneity occur in RtwP that get very clunky in a turn-based environment. I'll agree that the main impediment is the lack of fine control; unless you're pausing every 6 seconds, which is not the usual playing condition.</p><p></p><p>I guess my point is I don't see RtwP dying out. With the number of MMOs using real-time battle with ability timers, JRPGs with ATB-inspired features, etc., the trend is here to stay. I think for better or worse, it's just a matter of time before the pendulum swings the other way and a new isometric RtwP RPG is released.</p></blockquote><p></p>
[QUOTE="BovineofWar, post: 8877968, member: 7038528"] That's true if your market is only the average CRPG player. The intent of RtwP in Baldur's Gate was to translate the pen-and-paper experience in to something that more people would play. I'd argue that the proliferation of action-RPGs is a pretty good indicator that the majority of video game players are not interested in turn-based game play. The challenge being can you lure people in with RtwP or ATB mechanics that otherwise wouldn't play turn based games? I think most RtwP are turn-based "under the hood", that's definitely the case for BG and the like. You still have have the opportunity for detailed tactical decisions with RtwP, and the lack of abstraction make certain phenomena like simultaneity occur in RtwP that get very clunky in a turn-based environment. I'll agree that the main impediment is the lack of fine control; unless you're pausing every 6 seconds, which is not the usual playing condition. I guess my point is I don't see RtwP dying out. With the number of MMOs using real-time battle with ability timers, JRPGs with ATB-inspired features, etc., the trend is here to stay. I think for better or worse, it's just a matter of time before the pendulum swings the other way and a new isometric RtwP RPG is released. [/QUOTE]
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