Tim Cain, the acclaimed developer behind the original Fallout titles, has shared his perspective on the long-standing debate between turn-based and real-time RPG combat. Rather than championing one over the other, Cain advocates for a balanced approach, suggesting that both systems have distinct strengths and weaknesses that developers can leverage.
Cain's analysis extends beyond the common contrast of turn-based and real-time with pause (RTWP), encompassing a broader view of "real time" gameplay. He acknowledges that real-time combat naturally lends itself to first-person perspectives, enabling faster pacing and the inclusion of more characters on screen without sacrificing performance. However, he notes that real-time systems can make multi-character control more challenging, and that the pause function in RTWP can sometimes feel like an insufficient solution to complex tactical situations.
A significant drawback of turn-based games, according to Cain, is their inherent slowness. He draws parallels to experiences like managing large empires in Civilization or dealing with widespread hostility in older 2D Fallout games. Cain also expresses skepticism about directly translating turn-based tabletop rules into real-time environments, even with a pause feature. He points to instances in games like Baldur's Gate where enemies can evade area-of-effect spells during casting as examples of such disconnects.
Cain observes that real-time games often demand a higher degree of player skill and rapid reflexes. While this can enhance player expression, as seen in challenging modes that prioritize reaction time, he also expresses a preference for gameplay where strategic planning and character building take precedence over pure speed and precision, unless the game is designed as an action-RPG hybrid.
Despite the passionate arguments from advocates on both sides, Cain maintains that both combat styles have their merits. He himself has experience developing games in both paradigms. However, he advises against attempting to design games that allow players to seamlessly switch between turn-based and real-time modes, citing the immense development effort required. This approach, seen in titles like Arcanum and Pillars of Eternity, is something Cain believes developers should generally avoid.
Other industry figures share Cain's nuanced view. Josh Sawyer, a colleague at Obsidian, has previously suggested that turn-based combat initially lagged due to a lack of tactical variety. Meanwhile, James Brawley, a lead designer on the upcoming turn-based tactics game Star Wars Zero Company, still sees a future for RTWP systems.