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ways to make a game feel like RT and have an underlying turn-based structure have been existing for years. http://en.wikipedia.org/wiki/Baldur%27s_gate is an example of such a game, where all agents acted simultaneously, but according to AD&D rules. When the need arose, you were able to pause the game and issue new – and quite detailed – sets of orders.
Therefore, I see no need to return to a traditional turn-based gameplay.
That's a good point, but it's just not the same thing for me.
I really liked Baldur's Gate, and Dragon Age, as well. Being able to pause the game helped very much. I appreciate that it runs like a turn-based game, but it still plays like a real-time game. Final Fantasy 12, I also thought was a good example of this - where it functioned exactly like the previous games, only by making it all real-time it did do away with a lot of the tedium associated with those games.
At the same time, however - it's still just not the same. Real-time with pause (even if under the hood it's operating with the same rules,) still isn't turn-based at all. On a fundamental level, it's that very abstraction that a turn-based game functions on, that provides the entertainment value I'm seeking. This is something I always have trouble explaining properly, so bear with me, here...
Take Chess, for example. At it's core, it's really just a highly abstracted simulation of war. The entertainment value to be found in that game, what makes it so engaging, is the game itself, however. Utilizing the rules to try and make the optimal move. Frankly, I don't see how Chess could be in any way improved at this point. You can buy Chess for PC and console, and play it as a videogame. In fact, the "simple to understand, difficult to master" rules make it especially suitable as a videogame translation.
As it's really just a simulation of combat played out in turns - when you're playing a game of Chess on the computer, you're really just playing a turn-based videogame. I can't imagine what it would look like, but I'd imagine that a creative mind could come up with a way to make a real-time Chess game. It might actually be kind of cool, come to think of it. It would certainly run faster than it's turn-based counterpart. It might also sell well, and be more relevant to a larger demographic. But I can't really say it would be an "improvement" of over good old classic Chess. It just wouldn't be the same. I mean, that's the game. That's how it's played. That's... what's fun about it, I suppose.
Anyway, like I said - it's hard for me to describe this. (And - in before someone says "but Chess isn't an RPG." I know that, but it's the best example I could think of to illustrate my point. Which is that the
method of play is also intrinsic to itself. A change from turn-based to real-time is a fundamental paradigm shift. Essentially by definition, it becomes a very different game. If I made a turn-based Starcraft, for example - that would fundamentally change how that game is played. It would utilize far different strategies, and require a different approach on a basic level. It might be kind of cool, but a lot of people would not like it, for the same reasons not everyone likes everything going real-time - because it makes it a completely different game.)