» Tue May 17, 2011 10:52 am
For me, I tend to gravitate more towards turn-based games than real-time ones. I prefer a more... "cerebral" approach, I suppose. Something I can sit back and take my time with. I tend to get a bit too easily overwhelmed with a game that focuses on intense action, and don't generally get a chance to really dig into the meat of it, so to speak.
A prime example, for me, was Bioshock, for instance. I thought it was a great game with really admirable production values, but I just could not get into it. It seemed like every single time I came upon a big set-piece fight, or a boss battle, etc - I'd be running around frantically just trying not to die. And it wouldn't be until after the smoke had cleared and I was going around looting bodies that I'd realize all of the various tactics I could have used, but just didn't have the presence of mind to even attempt. It would be then that I'd realize for the first time that I could have blown up those explosives that were conveniently placed behind the boss, and then hacked the first aid terminal when he ran to it. Things like that. Eventually, I just had to realize that it wasn't my kind of game, and I kind of gave up.
That's why in Fallout 3, I really appreciated VATS (which I still say has more in common with bullet time than anything to do with Fallout 1 or 2.) Even if I was out of AP, I could still use it as a way to pause the game, get my bearings, and plan out what I was going to do - even if I had to play it out in real time. Mass Effect is another good example of that - I made nearly constant use of the ability to just pause the action in that game, even if I wasn't going to give any orders or use any powers. And I'd say the same thing with Dragon Age, as well.
For me (and I'd imagine a number of other gamers out there) these systems aren't just a neat gimmick - they're what allow me to even be able to enjoy the game. And even being able to pause the action still doesn't replace the sorts of decisions that I enjoy making in a turn-based game. It's just two very different styles of play - realtime and turnbased; and I don't believe there's any such thing as a real "hybrid" of the two. And if there is, it certainly isn't to be found in being able to pause the game at will.
Now, all that said - I don't think Fallout's turn-based system was even the most notable example of that sort of gameplay. As far as turn-based games go, it certainly wasn't the best example I'd be able to think of, and it had some flaws. I think a common misconception when TB gets brought up in these discussions is that a turn-based Fallout game with modern technology would necessarily be at all like how things played out in the previous titles.
But, turn-based really is more applicable to games where you're controlling more than just one unit. Because otherwise you really are just watching a lot of stuff going on. If I'm being honest, I'd have to say that I agree with Bethesda's decision to make Fallout 3 real-time. I'm just glad they added the VATS functionality so that those of us with slower reflexes can still play and fully enjoy the game. I think there's a lot of room for improvement concerning their real-time system, and how it pertains to character skill vs. player skill, but I do understand the reasoning behind that shift.
I also wouldn't want a Fallout game with optional turn-based component. The fact is that just about any time I've seen that in a game, one mode or the other just ends up feeling kind of "tacked on." I think it's hard enough fully designing and balancing one gameplay style, without having to try and get two totally disparate styles up to the same level of quality.
What I would want to see, however, is a turn-based Fallout game. Call it a spin-off, or whatever. I think there's plenty of room within the IP for there to be Bethesda's new version, supported by other ancillary titles, like a fully turn-based game, etc.