Real-time is the natural partner of games that rely on action, but real-time strategy games are obviously a thing as well (with their own acronym and everything). Analog examples of this are real-world sports, (with the exception of things like time outs, penalties, etc.) the rare board game like Hungry Hungry Hippos, or video games like Pac-Man, Heroes of the Storm, or Team Fortress 2. Characters move, actions are taken, and choices are made with the clock running consistently and incessantly. If there is a clock in the game, it runs at 60 seconds per minute. Real-Time is perhaps the simpler concept, in that a game that runs in real time has events that update…in real time. What is real-time, and what is turn-based? Real-Time Let’s start with getting a few definitions on the table, so we can establish common ground. As per usual, I had strong opinions without any justification, so I thought I would take some time to unpack my feelings about it and share the results with you, the gentle reader. Hello there! Recently here at Filament Games I was working on a game pitch and the question of “real-time” versus “turn-based” was raised.
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