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With multiplayer, I'd favor turn-based since with real-time you're optimizing for KPM / keying memorized commands very fast. In single-player I think the pause
by slothtrop 4y ago
With multiplayer, I'd favor turn-based since with real-time you're optimizing for KPM / keying memorized commands very fast. In single-player I think the pause mechanic as in Dwarf Fortress and Paradox games has not been explored enough for strategy versus AI - it would be a refreshing break away from waiting for "events" to trigger after x amount of years. Otherwise from experience I've found the single-player campaigns in real-time to be very enjoyable, and turn-based to be more often a slog. I don't think that's the popular view for 4x/Civ players but the expansionist micromanagement phases for half the game are not that interesting. Exceptions are the more "tactical" games, but barely.
It's been many years since I played, but I think of StarCraft here - your early mining rush phase lasts a scant few minutes before you're pumping out this or that unit and scouting around the map, and you can pause freely to decide what to do next. The pacing is just nice.
The most frustrating thing about turn-based is switching mental gears to deal with pacing, from deliberate methodological play, to burning through your turns quickly to get to where you want to go next. Roguelikes are like this on steroids. There can be many elapsed turns of nothing in significance and no imminent danger, then suddenly, you're in too deep. Unfortunately in those cases there's no save point.