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Real-Time with Pause
- 566 statements
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- 87 referencing feature instances
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The vast majority of video games can be said to fall into one of two groups by the way they deal with the flow of time. The first group is turn-based games, which play like chess or Monopoly: The game is sliced into pieces so that each player can make decisions, give commands, and watch those commands being executed without interference from the other player(s). The second group is Realtime games, where time never stops for anyone: All players are interacting with the game simultaneously, and everything happens all at once. Quick thinking and quick fingers can, depending on the game and/or player, become a key advantage. While games within each group can be very similar to one another in terms of style and design, Realtime and Turn-Based games tend to be very different from each other. Turn-Based games put an emphasis on thinking ahead and analyzing your best move from a wide array of choices, while Realtime games put an emphasis on quick-thinking and motor skills with a streamlined interface. As a result, these two groups often appeal to different kinds of players. Over the course of the years, there have been many diverse and sometimes very successful attempts to combine aspects of both groups into a single game. The intended result is usually to keep the smooth pace of Realtime games, while allowing for more forethought and elaborate interfaces as in Turn-Based games. The hybrid is then said to belong to the category of Realtime With Pause games (RTWP, or Pausable Realtime [PRT]). In some cases, the hybridization simply makes a fast game more accessible to slower-fingered players. Approaches to this issue are often unique or innovative, as there are many possible combinations to be tried. Games may have a different emphasis on action versus strategy, and interface design can make a huge difference too. Playing without the pause aspect can be a form of Self-Imposed Challenge, assuming the option is even available at all and does not make the game unplayable. RTWP games can generally be categorized into one of the following groups: Plain Realtime With Pause: The game runs in real time, which means that all characters and enemies are constantly active. Players can give commands whenever they wish, just as in regular "Realtime" games. However, when the game is paused, the player retains his/her ability to give orders, survey the playing field, and pretty much do anything that's possible when not paused. Any orders given by any player while the game is paused will be executed as soon as it is unpaused. The main goal of this design is to allow players to stay "on top" of the situation, reducing the need to frantically move the mouse or controller all over the screen to get their bearings. It also allows issuing complex orders to multiple characters and digging deep through complex menu systems, which would otherwise require very fast fingers. This type of gameplay is usually only available in games where one human player is facing off against one or more computer-controlled opponents. If the game also has multiplayer mode, the option to pause is normally disabled completely in that mode. Since "Realtime With Pause" often relies heavily on some degree of automation between orders, Artificial Stupidity may become a problem, so the ability to issue some kind of simple conditional commands is common - sometimes amounting to a simplistic Programming Game. Simultaneous Turn Resolution: This is an approach more similar to Turn-Based games. It involves two distinct phases: the Command Phase and the Execution Phase. In the "Command Phase", all players issue orders to their characters simultaneously, usually within a limited amount of time. Once everyone's done giving orders, the game goes into the “Execution Phase” where all of the orders are executed simultaneously, while the players can only sit back, watch, and hope they made the right choices. Rinse and repeat until one side has lost. Essentially, this can be seen as a "forced" pausing of the game at regular intervals, instead of simply allowing players to decide when to pause. Since pause is enforced (and its duration usually limited), this is a suitable design for both single-player and multi-player games. This style of gameplay attempts to circumvent one of the major grievances with traditional Turn-Based games, where one team moves or acts while the enemy characters can only stand around like dummies while waiting for their next turn to begin. Simultaneous Turn-Based games are especially advantageous for multiplayer, because the game takes the same amount of time to play no matter how many participants there are. In single-player games where there's only one entity under human control, this is commonly used to brush unimportant NPC movements under the rug, such as in Roguelikes and non-combat mode in many RPGs. When this method is used in strategy games, any combat erupting between two units during the Execution Phase is usually resolved entirely by the AI. This takes away the advantage over AI that human players usually have with tactical micromanagement (thanks to Easy Communication), which developers may see as not justified if your Non-Entity General is not supposed to be available on the battlefield. Since automatic resolution may make Artificial Stupidity highly frustrating, some games allow rough control via standing orders for units or groups of units, such as generic behaviour (all-out attack / try to keep at the longest weapon range / run away) and/or target priorities (burn the fuel carriers first, to get 'em all stranded). Simultaneous Turn Resolution With Pause: As above, but combined with something like the ATB system from a Final Fantasy game. The game feels like a Realtime With Pause game, except in truth it is actually a well-disguised Simultaneous Turn Resolution game. In this design, the game appears to runs in real time: It runs by itself when unpaused, orders may be given and the game paused at any time for giving orders. However, all actions start and end in unison, any order given (whether in paused or un-paused mode) is only executed once the next “turn” begins, and actions can't be interrupted or cancelled before they finish. Unintentional Realtime With Pause: This is a special case. The designers only added the ability to pause the game as a simple convenience (allowing the player to take a break from the action) - which is obvious since the screen goes grey and/or a big obtrusive box appears, saying "The game is paused". But while the designer intended the game to be truly paused while in this state, for some reason it is still possible to examine the playing-field and/or give orders to your units! This is distinct from other RTWP games because it's evident that the designer didn't really intend the pause feature to be useful... for anything other than taking a break. Hard Core players often consider its use cheating. Other designs: Since the number of combinations between Turn-Based and Realtime features is only up to the designer's imagination, it's not surprising that some games feature a combination that's never been done before. If the pause feature allows the player to execute some actions without having to unpause at all, that is called Menu Time Lockout (a common feature in many RTWPs). Simultaneous Turn Based games may involve a Visual Initiative Queue, even though part of the concept of STB is to avoid characters acting in strict order. Contrast Real-Time Weapon Change. |
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Real-Time with Pause | isPartOf |
DBTropes | |
Real-Time with Pause / int_13f21e09 | type |
Real-Time with Pause | |
Real-Time with Pause / int_13f21e09 | comment |
Company of Heroes | |
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Company of Heroes (Video Game) | hasFeature |
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Real-Time with Pause / int_17bfcf60 | type |
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Real-Time with Pause / int_17bfcf60 | comment |
The first Homeworld game has a pause feature which actually makes the game more difficult to play because its behavior is very unpredictable. It may have been designed to allow examining the battlefield, but not to issue commands. Still, some players do manage to use it that way, making the zero-g RTS significantly easier. The stand-alone expansion pack Homeworld: Cataclysm is more conventional in that it allows players to give orders while paused. However, Build, Research, and System menus are inaccessible in that mode. It is, however, possible to slow the game down significantly while retaining access to those menus. |
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Homeworld (Video Game) | hasFeature |
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Real-Time with Pause / int_19350db9 | type |
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Real-Time with Pause / int_19350db9 | comment |
Master of Orion. MoO 2 has Simultaneous Turn Resolution either interrupted with classic turn-based combat if its tactical mode set to manual, or AI (not really smart, nor indirectly controllable) resolved combat. The 2016 game has plain Realtime With Pause to replace the traditional turn-based combat of the series. |
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Startopia | |
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Real-Time with Pause / int_19b81c12 | type |
Real-Time with Pause | |
Real-Time with Pause / int_19b81c12 | comment |
Get in the Car, Loser!: Time is always flowing in combat and actions are performed by pressing each character's indicated button while shuffling through available actions with the Next button, but the player can pause the combat, giving them the option to either run from the current battle or use items. In Wait mode, time will also stop when selecting a target for Sam's healing action or when changing the party's current target. | |
Real-Time with Pause / int_19b81c12 | featureApplicability |
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Real-Time with Pause / int_1a89d675 | type |
Real-Time with Pause | |
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Railroad Tycoon, Transport Tycoon, and several other business-oriented games. | |
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Railroad Tycoon (Video Game) | hasFeature |
Real-Time with Pause / int_1a89d675 | |
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Real-Time with Pause | |
Real-Time with Pause / int_1aacbbc9 | comment |
The Dragon Age series: On any difficulty higher than Easy, it is absolutely necessary to pause in between actions to assess tactics and make decisions. | |
Real-Time with Pause / int_1aacbbc9 | featureApplicability |
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Dragon Age (Franchise) | hasFeature |
Real-Time with Pause / int_1aacbbc9 | |
Real-Time with Pause / int_1ad4fe9a | type |
Real-Time with Pause | |
Real-Time with Pause / int_1ad4fe9a | comment |
Might and Magic VI to IX had the simple hybrid of having both real-time and turn-based options — the default mode is real-time, but at any time you can click enter and go turn-based. VI lacked certain basic functionality in turn-based mode (being able to move), but this was corrected for the sequels. | |
Real-Time with Pause / int_1ad4fe9a | featureApplicability |
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Might and Magic (Video Game) | hasFeature |
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Real-Time with Pause | |
Real-Time with Pause / int_1fcbcbdf | comment |
Door Kickers, a top-down SWAT simulator. The game awards achievements for playing a mission without pausing at all (planning the entire thing in advance, or using manual control of your officers to clear the level without pausing), but it is extremely difficult to win that way. | |
Real-Time with Pause / int_1fcbcbdf | featureApplicability |
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Door Kickers (Video Game) | hasFeature |
Real-Time with Pause / int_1fcbcbdf | |
Real-Time with Pause / int_210767ac | type |
Real-Time with Pause | |
Real-Time with Pause / int_210767ac | comment |
Crusader Kings | |
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Crusader Kings (Video Game) | hasFeature |
Real-Time with Pause / int_210767ac | |
Real-Time with Pause / int_25d97c04 | type |
Real-Time with Pause | |
Real-Time with Pause / int_25d97c04 | comment |
James Bond: Everything or Nothing has the "Bond Sense" mode, which allows the player to replicate Bonds expert markmanship by both giving them more time to examine the situation and select targets, and also highlights enemies and destroyable scenery. While it doesn't fully pause the game, it does slow the action to a crawl to give you more, but not unlimited time. | |
Real-Time with Pause / int_25d97c04 | featureApplicability |
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James Bond (Franchise) | hasFeature |
Real-Time with Pause / int_25d97c04 | |
Real-Time with Pause / int_282cda37 | type |
Real-Time with Pause | |
Real-Time with Pause / int_282cda37 | comment |
Prison Architect | |
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Prison Architect (Video Game) | hasFeature |
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Real-Time with Pause | |
Real-Time with Pause / int_28c2200a | comment |
Workers & Resources: Soviet Republic | |
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Real-Time with Pause / int_28c2200a | |
Real-Time with Pause / int_2a786b7f | type |
Real-Time with Pause | |
Real-Time with Pause / int_2a786b7f | comment |
Combat in Darklands plays out this way | |
Real-Time with Pause / int_2a786b7f | featureApplicability |
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Real-Time with Pause / int_2a786b7f | |
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Real-Time with Pause | |
Real-Time with Pause / int_3656fc53 | comment |
Globulation | |
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Globulation | hasFeature |
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Real-Time with Pause / int_38a54d62 | type |
Real-Time with Pause | |
Real-Time with Pause / int_38a54d62 | comment |
Crush, Crumble, and Chomp! had an early variation — though turn-based, the game only gave players a limited amount of time to press a command key, making it somewhat real-time. Also, longer commands may result in the computer-controlled units making a move before the player does. | |
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Real-Time with Pause | |
Real-Time with Pause / int_3b08dfc9 | comment |
Obsidian's Pillars of Eternity is no exception. | |
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Real-Time with Pause / int_3b08dfc9 | featureConfidence |
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Real-Time with Pause | |
Real-Time with Pause / int_3caeeb6f | comment |
Most SimCity games have four speeds, including Pause. No control is lost in the paused state, allowing the mayor to change the entire city in the blink of an eye in their population's perspective. The only exception is during a disaster, wherein the player must resolve the crisis in realtime. | |
Real-Time with Pause / int_3caeeb6f | featureApplicability |
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SimCity (Video Game) | hasFeature |
Real-Time with Pause / int_3caeeb6f | |
Real-Time with Pause / int_3cb580c | type |
Real-Time with Pause | |
Real-Time with Pause / int_3cb580c | comment |
By default, most of the entries in the Space Empires series are classic turn-based strategy, but several have the option to set the combat sequences (or even ENTIRE turns) to Simultaneous resolution; while it doesn't necessarily speed up play it significantly alters strategy from "What is the battlefield like now?" to "What will the battlefield be like once my ships stop moving?" | |
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Real-Time with Pause | |
Real-Time with Pause / int_3f000be7 | comment |
King Arthur The Roleplaying Wargame even allows you to speed up the game during moments in battle where you will decisively win or nothing will happen for a while, slow the game down for tenser moments to better analyze and micromanage your troops as well as using skills, in addition to just pausing it. | |
Real-Time with Pause / int_3f000be7 | featureApplicability |
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Real-Time with Pause | |
Real-Time with Pause / int_459ca4de | comment |
Galaxy Angel, being closer to a real-time tactics than an RTS, allows for pause for you to input your commands at your leisure. However, you don't even need to do that, as time is temporarily paused while you enter commands anyway. | |
Real-Time with Pause / int_459ca4de | featureApplicability |
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Real-Time with Pause | |
Real-Time with Pause / int_459fc19b | comment |
The board game Robo Rally. | |
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Real-Time with Pause | |
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Fallout Tactics. It also has the ability to switch freely between RTWP and a purely turn-based mode, whenever you like. | |
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Fallout Tactics: Brotherhood of Steel (Video Game) | hasFeature |
Real-Time with Pause / int_4824b3b3 | |
Real-Time with Pause / int_4957ba36 | type |
Real-Time with Pause | |
Real-Time with Pause / int_4957ba36 | comment |
The RollerCoaster Tycoon series is a strange example. In the first two games, anything can be done while the game is paused, except for construction of any kind (removing scenery, adding rides, adding paths, etc). Basically, everything useful. You can even pick up people and place them wherever you want to, and they will fall back to the ground when the game is unpaused (helpful when you "accidentally" put a lot of people into a body of water). The third game, however, allows full control of the game while paused. This is justified in that, for the first two games, your objectives are usually more based on time (I.E. 1000 guests by the end of year 3) so being able to do everything without time constraints is an unfair advantage. For the third game, the scenarios' objectives are almost always completable at any time, and for events that only occur on certain days, they will continue to occur until you complete the objective. |
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Real-Time with Pause | |
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Europa Universalis | |
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Real-Time with Pause | |
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The Stronghold series | |
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Real-Time with Pause | |
Real-Time with Pause / int_4df2c1e9 | comment |
Naval combat in Puzzle Pirates is simultaneous turn-based. In fact, it has one "command phase", and four consecutive "action phases". During the command phase, the ship's Battle Navigator has to input four actions, anticipating where the enemy ship will be in each of the four stages. Firing or moving in the wrong stage can lead to loss of ammo and/or unwanted collisions! This gets even more complicated when the Battle Navigator is trying to rig the sails or load the cannons at the same time (both are furious action-oriented puzzles requiring a lot of skill and concentration!). Some captains are so good at this, they can sail a ship with half a crew on-board, filling in themselves during intense battles. |
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The Knights of the Old Republic series | |
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Emperor: Rise of the Middle Kingdom | |
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Emperor: Rise of the Middle Kingdom (Video Game) | hasFeature |
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Real-Time with Pause | |
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While Civilization is more or less uniformly straight-up Turn-Based Strategy, multiplayer games can be played with simultaneous execution. This is useful when there is a large number of players in later stages of the game: Turns in single-player games can easily take as much as half an hour, particularly if the player's empire is large and at war. Imagine, then, that you have four or five human-controlled large empires, all at war. Yeah, you'd like simultaneous execution, too. | |
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Hearts of Iron | |
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Oxygen Not Included | |
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The Movies Unfortunately, paused mode only allows some commands, while others require the game to be unpaused - like picking people up or relocating/deleting scenery objects. Due to the fast-paced nature of the game, this renders paused mode useless for virtually anything except examining the situation (which is still very very important). |
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1.0 | |
Real-Time with Pause / int_6338f061 | featureConfidence |
1.0 | |
The Movies (Video Game) | hasFeature |
Real-Time with Pause / int_6338f061 | |
Real-Time with Pause / int_69241dbe | type |
Real-Time with Pause | |
Real-Time with Pause / int_69241dbe | comment |
Pause Ahead has intentional unintentional realtime with pause. Most of the game stops when paused. But the player velocity remains active. | |
Real-Time with Pause / int_69241dbe | featureApplicability |
1.0 | |
Real-Time with Pause / int_69241dbe | featureConfidence |
1.0 | |
Pause Ahead (Video Game) | hasFeature |
Real-Time with Pause / int_69241dbe | |
Real-Time with Pause / int_6c1234ed | type |
Real-Time with Pause | |
Real-Time with Pause / int_6c1234ed | comment |
Dwarf Fortress is a special case since you can't actually give orders while the game is not paused. Whenever you go into any menu to give orders, the game pauses. Good thing, too, otherwise the game would be nigh impossible. In Adventure Mode it pauses every time your character is allowed an action like a traditional roguelike. | |
Real-Time with Pause / int_6c1234ed | featureApplicability |
1.0 | |
Real-Time with Pause / int_6c1234ed | featureConfidence |
1.0 | |
Dwarf Fortress (Video Game) | hasFeature |
Real-Time with Pause / int_6c1234ed | |
Real-Time with Pause / int_6c1d09b3 | type |
Real-Time with Pause | |
Real-Time with Pause / int_6c1d09b3 | comment |
Fallout 3, New Vegas and 4 have V.A.T.S. mode, where the game is paused mid-battle, and the player can target an enemy's bodyparts. This is unique in that once unpaused, the game goes into a slow-motion playthrough of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of their character. The game then proceeds right back into full realtime mode once every queued shot is taken. It is pretty much essential by design to keep its AP-based combat roots: because if your gun skill isn't high (as in 75 and up) enough, the gunshots will wildly recoil around and it's difficult to desirably hit limbs or body parts without V.A.T.S. Averted in Fallout 4, V.A.T.S. was changed to merely slow down time instead of pausing the game completely, such that real time combat continues in slow motion around you, and you could potentially be wounded or killed while in V.A.T.S mode, and the gunplay is revamped so as it plays like a true FPS game. |
|
Real-Time with Pause / int_6c1d09b3 | featureApplicability |
-1.0 | |
Real-Time with Pause / int_6c1d09b3 | featureConfidence |
1.0 | |
Fallout 3 (Video Game) | hasFeature |
Real-Time with Pause / int_6c1d09b3 | |
Real-Time with Pause / int_6d564c8 | type |
Real-Time with Pause | |
Real-Time with Pause / int_6d564c8 | comment |
Freedom Force | |
Real-Time with Pause / int_6d564c8 | featureApplicability |
1.0 | |
Real-Time with Pause / int_6d564c8 | featureConfidence |
1.0 | |
Freedom Force (Video Game) | hasFeature |
Real-Time with Pause / int_6d564c8 | |
Real-Time with Pause / int_6f76d71a | type |
Real-Time with Pause | |
Real-Time with Pause / int_6f76d71a | comment |
The Sims and its sequels — though the game is deliberately designed to be easy even without the pause feature. | |
Real-Time with Pause / int_6f76d71a | featureApplicability |
1.0 | |
Real-Time with Pause / int_6f76d71a | featureConfidence |
1.0 | |
The Sims (Video Game) | hasFeature |
Real-Time with Pause / int_6f76d71a | |
Real-Time with Pause / int_761957ad | type |
Real-Time with Pause | |
Real-Time with Pause / int_761957ad | comment |
Sierra Ops has a Command mode that lets you slow the game down during space battles, giving you more time to plan your next move. | |
Real-Time with Pause / int_761957ad | featureApplicability |
1.0 | |
Real-Time with Pause / int_761957ad | featureConfidence |
1.0 | |
Sierra Ops (Video Game) | hasFeature |
Real-Time with Pause / int_761957ad | |
Real-Time with Pause / int_7988cb68 | type |
Real-Time with Pause | |
Real-Time with Pause / int_7988cb68 | comment |
The Mass Effect series The game is designed in a way that makes it much more difficult to play without any pausing. This is because, while paused, a menu slides open allowing all sorts of commands that aren't otherwise available, even with hotkeys. Except while aiming the sights down for a sniper rifle, presumedly because constantly pausing to line up easy shots with them would just be unfair. |
|
Real-Time with Pause / int_7988cb68 | featureApplicability |
1.0 | |
Real-Time with Pause / int_7988cb68 | featureConfidence |
1.0 | |
Mass Effect (Franchise) | hasFeature |
Real-Time with Pause / int_7988cb68 | |
Real-Time with Pause / int_79e4edd2 | type |
Real-Time with Pause | |
Real-Time with Pause / int_79e4edd2 | comment |
Crying Suns | |
Real-Time with Pause / int_79e4edd2 | featureApplicability |
1.0 | |
Real-Time with Pause / int_79e4edd2 | featureConfidence |
1.0 | |
Crying Suns / Videogame | hasFeature |
Real-Time with Pause / int_79e4edd2 | |
Real-Time with Pause / int_7c19a801 | type |
Real-Time with Pause | |
Real-Time with Pause / int_7c19a801 | comment |
FTL: Faster Than Light. Using and abusing the pause feature to manage crew members and weapon fire is essential to successful completion of the game. | |
Real-Time with Pause / int_7c19a801 | featureApplicability |
1.0 | |
Real-Time with Pause / int_7c19a801 | featureConfidence |
1.0 | |
FTL: Faster Than Light (Video Game) | hasFeature |
Real-Time with Pause / int_7c19a801 | |
Real-Time with Pause / int_7e7124af | type |
Real-Time with Pause | |
Real-Time with Pause / int_7e7124af | comment |
Persona 5 Strikers does this as a hybridization of the traditional Warriors gameplay and the turn-based style of Persona. Combat is real-time, but game time pauses whenever you pull up the Persona menu, allowing you to cast skills and swap Personas whenever you want. Ditto for the items menu, which can be pulled up any time during combat to recover the party. | |
Real-Time with Pause / int_7e7124af | featureApplicability |
1.0 | |
Real-Time with Pause / int_7e7124af | featureConfidence |
1.0 | |
Persona 5 Strikers (Video Game) | hasFeature |
Real-Time with Pause / int_7e7124af | |
Real-Time with Pause / int_7fad4020 | type |
Real-Time with Pause | |
Real-Time with Pause / int_7fad4020 | comment |
Victoria: An Empire Under The Sun | |
Real-Time with Pause / int_7fad4020 | featureApplicability |
1.0 | |
Real-Time with Pause / int_7fad4020 | featureConfidence |
1.0 | |
Victoria: An Empire Under The Sun (Video Game) | hasFeature |
Real-Time with Pause / int_7fad4020 | |
Real-Time with Pause / int_803465e9 | type |
Real-Time with Pause | |
Real-Time with Pause / int_803465e9 | comment |
City-Building Series: Caesar Pharaoh/Cleopatra lets you pause the game, but not place buildings during the pause. You can, however, reduce the game speed to a crawl. Zeus: Master of Olympus/Poseidon lets you place buildings during the pause, but you can't give orders to military units. Emperor: Rise of the Middle Kingdom |
|
Real-Time with Pause / int_803465e9 | featureApplicability |
1.0 | |
Real-Time with Pause / int_803465e9 | featureConfidence |
1.0 | |
City-Building Series (Video Game) | hasFeature |
Real-Time with Pause / int_803465e9 | |
Real-Time with Pause / int_812165e3 | type |
Real-Time with Pause | |
Real-Time with Pause / int_812165e3 | comment |
The Tropico series, although in some cases (such as commands to El Presidente), you won't see the nature of the most recent order until you unpause. The game will also autopause at some points, such as when using menus or laying down roads. | |
Real-Time with Pause / int_812165e3 | featureApplicability |
1.0 | |
Real-Time with Pause / int_812165e3 | featureConfidence |
1.0 | |
Tropico (Video Game) | hasFeature |
Real-Time with Pause / int_812165e3 | |
Real-Time with Pause / int_817ec44f | type |
Real-Time with Pause | |
Real-Time with Pause / int_817ec44f | comment |
The "Pause" button on Captain N's Controller is like this... for his allies. Kevin is fully mobile during the pause effect and can relocate objects... but can't give his friends new orders. | |
Real-Time with Pause / int_817ec44f | featureApplicability |
1.0 | |
Real-Time with Pause / int_817ec44f | featureConfidence |
1.0 | |
Captain N: The Game Master | hasFeature |
Real-Time with Pause / int_817ec44f | |
Real-Time with Pause / int_8463c70a | type |
Real-Time with Pause | |
Real-Time with Pause / int_8463c70a | comment |
Critical Mass has a similar system, though on a much smaller time scale. | |
Real-Time with Pause / int_8463c70a | featureApplicability |
1.0 | |
Real-Time with Pause / int_8463c70a | featureConfidence |
1.0 | |
Critical Mass (1995) (Video Game) | hasFeature |
Real-Time with Pause / int_8463c70a | |
Real-Time with Pause / int_8d455d2c | type |
Real-Time with Pause | |
Real-Time with Pause / int_8d455d2c | comment |
Vandal Hearts 2 uses Dual-Turn Battles, which is this to a tee. In addition to deciding where your characters will move, you will also need to anticipate where your enemies will move and what they will try to do. This requires a combination of luck and planning ahead, even if the AI can be abused to allow unlimited turn treasure hunting. In the game, there even exists a spell called "Premonition" which tells you which enemy character will move. However, it will not tell you where it will move and what it will do. An experienced enough player can still make educated guesses based on the enemy's movement range, weapon range, skill and equipment list, etc. |
|
Real-Time with Pause / int_8d455d2c | featureApplicability |
1.0 | |
Real-Time with Pause / int_8d455d2c | featureConfidence |
1.0 | |
Vandal Hearts (Video Game) | hasFeature |
Real-Time with Pause / int_8d455d2c | |
Real-Time with Pause / int_90e2f673 | type |
Real-Time with Pause | |
Real-Time with Pause / int_90e2f673 | comment |
BattleTech the board game does this — the players move or fire one unit at a time alternating between them. In the case of weapons fire, all effects take place at the end of the phase. | |
Real-Time with Pause / int_90e2f673 | featureApplicability |
1.0 | |
Real-Time with Pause / int_90e2f673 | featureConfidence |
1.0 | |
BattleTech (Tabletop Game) | hasFeature |
Real-Time with Pause / int_90e2f673 | |
Real-Time with Pause / int_91154d9 | type |
Real-Time with Pause | |
Real-Time with Pause / int_91154d9 | comment |
The ragdoll fighting game Toribash has a unique way of using this system. Two players face off in one on one matches controlling all the major joints of their respective ragdoll. At the beginning of each turn players have a limited amount of time to manipulate the joints of the ragdoll in order to get it to move. After which the ragdolls move as predicted a small amount and the process repeats. Through careful planning and manipulation, the ragdolls can be made to do virtually anything. | |
Real-Time with Pause / int_91154d9 | featureApplicability |
1.0 | |
Real-Time with Pause / int_91154d9 | featureConfidence |
1.0 | |
Toribash (Video Game) | hasFeature |
Real-Time with Pause / int_91154d9 | |
Real-Time with Pause / int_918c5a7e | type |
Real-Time with Pause | |
Real-Time with Pause / int_918c5a7e | comment |
Evil Genius | |
Real-Time with Pause / int_918c5a7e | featureApplicability |
1.0 | |
Real-Time with Pause / int_918c5a7e | featureConfidence |
1.0 | |
Evil Genius (Video Game) | hasFeature |
Real-Time with Pause / int_918c5a7e | |
Real-Time with Pause / int_923f5561 | type |
Real-Time with Pause | |
Real-Time with Pause / int_923f5561 | comment |
Dungeon of the Endless. Interestingly, one of the ships (and achievements) is unlocked by not using this at all in a winning game. | |
Real-Time with Pause / int_923f5561 | featureApplicability |
1.0 | |
Real-Time with Pause / int_923f5561 | featureConfidence |
1.0 | |
Dungeon of the Endless (Video Game) | hasFeature |
Real-Time with Pause / int_923f5561 | |
Real-Time with Pause / int_93a81b11 | type |
Real-Time with Pause | |
Real-Time with Pause / int_93a81b11 | comment |
Two Point Hospital | |
Real-Time with Pause / int_93a81b11 | featureApplicability |
1.0 | |
Real-Time with Pause / int_93a81b11 | featureConfidence |
1.0 | |
Two Point Hospital (Video Game) | hasFeature |
Real-Time with Pause / int_93a81b11 | |
Real-Time with Pause / int_959e6cb | type |
Real-Time with Pause | |
Real-Time with Pause / int_959e6cb | comment |
Dragon Quest IX has a particularly strange example, since enemies move on the field in real time. Enemies now appear on the field instead of simple Random Encounters, but while they can see (and flee/chase) you all the time, the battle won't actually start if you're in the menu when they run into you. Thus it's not enough to cast Vanish when trying to avoid combat, enemies can and will run into you and engage in battle unless you hit the menu in time. Similarly, some monsters can appear and disappear in the time it takes for you to finish an unskippable menu action (heal all, changing class, etc.). | |
Real-Time with Pause / int_959e6cb | featureApplicability |
1.0 | |
Real-Time with Pause / int_959e6cb | featureConfidence |
1.0 | |
Dragon Quest IX (Video Game) | hasFeature |
Real-Time with Pause / int_959e6cb | |
Real-Time with Pause / int_969233f3 | type |
Real-Time with Pause | |
Real-Time with Pause / int_969233f3 | comment |
In X-COM: Apocalypse you can choose between PRT and a pure turn-based mode for combat, but only before a battle starts. The cityscape portion of the game always uses PRT. | |
Real-Time with Pause / int_969233f3 | featureApplicability |
1.0 | |
Real-Time with Pause / int_969233f3 | featureConfidence |
1.0 | |
X-COM: Apocalypse (Video Game) | hasFeature |
Real-Time with Pause / int_969233f3 | |
Real-Time with Pause / int_9a8bf274 | type |
Real-Time with Pause | |
Real-Time with Pause / int_9a8bf274 | comment |
Global Conquest on the PC version of Kane's Wrath, until a battle occurs for which the game switches to RTS. | |
Real-Time with Pause / int_9a8bf274 | featureApplicability |
1.0 | |
Real-Time with Pause / int_9a8bf274 | featureConfidence |
1.0 | |
Command & Conquer (Video Game) | hasFeature |
Real-Time with Pause / int_9a8bf274 | |
Real-Time with Pause / int_9bb149b3 | type |
Real-Time with Pause | |
Real-Time with Pause / int_9bb149b3 | comment |
Another classic non–video–game example is Diplomacy (from the same company as the above game, Avalon Hill). This combines—or perhaps conspires—with the totally deterministic battle system and various other features to make the game an excellent exercise in the Gambit Pileup. | |
Real-Time with Pause / int_9bb149b3 | featureApplicability |
1.0 | |
Real-Time with Pause / int_9bb149b3 | featureConfidence |
1.0 | |
Diplomacy (Tabletop Game) | hasFeature |
Real-Time with Pause / int_9bb149b3 | |
Real-Time with Pause / int_9bb385be | type |
Real-Time with Pause | |
Real-Time with Pause / int_9bb385be | comment |
Pharaoh/Cleopatra lets you pause the game, but not place buildings during the pause. You can, however, reduce the game speed to a crawl. | |
Real-Time with Pause / int_9bb385be | featureApplicability |
1.0 | |
Real-Time with Pause / int_9bb385be | featureConfidence |
1.0 | |
Pharaoh (Video Game) | hasFeature |
Real-Time with Pause / int_9bb385be | |
Real-Time with Pause / int_9d80bbcf | type |
Real-Time with Pause | |
Real-Time with Pause / int_9d80bbcf | comment |
Pathfinder: Kingmaker, the Spiritual Successor to Baldur's Gate also use that mechanic. | |
Real-Time with Pause / int_9d80bbcf | featureApplicability |
1.0 | |
Real-Time with Pause / int_9d80bbcf | featureConfidence |
1.0 | |
Pathfinder: Kingmaker (Video Game) | hasFeature |
Real-Time with Pause / int_9d80bbcf | |
Real-Time with Pause / int_9ee4ebeb | type |
Real-Time with Pause | |
Real-Time with Pause / int_9ee4ebeb | comment |
The Space Rangers series. During space battles, the game pauses at the beginning of each "day". You choose a direction to fly, as well as which weapons will fire at which target. Then unpause, and watch all spaceships in the battle duke it out simultaneously. Correctly anticipating where the enemies will end up at the beginning of the next day is crucial. |
|
Real-Time with Pause / int_9ee4ebeb | featureApplicability |
1.0 | |
Real-Time with Pause / int_9ee4ebeb | featureConfidence |
1.0 | |
Space Rangers (Video Game) | hasFeature |
Real-Time with Pause / int_9ee4ebeb | |
Real-Time with Pause / int_a2c37f38 | type |
Real-Time with Pause | |
Real-Time with Pause / int_a2c37f38 | comment |
Planescape: Torment | |
Real-Time with Pause / int_a2c37f38 | featureApplicability |
1.0 | |
Real-Time with Pause / int_a2c37f38 | featureConfidence |
1.0 | |
Planescape: Torment (Video Game) | hasFeature |
Real-Time with Pause / int_a2c37f38 | |
Real-Time with Pause / int_a52def46 | type |
Real-Time with Pause | |
Real-Time with Pause / int_a52def46 | comment |
In earlier versions of Kerbal Space Program it was possible open part action windows while paused to activate or manipulate multiple parts simultaneously. | |
Real-Time with Pause / int_a52def46 | featureApplicability |
1.0 | |
Real-Time with Pause / int_a52def46 | featureConfidence |
1.0 | |
Kerbal Space Program (Video Game) | hasFeature |
Real-Time with Pause / int_a52def46 | |
Real-Time with Pause / int_a877956 | type |
Real-Time with Pause | |
Real-Time with Pause / int_a877956 | comment |
The Witcher, built on the NWN engine, has the pause button but it's really only good for one thing—switching sword styles in the heat of battle. | |
Real-Time with Pause / int_a877956 | featureApplicability |
1.0 | |
Real-Time with Pause / int_a877956 | featureConfidence |
1.0 | |
The Witcher (Video Game) | hasFeature |
Real-Time with Pause / int_a877956 | |
Real-Time with Pause / int_a8ce3944 | type |
Real-Time with Pause | |
Real-Time with Pause / int_a8ce3944 | comment |
The Gemcraft series expects you to do most construction and gem socketing/programming while the game's paused, with appropriate cooldowns introduced around the mechanic. As of Chasing Shadows this is definitively an in-universe skill wizards learn, as one of the game's nastier surprises is the introduction of a type of enemy which among its other powers "can move through frozen time". (It can't actually finish you off while the game's paused, but you can't hurt anything either, and unlike you its energies still focus and accumulate in that mode.) | |
Real-Time with Pause / int_a8ce3944 | featureApplicability |
1.0 | |
Real-Time with Pause / int_a8ce3944 | featureConfidence |
1.0 | |
Gemcraft (Video Game) | hasFeature |
Real-Time with Pause / int_a8ce3944 | |
Real-Time with Pause / int_abf405f0 | type |
Real-Time with Pause | |
Real-Time with Pause / int_abf405f0 | comment |
Theme Hospital | |
Real-Time with Pause / int_abf405f0 | featureApplicability |
1.0 | |
Real-Time with Pause / int_abf405f0 | featureConfidence |
1.0 | |
Theme Hospital (Video Game) | hasFeature |
Real-Time with Pause / int_abf405f0 | |
Real-Time with Pause / int_accb04fd | type |
Real-Time with Pause | |
Real-Time with Pause / int_accb04fd | comment |
The Matrix: Path of Neo. The pause screen gives 'Neo' the 'see everything as vertical lines of numbers' ability. Including seeing enemies hiding behind nearby walls. | |
Real-Time with Pause / int_accb04fd | featureApplicability |
1.0 | |
Real-Time with Pause / int_accb04fd | featureConfidence |
1.0 | |
The Matrix: Path of Neo (Video Game) | hasFeature |
Real-Time with Pause / int_accb04fd | |
Real-Time with Pause / int_b0666b59 | type |
Real-Time with Pause | |
Real-Time with Pause / int_b0666b59 | comment |
Being influenced by Neverwinter Nights, Sword Coast Legends uses a similar system. | |
Real-Time with Pause / int_b0666b59 | featureApplicability |
1.0 | |
Real-Time with Pause / int_b0666b59 | featureConfidence |
1.0 | |
Neverwinter Nights (Video Game) | hasFeature |
Real-Time with Pause / int_b0666b59 | |
Real-Time with Pause / int_b906a721 | type |
Real-Time with Pause | |
Real-Time with Pause / int_b906a721 | comment |
Secret of Mana is an Action RPG from 1993 that uses a form of pausable real-time combat. | |
Real-Time with Pause / int_b906a721 | featureApplicability |
1.0 | |
Real-Time with Pause / int_b906a721 | featureConfidence |
1.0 | |
Secret of Mana (Video Game) | hasFeature |
Real-Time with Pause / int_b906a721 | |
Real-Time with Pause / int_bb2b811a | type |
Real-Time with Pause | |
Real-Time with Pause / int_bb2b811a | comment |
Divine Divinity | |
Real-Time with Pause / int_bb2b811a | featureApplicability |
1.0 | |
Real-Time with Pause / int_bb2b811a | featureConfidence |
1.0 | |
Divine Divinity (Video Game) | hasFeature |
Real-Time with Pause / int_bb2b811a | |
Real-Time with Pause / int_c00c0023 | type |
Real-Time with Pause | |
Real-Time with Pause / int_c00c0023 | comment |
The Empire Earth series | |
Real-Time with Pause / int_c00c0023 | featureApplicability |
1.0 | |
Real-Time with Pause / int_c00c0023 | featureConfidence |
1.0 | |
Empire Earth (Video Game) | hasFeature |
Real-Time with Pause / int_c00c0023 | |
Real-Time with Pause / int_c0eae17 | type |
Real-Time with Pause | |
Real-Time with Pause / int_c0eae17 | comment |
The battle portion of Total War games - the strategy portion is purely turn-based. However it's subverted in the highest battle difficulty of the games throughout the series from the Shogun 2 entry onward, as this difficulty will remove the option to select and command your units while paused, in addition to a large number of other handicaps in order to make the game more difficult (or just your enemies being suddenly much stronger than they should). | |
Real-Time with Pause / int_c0eae17 | featureApplicability |
-0.3 | |
Real-Time with Pause / int_c0eae17 | featureConfidence |
1.0 | |
Total War (Video Game) | hasFeature |
Real-Time with Pause / int_c0eae17 | |
Real-Time with Pause / int_c1df815e | type |
Real-Time with Pause | |
Real-Time with Pause / int_c1df815e | comment |
Achron is a rare multiplayer version of this kind of game. Since it's a time-travel strategy game, it can accomplish this by allowing the players to pause time but not pause meta-time. Even if you do freeze a moment to give your units complex orders, you better be quick because your opponent is still somewhen out there mucking with the timeline. | |
Real-Time with Pause / int_c1df815e | featureApplicability |
1.0 | |
Real-Time with Pause / int_c1df815e | featureConfidence |
1.0 | |
Achron (Video Game) | hasFeature |
Real-Time with Pause / int_c1df815e | |
Real-Time with Pause / int_c326acd9 | type |
Real-Time with Pause | |
Real-Time with Pause / int_c326acd9 | comment |
The Inazuma Eleven series straddles the line between plain Real Time with Pause and Simultaneous Turn Resolution. They're primarily plain Real Time with Pause, with the caveat that the manual pause has a 10-second cooldown after resuming before it can be used again. However, some events will trigger an automatic pause (not subject to the 10-second cooldown); if the event in question requires the player to choose one of several actions (for example, an opportunity to steal the ball: regular tackle or sliding tackle?), it gets Simultaneous Turn Resolution. | |
Real-Time with Pause / int_c326acd9 | featureApplicability |
1.0 | |
Real-Time with Pause / int_c326acd9 | featureConfidence |
1.0 | |
Inazuma Eleven (Video Game) | hasFeature |
Real-Time with Pause / int_c326acd9 | |
Real-Time with Pause / int_c3702c68 | type |
Real-Time with Pause | |
Real-Time with Pause / int_c3702c68 | comment |
Zeus: Master of Olympus/Poseidon lets you place buildings during the pause, but you can't give orders to military units. | |
Real-Time with Pause / int_c3702c68 | featureApplicability |
1.0 | |
Real-Time with Pause / int_c3702c68 | featureConfidence |
1.0 | |
Zeus: Master of Olympus (Video Game) | hasFeature |
Real-Time with Pause / int_c3702c68 | |
Real-Time with Pause / int_c52ba890 | type |
Real-Time with Pause | |
Real-Time with Pause / int_c52ba890 | comment |
Caesar | |
Real-Time with Pause / int_c52ba890 | featureApplicability |
1.0 | |
Real-Time with Pause / int_c52ba890 | featureConfidence |
1.0 | |
Caesar / Videogame | hasFeature |
Real-Time with Pause / int_c52ba890 | |
Real-Time with Pause / int_c6c80a57 | type |
Real-Time with Pause | |
Real-Time with Pause / int_c6c80a57 | comment |
The Creeper World series allows you to issue commands, use upgrades, and queue moves while paused. This helps a lot when the micromanagement level reaches its peak. | |
Real-Time with Pause / int_c6c80a57 | featureApplicability |
1.0 | |
Real-Time with Pause / int_c6c80a57 | featureConfidence |
1.0 | |
Creeper World (Video Game) | hasFeature |
Real-Time with Pause / int_c6c80a57 | |
Real-Time with Pause / int_c7342c4f | type |
Real-Time with Pause | |
Real-Time with Pause / int_c7342c4f | comment |
Mini Metro lets the player pause anytime they so choose in order to give them time to plan their metro lines optimally. This can also be done in its sequel, Mini Motorways. | |
Real-Time with Pause / int_c7342c4f | featureApplicability |
1.0 | |
Real-Time with Pause / int_c7342c4f | featureConfidence |
1.0 | |
Mini Metro (Video Game) | hasFeature |
Real-Time with Pause / int_c7342c4f | |
Real-Time with Pause / int_cc69e03e | type |
Real-Time with Pause | |
Real-Time with Pause / int_cc69e03e | comment |
VGA Planets is/was one of the first 4X games using Simultaneous Turn Resolution. | |
Real-Time with Pause / int_cc69e03e | featureApplicability |
1.0 | |
Real-Time with Pause / int_cc69e03e | featureConfidence |
1.0 | |
VGA Planets (Video Game) | hasFeature |
Real-Time with Pause / int_cc69e03e | |
Real-Time with Pause / int_ccc74c7e | type |
Real-Time with Pause | |
Real-Time with Pause / int_ccc74c7e | comment |
Sacrifice | |
Real-Time with Pause / int_ccc74c7e | featureApplicability |
1.0 | |
Real-Time with Pause / int_ccc74c7e | featureConfidence |
1.0 | |
Sacrifice (Video Game) | hasFeature |
Real-Time with Pause / int_ccc74c7e | |
Real-Time with Pause / int_ccffdd1f | type |
Real-Time with Pause | |
Real-Time with Pause / int_ccffdd1f | comment |
Similarly, but more extreme, the Dominions series. You can only input general commands to units when you organize them, and must have faith in those orders working when combat occurs, whether because you initiated an assault or were attacked. | |
Real-Time with Pause / int_ccffdd1f | featureApplicability |
1.0 | |
Real-Time with Pause / int_ccffdd1f | featureConfidence |
1.0 | |
Dominions (Video Game) | hasFeature |
Real-Time with Pause / int_ccffdd1f | |
Real-Time with Pause / int_cd6d8488 | type |
Real-Time with Pause | |
Real-Time with Pause / int_cd6d8488 | comment |
MechCommander and its sequels allowed you to do this; the option to give commands, set up movement waypoints, prioritize targets, and call down tactical support while paused was a definite advantage when your team spent the game so heavily outnumbered and outgunned. | |
Real-Time with Pause / int_cd6d8488 | featureApplicability |
1.0 | |
Real-Time with Pause / int_cd6d8488 | featureConfidence |
1.0 | |
Mech Commander (Video Game) | hasFeature |
Real-Time with Pause / int_cd6d8488 | |
Real-Time with Pause / int_ce5539b3 | type |
Real-Time with Pause | |
Real-Time with Pause / int_ce5539b3 | comment |
Vampire: The Masquerade – Redemption | |
Real-Time with Pause / int_ce5539b3 | featureApplicability |
1.0 | |
Real-Time with Pause / int_ce5539b3 | featureConfidence |
1.0 | |
Vampire: The Masquerade – Redemption (Video Game) | hasFeature |
Real-Time with Pause / int_ce5539b3 | |
Real-Time with Pause / int_cec972b0 | type |
Real-Time with Pause | |
Real-Time with Pause / int_cec972b0 | comment |
Flashpoint Campaigns | |
Real-Time with Pause / int_cec972b0 | featureApplicability |
1.0 | |
Real-Time with Pause / int_cec972b0 | featureConfidence |
1.0 | |
Flashpoint Campaigns (Video Game) | hasFeature |
Real-Time with Pause / int_cec972b0 | |
Real-Time with Pause / int_cf8f5e21 | type |
Real-Time with Pause | |
Real-Time with Pause / int_cf8f5e21 | comment |
The Last Story | |
Real-Time with Pause / int_cf8f5e21 | featureApplicability |
1.0 | |
Real-Time with Pause / int_cf8f5e21 | featureConfidence |
1.0 | |
The Last Story (Video Game) | hasFeature |
Real-Time with Pause / int_cf8f5e21 | |
Real-Time with Pause / int_d0aa1fb1 | type |
Real-Time with Pause | |
Real-Time with Pause / int_d0aa1fb1 | comment |
In the Grandia games, it pauses for special attacks and when character actions are to be selected, but otherwise the battles move in real time. | |
Real-Time with Pause / int_d0aa1fb1 | featureApplicability |
1.0 | |
Real-Time with Pause / int_d0aa1fb1 | featureConfidence |
1.0 | |
Grandia (Video Game) | hasFeature |
Real-Time with Pause / int_d0aa1fb1 | |
Real-Time with Pause / int_d0b0076 | type |
Real-Time with Pause | |
Real-Time with Pause / int_d0b0076 | comment |
The Icewind Dale series | |
Real-Time with Pause / int_d0b0076 | featureApplicability |
1.0 | |
Real-Time with Pause / int_d0b0076 | featureConfidence |
1.0 | |
Icewind Dale (Video Game) | hasFeature |
Real-Time with Pause / int_d0b0076 | |
Real-Time with Pause / int_d212a05e | type |
Real-Time with Pause | |
Real-Time with Pause / int_d212a05e | comment |
Resonance of Fate bills itself as being turn-based, but plays more like a blend of Realtime With Pause and Simultaneous Turn Resolution. At the start of PC's turn, you have as long as you like to switch weapons and targets, looks around, or change to other PCs with a turn pending. The moment you move an inch or change an attack, however, enemies start carrying out their turns, and continue to do so even if you stop performing actions that drain your action bar. Once the player ends their turn by taking a shot or emptying the action bar, any enemies with attacks readied get to launch them, then action moves to the next PC (enemies never get dedicated turns, but all of them attack every PC turn). | |
Real-Time with Pause / int_d212a05e | featureApplicability |
1.0 | |
Real-Time with Pause / int_d212a05e | featureConfidence |
1.0 | |
Resonance of Fate (Video Game) | hasFeature |
Real-Time with Pause / int_d212a05e | |
Real-Time with Pause / int_d2bf3d96 | type |
Real-Time with Pause | |
Real-Time with Pause / int_d2bf3d96 | comment |
Frozen Synapse | |
Real-Time with Pause / int_d2bf3d96 | featureApplicability |
1.0 | |
Real-Time with Pause / int_d2bf3d96 | featureConfidence |
1.0 | |
Frozen Synapse (Video Game) | hasFeature |
Real-Time with Pause / int_d2bf3d96 | |
Real-Time with Pause / int_d44907f | type |
Real-Time with Pause | |
Real-Time with Pause / int_d44907f | comment |
Gangsters also uses Simultaneous Turn Resolution with extremely-long turns. You have to plan each of your gangsters' actions before the week begins, and then you watch dozens if not hundreds of them (including enemy gangsters) carry out that entire week's worth of orders (over the span of a few minutes). You may intervene to make sudden changes, but only small ones. | |
Real-Time with Pause / int_d44907f | featureApplicability |
1.0 | |
Real-Time with Pause / int_d44907f | featureConfidence |
1.0 | |
Gangsters (Video Game) | hasFeature |
Real-Time with Pause / int_d44907f | |
Real-Time with Pause / int_d45837ba | type |
Real-Time with Pause | |
Real-Time with Pause / int_d45837ba | comment |
In the same vein, Cities: Skylines also runs in real time except when paused. This time, however, you can also react to disasters while paused. | |
Real-Time with Pause / int_d45837ba | featureApplicability |
1.0 | |
Real-Time with Pause / int_d45837ba | featureConfidence |
1.0 | |
Cities: Skylines (Video Game) | hasFeature |
Real-Time with Pause / int_d45837ba | |
Real-Time with Pause / int_d51adb3a | type |
Real-Time with Pause | |
Real-Time with Pause / int_d51adb3a | comment |
I=MGCM | |
Real-Time with Pause / int_d51adb3a | featureApplicability |
1.0 | |
Real-Time with Pause / int_d51adb3a | featureConfidence |
1.0 | |
I=MGCM (Video Game) | hasFeature |
Real-Time with Pause / int_d51adb3a | |
Real-Time with Pause / int_d64bc661 | type |
Real-Time with Pause | |
Real-Time with Pause / int_d64bc661 | comment |
Summoner | |
Real-Time with Pause / int_d64bc661 | featureApplicability |
1.0 | |
Real-Time with Pause / int_d64bc661 | featureConfidence |
1.0 | |
Summoner (Video Game) | hasFeature |
Real-Time with Pause / int_d64bc661 | |
Real-Time with Pause / int_da3eef3a | type |
Real-Time with Pause | |
Real-Time with Pause / int_da3eef3a | comment |
Similar to Parasite Eve, Vagrant Story uses a system where the main character Ashley Riot, when not in battle, can run around, jump, move boxes and other objects, and solve puzzles. However, when attacking an enemy, the game freezes, and you can pick an enemy's body part to attack out of all in range. The game also stays frozen while you attack, but the same applies to enemies as well. | |
Real-Time with Pause / int_da3eef3a | featureApplicability |
1.0 | |
Real-Time with Pause / int_da3eef3a | featureConfidence |
1.0 | |
Parasite Eve (Video Game) | hasFeature |
Real-Time with Pause / int_da3eef3a | |
Real-Time with Pause / int_dafecfe5 | type |
Real-Time with Pause | |
Real-Time with Pause / int_dafecfe5 | comment |
Averted in Desperados: Wanted Dead or Alive. The pause screen greys everything out, preventing you from issuing orders. However, if you enter a certain cheat, this allows you to play this trope to the fullest. | |
Real-Time with Pause / int_dafecfe5 | featureApplicability |
-1.0 | |
Real-Time with Pause / int_dafecfe5 | featureConfidence |
1.0 | |
Desperados (Video Game) | hasFeature |
Real-Time with Pause / int_dafecfe5 | |
Real-Time with Pause / int_df8856e6 | type |
Real-Time with Pause | |
Real-Time with Pause / int_df8856e6 | comment |
The Dungeon Siege series | |
Real-Time with Pause / int_df8856e6 | featureApplicability |
1.0 | |
Real-Time with Pause / int_df8856e6 | featureConfidence |
1.0 | |
Dungeon Siege (Video Game) | hasFeature |
Real-Time with Pause / int_df8856e6 | |
Real-Time with Pause / int_e10f4f08 | type |
Real-Time with Pause | |
Real-Time with Pause / int_e10f4f08 | comment |
Castles II: Siege & Conquest | |
Real-Time with Pause / int_e10f4f08 | featureApplicability |
1.0 | |
Real-Time with Pause / int_e10f4f08 | featureConfidence |
1.0 | |
Castles (Video Game) | hasFeature |
Real-Time with Pause / int_e10f4f08 | |
Real-Time with Pause / int_e235270c | type |
Real-Time with Pause | |
Real-Time with Pause / int_e235270c | comment |
Stellaris | |
Real-Time with Pause / int_e235270c | featureApplicability |
1.0 | |
Real-Time with Pause / int_e235270c | featureConfidence |
1.0 | |
Stellaris (Video Game) | hasFeature |
Real-Time with Pause / int_e235270c | |
Real-Time with Pause / int_e48493b3 | type |
Real-Time with Pause | |
Real-Time with Pause / int_e48493b3 | comment |
Outside of combat in games like the Ultima or Exile series, the entire thing in others like Might and Magic or Cythera, where you can only control a single character at a time. | |
Real-Time with Pause / int_e48493b3 | featureApplicability |
1.0 | |
Real-Time with Pause / int_e48493b3 | featureConfidence |
1.0 | |
Ultima (Video Game) | hasFeature |
Real-Time with Pause / int_e48493b3 | |
Real-Time with Pause / int_e5dc0aa4 | type |
Real-Time with Pause | |
Real-Time with Pause / int_e5dc0aa4 | comment |
Reus | |
Real-Time with Pause / int_e5dc0aa4 | featureApplicability |
1.0 | |
Real-Time with Pause / int_e5dc0aa4 | featureConfidence |
1.0 | |
Reus (Video Game) | hasFeature |
Real-Time with Pause / int_e5dc0aa4 | |
Real-Time with Pause / int_e5de407c | type |
Real-Time with Pause | |
Real-Time with Pause / int_e5de407c | comment |
XCOM's Geoscape. The first two games had Turn-Based Combat though. In X-COM: Apocalypse you can choose between PRT and a pure turn-based mode for combat, but only before a battle starts. The cityscape portion of the game always uses PRT. The series' Spiritual Sequel, UFO After Blank (Aftermath, Aftershock and Afterlight) had PRT throughout the entire game - both battles and world map. |
|
Real-Time with Pause / int_e5de407c | featureApplicability |
1.0 | |
Real-Time with Pause / int_e5de407c | featureConfidence |
1.0 | |
X-COM (Video Game) | hasFeature |
Real-Time with Pause / int_e5de407c | |
Real-Time with Pause / int_e740c8b | type |
Real-Time with Pause | |
Real-Time with Pause / int_e740c8b | comment |
Starsector works this way both in general flight and during combat. The game also pauses automatically whenever the combat command interface is opened. However, the player only has a limited (though slowly-regenerating) number of times to issue orders to his other fleet ships, and the orders themselves are quite generalized so that the ships don't usually do precisely what the player had in mind. | |
Real-Time with Pause / int_e740c8b | featureApplicability |
1.0 | |
Real-Time with Pause / int_e740c8b | featureConfidence |
1.0 | |
Starsector (Video Game) | hasFeature |
Real-Time with Pause / int_e740c8b | |
Real-Time with Pause / int_e863cc41 | type |
Real-Time with Pause | |
Real-Time with Pause / int_e863cc41 | comment |
The Mega Man Battle Network series has a unique battle system where MegaMan moves, uses attacks, and dodges attacks in real time, and when the Custom Gauge fills up you can go to a battle setup screen to select a number of Battle Chips to use. | |
Real-Time with Pause / int_e863cc41 | featureApplicability |
1.0 | |
Real-Time with Pause / int_e863cc41 | featureConfidence |
1.0 | |
Mega Man Battle Network (Video Game) | hasFeature |
Real-Time with Pause / int_e863cc41 | |
Real-Time with Pause / int_e99bd5d4 | type |
Real-Time with Pause | |
Real-Time with Pause / int_e99bd5d4 | comment |
Fire Emblem Warriors allows this, as you duck into the map screen to give quick orders to your other blue units while the game pauses in the background. It's useful for a quick breather as well. | |
Real-Time with Pause / int_e99bd5d4 | featureApplicability |
1.0 | |
Real-Time with Pause / int_e99bd5d4 | featureConfidence |
1.0 | |
Fire Emblem Warriors (Video Game) | hasFeature |
Real-Time with Pause / int_e99bd5d4 | |
Real-Time with Pause / int_ecd2d797 | type |
Real-Time with Pause | |
Real-Time with Pause / int_ecd2d797 | comment |
The Baldur's Gate series With one (intentional) aversion in the original's single-player mode, where the entire game and all its menus respect the game's pausing...except for the inventory screen, which causes the game to unpause in the background, while you can't see anything. However, starting a single-player game as a multiplayer one bypasses it. |
|
Real-Time with Pause / int_ecd2d797 | featureApplicability |
-1.0 | |
Real-Time with Pause / int_ecd2d797 | featureConfidence |
1.0 | |
Baldur's Gate (Video Game) | hasFeature |
Real-Time with Pause / int_ecd2d797 | |
Real-Time with Pause / int_ed2b6d97 | type |
Real-Time with Pause | |
Real-Time with Pause / int_ed2b6d97 | comment |
In The Last Federation, the combat works like this. | |
Real-Time with Pause / int_ed2b6d97 | featureApplicability |
1.0 | |
Real-Time with Pause / int_ed2b6d97 | featureConfidence |
1.0 | |
The Last Federation (Video Game) | hasFeature |
Real-Time with Pause / int_ed2b6d97 | |
Real-Time with Pause / int_efce8866 | type |
Real-Time with Pause | |
Real-Time with Pause / int_efce8866 | comment |
Infinity Wars (which is still in Beta as of this edit). | |
Real-Time with Pause / int_efce8866 | featureApplicability |
1.0 | |
Real-Time with Pause / int_efce8866 | featureConfidence |
1.0 | |
Infinity Wars (Video Game) | hasFeature |
Real-Time with Pause / int_efce8866 | |
Real-Time with Pause / int_f42ccd4f | type |
Real-Time with Pause | |
Real-Time with Pause / int_f42ccd4f | comment |
Rimworld | |
Real-Time with Pause / int_f42ccd4f | featureApplicability |
1.0 | |
Real-Time with Pause / int_f42ccd4f | featureConfidence |
1.0 | |
RimWorld (Video Game) | hasFeature |
Real-Time with Pause / int_f42ccd4f | |
Real-Time with Pause / int_f9657dcd | type |
Real-Time with Pause | |
Real-Time with Pause / int_f9657dcd | comment |
Several adaptations of the board game Space Hulk use a restricted version of Real Time With Pause called "Freeze Time." During normal gameplay, you can control troopers directly or give them orders on a map screen. If you activate Freeze Time, the game will pause and go to the map screen, where you can continue to input orders that will be carried out once you go back to normal gameplay. The big difference is that the amount of time you can spend in Freeze Time is strictly limited, with a meter that ticks away and dumps you back into normal gameplay when it runs out, and only very slowly refills during normal gameplay. The overall effect was a use of Real Time With Pause that actually made the game more intense. | |
Real-Time with Pause / int_f9657dcd | featureApplicability |
1.0 | |
Real-Time with Pause / int_f9657dcd | featureConfidence |
1.0 | |
Space Hulk (Tabletop Game) | hasFeature |
Real-Time with Pause / int_f9657dcd | |
Real-Time with Pause / int_fb0b20f2 | type |
Real-Time with Pause | |
Real-Time with Pause / int_fb0b20f2 | comment |
Supreme Commander | |
Real-Time with Pause / int_fb0b20f2 | featureApplicability |
1.0 | |
Real-Time with Pause / int_fb0b20f2 | featureConfidence |
1.0 | |
Supreme Commander (Video Game) | hasFeature |
Real-Time with Pause / int_fb0b20f2 |
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