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- Jan 28, 2011
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Today's turn-based isometric RPGs usually aren't really fully turn-based. They're hybrids - turn-based in combat, real-time outside of combat. This is an underrated innovation that people now take for granted. More important than RTwPness of combat, IMO.
In retrospect, I think if these RPGs had more time to develop before the Infinity Engine games hit, turn-based combat might have never have gone away. The interval between purely turn-based and purely real-time was too short. You had Fallout in 1997, but that was very rudimentary and then the Infinity Engine took over a year later. We had to wait for the entire tactical RPG genre to die out before Divinity: Original Sin was able establish the supremacy of the real-time/turn-based hybrid model.
But what about the games that came before Fallout? Was there anything that could have potentially jumpstarted this process earlier?
In retrospect, I think if these RPGs had more time to develop before the Infinity Engine games hit, turn-based combat might have never have gone away. The interval between purely turn-based and purely real-time was too short. You had Fallout in 1997, but that was very rudimentary and then the Infinity Engine took over a year later. We had to wait for the entire tactical RPG genre to die out before Divinity: Original Sin was able establish the supremacy of the real-time/turn-based hybrid model.
But what about the games that came before Fallout? Was there anything that could have potentially jumpstarted this process earlier?