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Timekeeping in games

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531:, four players on two teams play on two boards with each team taking one white and one black side. Any taken piece is given to a teammate, and can be placed on their board as a standard move (in any position that does not put their opponent in check). A common strategy is to gain a temporary material advantage, pass it on to a teammate, and then stop playing on one's own board—thereby allowing the teammate to use the advantage for many future moves on their board. To avoid this, players are often limited to ten seconds per move—with their opponent being allowed to remove one of the player's pawns from the board for each additional ten seconds consumed. 173: 425:, moves, or plays. A player of a turn-based game is allowed a period of analysis (sometimes bounded, sometimes unbounded) before committing to a game action, ensuring a separation between the game flow and the thinking process, which in turn presumably leads to better choices. Once every player has taken their turn, that round of play is over, and any special shared processing is done. This is followed by the next round of play. In games where the game flow unit is time, turns may represent periods such as years, months, weeks or days. 721:. During the decision phase each player plans and determines their units' actions. The decision phase occurs at the same time for everyone, so there is little wait for anyone to finish. In the execution phase, all players' decisions are put into action, and these actions are performed more or less automatically and at the same time. The execution phase is non-interactive, and there is no waiting for other players to complete their turns. One early example is the 1959 board game 79: 352:, where one day-night cycle of 24 hours is equal to 24 minutes in real time. Within a real time game, players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). 283: 38: 126: 996:(2001) offered players the option to play in either turn-based or real-time mode via a configuration setting. The latter also offered a "fast turn-based" mode, though all three of the game's modes were criticized for being poorly balanced and oversimplified. Newer games that offer a choice between turn-based and (pausable) real-time include 597:, a tick can be any measurement of real time, from seconds to days or even months, and is the basic unit upon which all important game actions take place. Players in tick-based games are allocated a certain number of turns per tick, which are subsequently refreshed at the beginning of each new tick. Predominantly found in browser-based 601:, tick-based games differ from other turn-based games in that ticks always occur after the same amount of time has expired. Conversely, in a typical turn-based game, a turn would end only once every player has made all of their moves. In real-time games players are not limited, time-wise, in the number of actions they can take. 647:(1991). The system discarded the discrete turn-based battles of the first three entries in favour of a continuous flow of actions and variable wait times. The fact that enemies can attack or be attacked at any time is credited with injecting urgency and excitement into the combat system. The ATB system was fully developed in 1239:
The extra time available to players in turn-based systems allow them to plan their moves to a greater degree, and permit game designers to offer additional tactical and gameplay options. The same options when used in combination with the time-pressures of real-time games, on the other hand, can cause
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series, the notion of rounds is carried over in part from the pen-and-paper rule systems they are based upon; a similar (but unrelated) example is when a game unit's ability to act is limited by the length of its combat animation, in which case the unit may become unresponsive until the animation has
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games (also called "I-Go-You-Go", or "IGOUGO" for short). Player-alternated games are further subdivided into three categories: ranked, round-robin start, and random. The difference is the order in which players start a turn. In ranked player-alternated games, the first player is the same every time.
1200:(2006) expanded on active pause combat with its "gambits" system, which allows players to collect and apply preferences to the artificial intelligence routines of partner characters, who will then perform certain actions in response to certain conditions. A similar "tactics" system later appeared in 1026:
system (also called "pausable real-time" or "real-time with pause"), players are able to pause the game and issue orders such that once a game is un-paused, orders are automatically put into effect. This type of system can offer additional tactical options, and can resolve issues that arise in other
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games tie all unit actions directly to the game clock. Turns begin and end depending on the duration specified for each action, resulting in a sequence of turns that is highly variable and has no set order. This system is frequently cited for its realism when compared to other turn-based systems. It
946:(2023) are turn-based during the combat phase, and real-time throughout the remainder of the game. This speeds up portions of the game (such as exploration) where the careful timing of actions is not crucial to player success. Some turn-based games have been criticized for omitting this feature. 1254:
It is more realistic to control multiple units intelligently using this system, as players do not have to divide their attention among multiple independent units all moving simultaneously. Likewise, it is easier to keep track of what the enemy is doing at all times since the player is typically
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statistic of each unit no matter which side the unit belongs to. Games of this type are still technically sequential (e.g. "I-Go-You-Go"), as only one unit can perform an action at a time, and the duration of actions is not tied to the game clock. Examples include the video games
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Armies pausing mid-combat to take turns and act in a sequential manner is unrealistic. Real-life combat occurs simultaneously with no side pausing to let the other side move, but this only pertains to sequential turn-based systems, not "we-go"
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is also possible in this system for different players' actions to occur at the same time with respect to the game clock, as in real-time or simultaneously executed games. Examples of video games that use this type of system include
895:(2009) features something similar, where every fourth turn, the season turns to winter, which is the only time when buildings can be constructed and taxes are collected, while it is not possible to move units. In the board game 504:
Various adaptations of the real-time and turn-based systems have been implemented to address common or perceived shortcomings of these systems (though they often introduce new issues that did not exist before). These include:
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Games are fairer due to a lack of reliance upon player reflexes. A player with slower reflexes is not at a disadvantage compared to faster players; rather, only the ability to think through and solve the current problem is
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exists, whereby game actions are timed according to a common interval that is longer than 'real time'. For instance, units might only begin or cease to act at the beginning or end of a round. In video games such as the
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real-time games where orders must be given to multiple units at the same time (normally an impossibility in real-time games). It can also help players who desire extra time for analysis before issuing actions.
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The added element of a shared clock ensures that each situation cannot be reduced to an easily repeatable sequential series of steps. Rather, the reliance upon player timing ensures that outcomes are highly
577:. It allows the player to speed up the game time by some (usually adjustable) factor. This permits the player to shorten the subjective duration of long and relatively uneventful periods of gameplay. 1619: 1082:, players also have the option to allow the artificial intelligence to take control during combat, though they can press the spacebar at any time to regain control of their characters. Further, in 400:
While game time in video games is in fact subdivided into discrete units due to the sequential nature of computing, these intervals or units are typically so small as to be imperceptible.
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differently: in these games a round refers to when a new game begins following the completion of a previous one (i.e. after someone or some group of people has "won").
2330: 559:(1983), if the player waited too long to issue a command, the game would issue a "pass" command automatically, thereby allowing enemies to take their turns while the 1232:
A debate has emerged between fans of real-time and turn-based video games (usually some type of strategy or role-playing game) based on the merits of each system.
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Many other games that are not generally turn-based retain the notion of turn-based play during specific sequences. For example, the role-playing video games
1627: 1510: 1188:(1997) allow players to target individual body parts during turn-based combat. The latter led to the creation of the V.A.T.S system in the real-time RPG 2412: 889:(1985), for instance, features a "Taxation and Mobilization" phase in every third turn (month), which does not occur in the other turns. The videogame 1170:
case, this allows players to target specific body parts while the game is paused—a similar mechanic was later used in the real-time role-playing game
653:(1992), which improved it by introducing a time gauge to indicate to the player which character's turn is next. The ATB system has since been used in 484:
gaming sites that allow for gameplay to extend beyond a single session, over long periods of time, often requiring months to complete games such as
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must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based.
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video game series includes an "Interrupt" statistic for each character to determine the likelihood of out-of-turn action. In the video game
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are designed to resolve issues of fairness where one player uses a greater amount of time to complete their turn than another player. In
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did nothing. Further, many browser-based games allocate a number of turns that can be played within a certain period of time, called a
463:" score that may in part be based on players' attributes or positions within the game or other, outside factors as well as dice rolls. 914:
series of video games players issue movement orders for all units in one phase, and attack orders in a later phase. In the board game
134: 1493:, Hironobu Sakaguchi and Hiroyuki Itou, "Video game apparatus, method and device for controlling same", issued 1995-02-21 992: 920:(2007) turns are divided into three phases: "Upkeep", "Replenishing" and "Work". A fourth phase, "Harvest", occurs every few turns. 1987: 1284:
Real-time games are more multiplayer-friendly; sitting around and waiting while other players take their turns can become tiresome.
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series, the player often has the opportunity to "counterattack" on the enemy's turn, causing damage and often halting the attack.
2418: 865:(1996), defensive units may be set to fire out of turn at the expense of being able to fire in their own turn. In the board game 2170: 1703: 1729: 1383: 1332: 1126: 375:, are almost entirely simultaneous in nature, retaining only a very limited notion of turns in specific instances, such as the 1956: 1596: 891: 735: 304: 51: 2338: 2085: 2062: 1460: 824:
an opponent's turn and executing additional actions. Typically, the number and type of actions a player may take during an
2017: 1566: 1086:, players are able to configure the game to automatically pause when certain conditions are met, such as at the end of a 861: 844:-action to prepare an action to be executed during the enemy's turn – this is also implemented in some video games like 1804: 1010: 747: 2115: 2039: 2445: 2424: 1549: 330: 234: 216: 194: 65: 312: 187: 1934: 998: 908:
Other turn-based games feature several phases dedicated to different types of activities within each turn. In the
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pool (or something similar) carried over from the previous turn. A mild version of this is the ability to perform
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have game time progress continuously according to the game clock. One example of such a game is the sandbox game
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games (also called "phase-based", "We-Go" or "Turn-based WeGo"), turns are separated into two distinct phases:
308: 2265: 1850: 951: 753: 2471: 2438: 1096: 871:, the player may play a card that allows him to interrupt an opponent's turn and perform an action. In the 359:, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance 2396: 2594: 1275: 1271:
Thinking (and acting) quickly is part of the strategy and constitutes an additional element of challenge.
829: 617: 2141: 1298: 1094:. A variation of active pause, called "Smart Pause Mode" or SPM, is an advertised feature of Apeiron's 1031: 1490: 2485: 1278:. In essence, players feel more like they are really "there" and experiencing game events first-hand. 1156: 1135: 1040: 873: 611: 100: 91: 57: 1907: 1762: 2861: 2830: 2702: 2604: 2500: 2211: 293: 181: 2372: 2308: 1884: 2881: 2589: 1248: 1235:
Various arguments are made by proponents. Arguments made in favor of turn-based systems include:
1221: 1184: 1035: 930: 550: 297: 139: 2818: 2813: 2782: 2654: 2609: 1112: 1052: 456: 198: 1671: 96: 2744: 1121: 1004: 897: 837: 816: 797: 356: 2242: 397:, players must compete to discard their cards as quickly as possible and do not take turns. 2902: 2761: 2531: 1147: 1091: 1044:
series, though the same mechanic was also present in earlier role-playing games such as in
916: 8: 2712: 2624: 2554: 1202: 1116: 1108: 968: 729: 540: 535: 409: 1995: 2851: 2803: 2679: 2579: 2521: 2490: 1068: 1063: 1058: 942: 910: 691: 667: 555: 413: 360: 268: 2569: 2798: 2649: 2174: 1844: 1800: 1707: 1545: 1365: 1339: 1313: 1303: 1196: 1178: 1046: 980: 972: 963: 695:(2009) used heavily modified versions of the system. The ATB system was also used in 685: 679: 661: 477: 429: 272: 2856: 2739: 2707: 2634: 2629: 2536: 2495: 1964: 1863: 1438: 1384:"Choose My Adventure: The combat is the sauce in Wizard101 | Massively Overpowered" 1141: 723: 673: 655: 643: 574: 560: 446: 376: 1730:"Arcanum: Of Steamworks and Magick Obscura (PC) Reviews. PC Games Reviews by CNET" 2808: 1796: 1790: 1308: 986: 820:(1985)—allow players to act outside of their normal turn by providing a means of 741: 649: 546: 485: 433: 1468: 2777: 2599: 2584: 2546: 2526: 2304: 2207: 1960: 1570: 1172: 697: 528: 493: 1030:
There are several variations of pausable real-time combat. Among mouse-driven
2896: 2876: 2871: 2669: 2664: 2564: 1208: 1162: 1416: 2835: 2639: 2505: 2334: 2266:"Interview: John Tiller on Game Design and His Perceptions of the Industry" 1464: 936: 867: 855: 638: 481: 1194:, where the players could pause the game to target individual body parts. 78: 2717: 2684: 1251:
due to the greater amount of computer processing power available to them.
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Real-time systems are viscerally exciting and add to players' sense of
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Turn-based games come in two main forms: depending on whether play is
2756: 2574: 2400: 1867: 1677: 1190: 1074: 811: 465: 422: 1166:(2000), the player can pause the game to take aim with a weapon. In 1125:
series before the developers decided to switch to turn-based. Among
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In some turn-based games, not all turns are alike. The board game
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Dungeons And Desktops: The History Of Computer Role-playing Games
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Turn-based games have too many rules and are difficult to master.
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Real-time gameplay is the dominant form of time-keeping found in
2063:"You Can Play Dragon Age: Origins Sort Of Like Four Other Games" 779: 704: 125: 2409:- editorial discussing how to design turn-based combat systems. 598: 368: 364: 2399:- discusses several different types of timing systems used in 1366:"The Path to Equilibrium in Sequential and Simultaneous Games" 421:
have game flow that is partitioned into defined parts, called
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Final Fantasy V Advance: The Official Nintendo Player's Guide
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is limited by the number of points remaining in the player's
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may be used in order to place an upper limit on game length.
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informed of every move in advance (not taking into account
544:(1982) featured an early example of timed turns. The early 455:
In round-robin games, the first player selection policy is
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Taking Turns (Or Yes, It IS Your Job to Make Me Have Fun)
2301:"Point — CounterPoint: Turn Based vs. Real Time Strategy" 637:
The "Active Time Battle" (ATB) system was introduced by
2018:"Date européenne fixe pour l'action/RPG Last Rebellion" 1831:. ActionTrip. Archived from the original on May 5, 2008 1038:, the pausable real-time system was popularized by the 573:
is a feature commonly found in real-time games such as
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Arguments made in favor of real-time systems include:
2365:"Strategy Gaming: Part V -- Real-Time vs. Turn-Based" 1595:. Total Video Games. December 2, 2004. Archived from 1593:"Metalheart: Replicants Rampage — First Look Preview" 1453: 1755:"Gamespot Arcanum: Of Steamworks and Magick Obscura" 1227: 450:
being a notable example. The latter games fall into
784:In some games the sequence of turns depends on the 593:, or units of time. Not to be confused with a game 508: 905:turn is "night turn" where combat is not allowed. 1885:"Dragon Knight III (Turbografx-CD) review by Sho" 1665: 1511:"The History of Final Fantasy — Final Fantasy IV" 2894: 2407:12 ways to improve turn-based RPG combat systems 1663: 1661: 1659: 1657: 1655: 1653: 1651: 1649: 1647: 1645: 924:Partially or optionally turn-based and real-time 2257: 1704:"Editorial: What Happened to Turn-Based Games?" 18:Turns, rounds and time-keeping systems in games 2105: 2103: 2083: 2060: 1697: 1695: 1693: 1119:, and was the originally intended mode of the 436:. The former games fall under the category of 2446: 2358: 2356: 2112:"Secret of Mana - SNES review at Thunderbolt" 2109: 1985: 1642: 1508: 780:Unit initiative and acting outside one's turn 705:Simultaneously executed and clock-based turns 553:were strictly turn-based, but starting with 2100: 1701: 1690: 1111:, it is used exclusively in the slow-paced 880: 311:. Unsourced material may be challenged and 66:Learn how and when to remove these messages 2453: 2439: 2353: 2226: 1979: 1949: 1820: 1611: 840:(DnD). Newer editions of DnD also allow a 1957:"Strategy — Brigade E5: New Jagged Union" 1784: 1782: 1780: 1747: 1722: 993:Arcanum: Of Steamworks and Magick Obscura 331:Learn how and when to remove this message 235:Learn how and when to remove this message 217:Learn how and when to remove this message 2198: 2196: 2194: 2192: 2139: 1926: 1879: 1877: 1875: 1702:Wojnarowicz, Jakub (February 22, 2001). 180:This article includes a list of general 150:of all important aspects of the article. 2460: 2323: 2142:"'Nations' offers 2 types of game play" 1988:"Retronauts: Volume 4 - Yasumi Matsuno" 1827:Babovic, Branislav (October 20, 2000). 1826: 1669: 1585: 1461:"Final Fantasy Retrospective Part XIII" 1410: 1408: 1406: 1404: 1402: 1400: 1127:construction and management simulations 625:Online turn-based gaming uses the term 363:). Time is an important factor in most 14: 2895: 2675:Turns, rounds and time-keeping systems 2331:"Icarus: Sanctuary of the Gods Review" 2295: 2293: 2291: 2289: 2287: 2285: 2283: 2263: 2164: 2162: 2135: 2133: 2114:. Thunderboltgames.com. Archived from 1908:"Tales of Phantasia - Staff Retroview" 1788: 1777: 1617: 1558: 1535: 1414: 1154:In the single-character console RPGs, 146:Please consider expanding the lead to 2434: 2189: 1905: 1872: 1673:Analysis: Turn-Based Versus Real-Time 1564: 1017: 892:King Arthur: The Role-Playing Wargame 632: 604:In some real-time games, a notion of 2173:. Game Industry News. Archived from 2084:Stephen Totilo (February 18, 2011). 1932: 1502: 1415:Davies, Gareth (December 10, 2002). 1397: 1381: 810:series of video games and the board 309:adding citations to reliable sources 276: 166: 119: 72: 31: 2280: 2168: 2159: 2130: 2061:Stephen Totilo (October 19, 2009). 1670:Johnson, Soren (November 6, 2009), 1618:Ocampo, Jason (February 16, 2005). 1364:Brocas, Carrillo, Sachdeva (2016). 580: 24: 2362: 2210:. December 4, 2000. Archived from 1887:. Honestgamers.com. August 3, 2007 1509:Andrew Vestal (November 2, 1998). 1467:. November 2, 2007. Archived from 1417:"Treatise on Combat to Pink Floyd" 1011:Pathfinder: Wrath of the Righteous 1008:(2018, added later per patch) and 748:Star Hammer: The Vanguard Prophecy 186:it lacks sufficient corresponding 25: 2919: 2419:Turn Based Strategy Makes Me Care 2390: 2232: 2042:. Samuel Horti. November 29, 2018 1565:Butts, Steve (January 27, 2004). 1228:Real-time vs. turn-based gameplay 387:in basketball. In the card games 47:This article has multiple issues. 2020:. Jeuxvideo.fr. January 18, 2010 1986:Jeremy Parish (March 18, 2006). 1441:. Uk.gamespy.com. August 3, 2004 1247:Games can in theory have better 1240:new players to feel overwhelmed. 1220:(1993) also allow an adjustable 999:Pillars of Eternity II: Deadfire 772:(1991), both originally for the 509:Timed turns and time compression 281: 171: 124: 77: 36: 2307:. June 27, 2001. Archived from 2264:Maddox, John (April 26, 2001). 2140:Saltzman, Marc (July 1, 2003). 2077: 2054: 2032: 2010: 1933:Tait, John (January 30, 2007). 1899: 1857: 1224:to take control during combat. 949:Other video games, such as the 589:is a game that is played using 138:may be too short to adequately 55:or discuss these issues on the 2110:Anthony Karge (May 27, 2005). 1529: 1483: 1431: 1375: 1357: 1325: 847:Solasta: Crown of the Magister 727:. Video game examples include 148:provide an accessible overview 13: 1: 1829:"Combat Systems in RPG Games" 1706:. FiringSquad. Archived from 1620:"Cops 2170: The Power of Law" 1382:Neal, Chris (March 2, 2021). 1319: 1129:, it has been present in the 754:Battlestar Galactica Deadlock 469:is an example of this style. 403: 2472:Glossary of video game terms 1795:. Wellesley, Massachusetts: 1097:Brigade E5: New Jagged Union 792:The Temple of Elemental Evil 499: 262: 7: 1292: 1022:In real-time games with an 90:to comply with Knowledge's 10: 2924: 2171:"A Thinking Man's Wargame" 1513:. Gamespot. Archived from 1439:"GameSpy: Utopia - Page 1" 1299:List of play-by-mail games 520:, for instance, a pair of 407: 266: 2844: 2791: 2770: 2695: 2545: 2514: 2478: 2469: 2421:- editorial at Gamasutra. 2415:- editorial at Gamasutra. 2397:Time Systems - RogueBasin 2235:"Zeus: Master of Olympus" 1849:: CS1 maint: unfit URL ( 1489: 2703:Destructible environment 1333:"Game Theory (Ferguson)" 978:Lastly, the video games 881:Special turns and phases 804:Some games—notably, the 551:role-playing video games 103:may contain suggestions. 88:may need to be rewritten 2425:Turn-Based VS Real-Time 1249:artificial intelligence 1222:artificial intelligence 1139:(1989), as well as the 1090:or upon the death of a 1062:(1995), as well in the 711:simultaneously executed 438:simultaneously executed 201:more precise citations. 2908:Video game terminology 975:combat or vice versa. 838:Dungeons & Dragons 834:attacks of opportunity 357:simulation video games 2745:Procedural generation 2375:on September 11, 2009 2341:on September 27, 2011 2245:on September 10, 2012 1937:. The Armchair Empire 1789:Barton, Matt (2008). 1569:. IGN. Archived from 1567:"Silent Storm Review" 1536:Meyers, Andy (2006). 1491:US patent 5390937 1005:Pathfinder: Kingmaker 817:Advanced Squad Leader 798:Final Fantasy Tactics 2532:Non-player character 2311:on February 26, 2007 2214:on December 31, 2007 2177:on December 17, 2007 1998:on February 23, 2013 1906:den Ouden, Adriaan. 1599:on December 18, 2007 1148:RollerCoaster Tycoon 1113:grand strategy games 1109:strategy video games 1092:non-player character 969:turn-based strategic 901:(1974), every third 836:in systems based on 305:improve this section 2771:Movement techniques 2555:Collision detection 1765:on October 12, 2011 1630:on November 2, 2012 1573:on February 2, 2004 1517:on November 5, 2012 1203:Dragon Age: Origins 1117:Paradox Interactive 887:Imperium Romanum II 730:Laser Squad Nemesis 536:turn-based strategy 440:games (also called 410:Turn-based strategy 2852:Advance And Secure 1967:on October 7, 2010 1544:. pp. 14–15. 1102:7.62: High Calibre 1069:Total Annihilation 1064:real-time strategy 1059:Tales of Phantasia 1036:role-playing games 1018:Pausable real-time 973:real-time tactical 967:(1999), combine a 826:interrupt sequence 633:Active Time Battle 618:Neverwinter Nights 556:Ultima III: Exodus 478:play-by-mail games 444:or "We-Go"), with 414:Turn-based tactics 379:in soccer and the 361:real-time strategy 269:Real-time strategy 2890: 2889: 2867:Last man standing 2650:Scripted sequence 1864:Knights of Xentar 1710:on April 21, 2013 1314:Simultaneous game 1304:Play-by-mail game 1214:Knights of Xentar 1197:Final Fantasy XII 1179:Jagged Alliance 2 1047:Knights of Xentar 981:X-COM: Apocalypse 964:Jagged Alliance 2 874:Mario & Luigi 686:Final Fantasy XII 575:flight simulators 474:turn-based gaming 452:player-alternated 341: 340: 333: 273:Real-time tactics 255:, the passage of 245: 244: 237: 227: 226: 219: 165: 164: 118: 117: 92:quality standards 70: 16:(Redirected from 2915: 2882:King of the hill 2857:Capture the flag 2740:Persistent world 2708:Instance dungeon 2635:Random encounter 2630:Quick time event 2537:Player character 2496:Experience point 2455: 2448: 2441: 2432: 2431: 2385: 2384: 2382: 2380: 2371:. 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Archived from 1337: 1329: 1142:Transport Tycoon 766:Typhoon of Steel 644:Final Fantasy IV 581:Ticks and rounds 571:Time compression 561:player character 476:is also used in 419:Turn-based games 367:; many, such as 336: 329: 325: 322: 316: 285: 277: 240: 233: 222: 215: 211: 208: 202: 197:this article by 188:inline citations 175: 174: 167: 160: 157: 151: 128: 120: 113: 110: 104: 81: 73: 62: 40: 39: 32: 21: 2923: 2922: 2918: 2917: 2916: 2914: 2913: 2912: 2893: 2892: 2891: 2886: 2840: 2787: 2766: 2691: 2541: 2510: 2474: 2465: 2459: 2393: 2388: 2378: 2376: 2361: 2354: 2344: 2342: 2329: 2328: 2324: 2314: 2312: 2299: 2298: 2281: 2271: 2269: 2268:. Gamesquad.com 2262: 2258: 2248: 2246: 2231: 2227: 2217: 2215: 2202: 2201: 2190: 2180: 2178: 2169:Breeden, John. 2167: 2160: 2150: 2148: 2138: 2131: 2121: 2119: 2108: 2101: 2091: 2089: 2088:. 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2410: 2404: 2392: 2391:External links 2389: 2387: 2386: 2363:Walker, Mark. 2352: 2322: 2305:StrategyPlanet 2279: 2256: 2225: 2208:StrategyPlanet 2204:"A Hex on You" 2188: 2158: 2129: 2099: 2076: 2053: 2031: 2009: 1978: 1961:Strategy First 1948: 1925: 1898: 1871: 1856: 1819: 1806:978-1568814117 1805: 1776: 1746: 1721: 1689: 1641: 1610: 1584: 1557: 1550: 1528: 1501: 1482: 1452: 1430: 1396: 1374: 1356: 1323: 1321: 1318: 1317: 1316: 1311: 1306: 1301: 1294: 1291: 1290: 1289: 1285: 1282: 1279: 1272: 1269: 1261: 1260: 1252: 1245: 1241: 1229: 1226: 1218:Secret of Mana 1173:Last Rebellion 1019: 1016: 925: 922: 882: 879: 781: 778: 736:Combat Mission 706: 703: 698:Chrono Trigger 634: 631: 582: 579: 529:exchange chess 510: 507: 501: 498: 494:infinite chess 405: 402: 339: 338: 289: 287: 280: 264: 261: 243: 242: 225: 224: 179: 177: 170: 163: 162: 142:the key points 132: 130: 123: 116: 115: 85: 83: 76: 71: 45: 44: 42: 35: 27:Game mechanics 26: 9: 6: 4: 3: 2: 2920: 2909: 2906: 2904: 2901: 2900: 2898: 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Games 2325: 2313:. Retrieved 2309:the original 2270:. Retrieved 2259: 2247:. Retrieved 2243:the original 2233:Quick, Dan. 2228: 2216:. Retrieved 2212:the original 2179:. Retrieved 2175:the original 2149:. Retrieved 2120:. Retrieved 2116:the original 2090:. Retrieved 2079: 2067:. Retrieved 2065:. Kotaku.com 2056: 2044:. Retrieved 2034: 2022:. Retrieved 2012: 2000:. Retrieved 1996:the original 1981: 1969:. Retrieved 1965:the original 1951: 1941:November 13, 1939:. Retrieved 1928: 1916:. Retrieved 1911: 1901: 1889:. Retrieved 1859: 1833:. Retrieved 1822: 1812:September 8, 1810:. Retrieved 1791: 1767:. Retrieved 1763:the original 1758: 1749: 1737:. Retrieved 1733: 1724: 1714:November 19, 1712:. Retrieved 1708:the original 1681:, retrieved 1672: 1634:December 15, 1632:. Retrieved 1628:the original 1613: 1603:December 12, 1601:. Retrieved 1597:the original 1587: 1577:December 12, 1575:. Retrieved 1571:the original 1560: 1537: 1531: 1521:December 31, 1519:. 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Retrieved 1340:the original 1327: 1262: 1234: 1231: 1217: 1213: 1207: 1201: 1195: 1189: 1183: 1177: 1171: 1167: 1161: 1157:Parasite Eve 1155: 1153: 1146: 1140: 1134: 1130: 1122:Civilization 1120: 1106: 1101: 1095: 1087: 1083: 1079: 1073: 1067: 1057: 1051: 1045: 1039: 1029: 1024:active pause 1023: 1021: 1009: 1003: 997: 991: 985: 979: 977: 962: 956: 950: 948: 941: 937:Silent Storm 935: 929: 927: 915: 909: 907: 902: 896: 890: 886: 884: 872: 868:Tide of Iron 866: 860: 856:Silent Storm 854: 852: 845: 841: 833: 830:action point 825: 822:interrupting 821: 815: 805: 803: 796: 790: 785: 783: 769: 765: 760: 759: 752: 746: 740: 734: 733:(2003), the 728: 722: 718: 714: 710: 708: 696: 690: 684: 678: 677:(2000), and 672: 666: 660: 654: 648: 642: 639:Hiroyuki Ito 636: 626: 624: 616: 610: 605: 603: 594: 590: 586: 584: 570: 569: 564: 554: 545: 539: 533: 526: 513: 512: 503: 473: 471: 464: 451: 445: 441: 437: 430:simultaneous 427: 418: 417: 399: 392: 354: 347: 343: 342: 327: 318: 303:Please help 291: 246: 231: 213: 204: 185: 153: 137: 135:lead section 106: 97:You can help 87: 63: 56: 50: 49:Please help 46: 29: 2903:Timekeeping 2824:Competitive 2819:Cooperative 2814:Multiplayer 2718:Bonus stage 2685:Fast travel 2379:October 28, 2345:December 2, 2272:December 2, 2249:December 2, 2218:December 2, 2181:December 2, 2151:December 2, 1918:January 27, 1912:rpgamer.com 1835:December 2, 1419:. RPG Codex 1216:(1991) and 1206:(2009) and 1182:(1999) and 1160:(1998) and 1100:(2006) and 1078:(1999). In 1072:(1997) and 1032:party-based 990:(2001) and 971:layer with 961:(1994) and 940:(2003) and 911:Battle Isle 795:(2003) and 768:(1988) and 761:Clock-based 751:(2015) and 689:(2006) and 622:completed. 522:stop clocks 514:Timed turns 457:round-robin 442:phase-based 249:video games 199:introducing 2897:Categories 2862:Deathmatch 2845:Game modes 2735:Open world 2645:Saved game 2615:Permadeath 2605:Paper doll 2570:Fog of war 2515:Characters 2479:Attributes 2462:Video game 2401:roguelikes 1797:A K Peters 1739:October 5, 1349:January 8, 1320:References 1257:fog of war 1244:important. 786:initiative 461:initiative 434:sequential 408:See also: 404:Turn-based 385:shot clock 381:free throw 373:basketball 267:See also: 251:and other 182:references 52:improve it 2804:Nonlinear 2757:Overworld 2575:Game over 2547:Mechanics 1914:. RPGamer 1868:MobyGames 1769:March 11, 1678:Gamasutra 1475:March 30, 1288:variable. 1276:immersion 1191:Fallout 3 1075:Homeworld 1053:Darklands 1034:computer 952:Total War 770:MechForce 724:Diplomacy 719:execution 500:Sub-types 472:The term 466:Wizard101 447:Diplomacy 377:free kick 321:June 2016 292:does not 263:Real-time 156:June 2016 140:summarize 109:June 2016 101:talk page 58:talk page 2877:Survival 2799:Emergent 2783:Strafing 2750:Map seed 2730:Mini-map 2723:Minigame 2655:Spawning 2620:Power-up 2610:Password 2560:Cutscene 2464:concepts 2315:April 5, 2122:June 23, 2092:June 23, 2069:June 23, 2024:June 23, 2002:April 9, 1971:June 18, 1891:June 23, 1845:cite web 1759:Gamespot 1624:GameSpot 1542:Nintendo 1445:June 23, 1423:April 5, 1293:See also 1268:systems. 1212:(2011). 1176:(2010). 1151:series. 1104:(2007). 1056:(1992), 1050:(1991), 1014:(2021). 1002:(2018), 984:(1997), 955:series, 934:(1997), 917:Agricola 898:Napoleon 850:(2020). 801:(1997). 757:(2017). 745:series, 739:series, 715:decision 701:(1995). 671:(1999), 665:(1997), 659:(1994), 480:and use 394:Ligretto 349:Terraria 2696:Scenery 2369:GameSpy 2239:GameSpy 2146:CNN.com 1992:1UP.com 1683:July 8, 1185:Fallout 1136:SimCity 1131:SimCity 931:Fallout 812:wargame 599:MMORPGs 313:removed 298:sources 195:improve 2809:Twitch 2762:Skybox 2486:Health 1803:  1548:  1497:  1107:Among 1066:games 903:player 862:M.A.X. 627:rounds 606:rounds 547:Ultima 541:Utopia 492:, and 369:soccer 365:sports 184:, but 99:. The 2713:Level 2660:Stats 2625:Quest 2501:Magic 1369:(PDF) 1343:(PDF) 1336:(PDF) 1088:round 958:X-COM 842:Ready 807:X-COM 774:Amiga 595:round 591:ticks 538:game 518:chess 490:chess 423:turns 389:Nerts 253:games 2680:Warp 2590:Item 2522:Boss 2491:Life 2381:2007 2347:2007 2317:2007 2274:2007 2251:2007 2220:2007 2183:2007 2153:2007 2124:2016 2094:2016 2071:2016 2048:2019 2026:2016 2004:2011 1973:2008 1943:2008 1920:2018 1893:2016 1851:link 1837:2007 1814:2010 1801:ISBN 1771:2009 1741:2006 1734:CNET 1716:2007 1685:2011 1636:2007 1605:2007 1579:2007 1546:ISBN 1523:2008 1477:2009 1447:2016 1425:2007 1391:2023 1351:2018 1145:and 853:The 717:and 692:XIII 668:VIII 615:and 565:tick 534:The 412:and 391:and 383:and 296:any 294:cite 271:and 257:time 2580:HUD 2527:Bot 1866:at 709:In 680:X-2 662:VII 641:in 527:In 432:or 371:or 307:by 247:In 2899:: 2367:. 2355:^ 2333:. 2303:. 2282:^ 2237:. 2206:. 2191:^ 2161:^ 2144:. 2132:^ 2102:^ 1990:. 1959:. 1910:. 1874:^ 1847:}} 1843:{{ 1799:. 1779:^ 1757:. 1732:. 1692:^ 1676:, 1644:^ 1622:. 1540:. 1463:. 1399:^ 1259:). 814:, 776:. 674:IX 656:VI 585:A 567:. 496:. 488:, 486:Go 61:. 2454:e 2447:t 2440:v 2403:. 2383:. 2349:. 2319:. 2276:. 2253:. 2222:. 2185:. 2155:. 2126:. 2096:. 2073:. 2050:. 2028:. 2006:. 1975:. 1945:. 1922:. 1895:. 1853:) 1839:. 1816:. 1773:. 1743:. 1718:. 1638:. 1607:. 1581:. 1554:. 1525:. 1479:. 1449:. 1427:. 1393:. 1371:. 1353:. 334:) 328:( 323:) 319:( 315:. 301:. 238:) 232:( 220:) 214:( 209:) 205:( 191:. 158:) 154:( 144:. 111:) 107:( 94:. 68:) 64:( 20:)

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