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** ''VideoGame/WorkersAndResourcesSovietRepublic''
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* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 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 replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode. 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 recoils around and it's pretty much difficult to desirably aim limbs or body parts without V.A.T.S.

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* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 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 replay playthrough of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his their character. The game then proceeds right back into full realtime mode. 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 recoils recoil around and it's pretty much difficult to desirably aim hit limbs or body parts without V.A.T.S.
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* Similar to ''ParasiteEve'' above, ''VideoGame/VagrantStory'' 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.

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* Similar to ''ParasiteEve'' above, ''VideoGame/ParasiteEve'', ''VideoGame/VagrantStory'' 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.
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* ''VideoGame/MiniMetro'' lets the player pause anytime they so choose in order to give them time to plan their metro lines optimally.

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* ''VideoGame/MiniMetro'' 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, ''VideoGame/MiniMotorways''.

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** ''VideoGame/{{Caesar}}''

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** ''VideoGame/{{Caesar}}''''VideoGame/CityBuildingSeries'':
*** ''VideoGame/{{Caesar}}''
*** ''VideoGame/{{Pharaoh}}''[=/=]''Cleopatra'' lets you pause the game, but not place buildings during the pause. You can, however, reduce the game speed to a crawl.
*** ''VideoGame/ZeusMasterOfOlympus''[=/=]''Poseidon'' lets you place buildings during the pause, but you can't give orders to military units.
*** ''VideoGame/EmperorRiseOfTheMiddleKingdom''



** ''VideoGame/{{Pharaoh}}''[=/=]''Cleopatra''
** ''Zeus''[=/=]''Poseidon''
** ''VideoGame/EmperorRiseOfTheMiddleKingdom''
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It's just a redirect back here.


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 PausableRealtime [PRT]). In some cases, the hybridization simply makes a fast game more accessible to slower-fingered players.

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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 PausableRealtime Pausable Realtime [PRT]). In some cases, the hybridization simply makes a fast game more accessible to slower-fingered players.

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* In ''VideoGame/KerbalSpaceProgram'' you can open part action windows while paused, this allows for things to happen simultaneously.


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* In earlier versions of ''VideoGame/KerbalSpaceProgram'' it was possible open part action windows while paused to activate or manipulate multiple parts simultaneously.
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* ''StarWars: Empire At War'' has a tiny, hard-to-reach pause button with no hot-key associated with it. It clearly was not intended (or at least badly designed) to pause the game often enough in mid-combat for it to be useful. There are third-party mods that add a hotkey, making it a viable feature. Considering the quick pace of battles in this game, it is not surprising that such mods were developed. Some players consider this cheating, however.

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* ''StarWars: ''Franchise/StarWars: Empire At War'' has a tiny, hard-to-reach pause button with no hot-key associated with it. It clearly was not intended (or at least badly designed) to pause the game often enough in mid-combat for it to be useful. There are third-party mods that add a hotkey, making it a viable feature. Considering the quick pace of battles in this game, it is not surprising that such mods were developed. Some players consider this cheating, however.
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* ''VideoGame/GetInTheCarLoser'': 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.
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* ''VideoGame/{{MGCM}}''

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* ''VideoGame/{{MGCM}}''''VideoGame/{{IMGCM}}''
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* ''VideoGame/Persona5Strikers'' 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.
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* ''VideoGame/{{Sacrifice}}''
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* ''[[http://www.vgaplanets.com/ VGA Planets]]'' was one of the early FourX games using Simultaneous Turn Resolution.

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* ''[[http://www.vgaplanets.com/ VGA Planets]]'' was ''VideoGame/VGAPlanets'' is/was one of the early first FourX games using Simultaneous Turn Resolution.
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* ''VideoGame/{{Starsector}}'' works this way both in general flight and during combat. The game pauses automatically whenever the combat command interface is opened.

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* ''VideoGame/{{Starsector}}'' works this way both in general flight and during combat. The game also pauses automatically whenever the combat command interface is opened.
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.
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* ''VideoGame/{{Starsector}}'' works this way both in general flight and during combat. The game pauses automatically whenever the combat command interface is opened.
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* Alfa:Anti-Terror an obscure Russian strategy game, has turns play out at the same time, with the in-game orders carried out in roughly 30 second periods with a break for both sides to give new orders. (As you are unable to give any commands during the 30 seconds of real time.)
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** ''VideoGame/{{Stellaris}}''
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* ''VideoGame/CryingSuns''
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* In the same vein, ''VideoGame/CitiesSkylines'' also runs in real time except when paused, although you may also react to disasters while paused.

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* In the same vein, ''VideoGame/CitiesSkylines'' also runs in real time except when paused, although paused. This time, however, you may can also react to disasters while paused.
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* The ''VideoGame/MegaManBattleNetwork'' 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.
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* The battle portion of ''VideoGame/TotalWar'' games. The strategy portion is purely turn-based. However it's subverted in the highest difficulty of ''[[VideoGame/TotalWarShogun2 Shogun 2]]'', as it removes the option to pause, in addition to a large number of other handicaps in order to make the game more difficult.

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* The battle portion of ''VideoGame/TotalWar'' games. The 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 ''[[VideoGame/TotalWarShogun2 Shogun 2]]'', 2]]'' entry onward, as it removes this difficulty will remove the option to pause, select and command your units while paused, in addition to a large number of other handicaps in order to make the game more difficult.difficult (or just [[TheComputerIsACheatingBastard your enemies being suddenly much stronger than they should]]).
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* ''VideoGame/SierraOps'' has a Command mode that lets you slow the game down during space battles, giving you more time to plan your next move.

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* In ''VideoGame/KerbalSpaceProgram'' you can open part action windows while paused, this allows for things to happen simultaneously.
* Newer versions of ''Brick Rigs'' allow to enter free camera mode while paused, to place vehicles (and especially trains on tracks, it was pretty tricky before) and interact with things.
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** 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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* ''VideoGame/OxygenNotIncluded''

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* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 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 replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode. 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.

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* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 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 replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode. Averted It is pretty much essential by design to keep its AP-based combat roots: because if your gun skill isn't high (as in ''Fallout 4'', 75 and up) enough, the gunshots will wildly recoils around and it's pretty much difficult to desirably aim limbs or body parts without V.A.T.S. was changed to merely slow down time instead of pausing the game completely, such that real time combat continues
** Averted
in slow motion around you and you could potentially be wounded or killed while 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.mode, and the gunplay is revamped so as it plays like a true FPS game.
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removed redlinks to nonexistant pages


* ''VideoGame/BattleBugs'' is designed around this, and precision to a fraction of a second in the orders for several different units is needed to win many of the later mission.

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* ''VideoGame/BattleBugs'' ''Battle Bugs'' is designed around this, and precision to a fraction of a second in the orders for several different units is needed to win many of the later mission.



** ''VideoGame/BigPharma''

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** ''VideoGame/BigPharma''''Big Pharma''



* ''VideoGame/StrangeAdventures'' and its sequel ''VideoGame/WeirdWorlds'', during the battle sequences.

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* ''VideoGame/StrangeAdventures'' ''Strange Adventures'' and its sequel ''VideoGame/WeirdWorlds'', ''Weird Worlds'', during the battle sequences.



* ''VideoGame/CrookzTheBigHeist'' works like this, in a departure from its Spiritual Ancestor ''VideoGame/TheSting'' (see below).
* ''VideoGame/{{Stunts}}'' is a rare racing game example of this. Pausing a racing game to think of your next move may not sound very useful, as you generally pause too late to do any good. That's why Stunts allows you to rewind and restart from any previous point in time. It crosses over in the unintentional category as the feature was intended to exist, but it wasn't intended to allow you to set official record times. Amongst the fan community racing with "replay handling" is now more popular than without, and it allows for some pretty crazy stunts using the bugs the game features.

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* ''VideoGame/CrookzTheBigHeist'' ''Crookz: The Big Heist'' works like this, in a departure from its Spiritual Ancestor ''VideoGame/TheSting'' ''The Sting'' (see below).
* ''VideoGame/{{Stunts}}'' ''Stunts'' is a rare racing game example of this. Pausing a racing game to think of your next move may not sound very useful, as you generally pause too late to do any good. That's why Stunts allows you to rewind and restart from any previous point in time. It crosses over in the unintentional category as the feature was intended to exist, but it wasn't intended to allow you to set official record times. Amongst the fan community racing with "replay handling" is now more popular than without, and it allows for some pretty crazy stunts using the bugs the game features.



* The space strategy game ''VideoGame/{{Flotilla}}'' is basically exactly that. You usually only have 2 to 5 units and order every single one of them to move somewhere on the 3D grid, shoot at an enemy (or not) and turn, tilt and roll over during the execution phase. This precision is needed since they all have ridiculous armor on the front and the top and are '''very''' vulnerable at the back and the bottom.

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* The space strategy game ''VideoGame/{{Flotilla}}'' ''Flotilla'' is basically exactly that. You usually only have 2 to 5 units and order every single one of them to move somewhere on the 3D grid, shoot at an enemy (or not) and turn, tilt and roll over during the execution phase. This precision is needed since they all have ridiculous armor on the front and the top and are '''very''' vulnerable at the back and the bottom.



* ''VideoGame/LaserSquadNemesis''

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* ''VideoGame/LaserSquadNemesis''''Laser Squad Nemesis''



* The board game ''TableTop/RoboRally''.

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* The board game ''TableTop/RoboRally''.''TabletopGame/RoboRally''.



* ''VideoGame/StarHammer''

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* ''VideoGame/StarHammer''''Star Hammer''
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* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 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 replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode. In ''Fallout 4'', V.A.T.S. was updated 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.

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* ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 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 replay of the shooting sequence that was queued in V.A.T.S, temporarily taking away the player's control of his character. The game then proceeds right back into full realtime mode. In Averted in ''Fallout 4'', V.A.T.S. was updated 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.

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