History Main / RealTimeWithPause

20th Mar '18 4:17:56 PM KandC
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* ''VideoGame/FireEmblemWarriors'' 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.
1st Feb '18 5:54:10 PM nombretomado
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* ''TheMovies''

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* ''TheMovies''''VideoGame/TheMovies''
22nd Jan '18 2:04:44 AM Omegatron
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* The ''VideoGame/CreeperWorld'' series allows you to issue commands, use upgrades, and queue moves while paused. This helps a lot when the micromanagement level reaches its peak.



* The ''VideoGame/CreeperWorld'' series allows you to issue commands, use upgrades, and queue moves while paused. This helps a lot when the micromanagement level reaches its peak.
21st Dec '17 6:25:33 AM Dghcrh
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* The ''InazumaEleven'' 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.

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* The ''InazumaEleven'' ''VideoGame/InazumaEleven'' 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.
18th Dec '17 1:27:08 PM Jubileus57
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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.
10th Dec '17 4:09:12 PM nombretomado
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* ''DragonQuestIX'' has a particularly strange example, since enemies move on the field in real time. Enemies now appear on the field instead of simple RandomEncounters, 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.).

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* ''DragonQuestIX'' ''VideoGame/DragonQuestIX'' has a particularly strange example, since enemies move on the field in real time. Enemies now appear on the field instead of simple RandomEncounters, 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.).
6th Dec '17 9:40:12 PM Breakerchase
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* ''VideoGame/FlashpointCampaigns''
29th Sep '17 6:24:24 PM wrpen99
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** The ''VideoGame/AgeOfEmpires'' series
20th May '17 11:42:33 AM nombretomado
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* Outside of combat in games like the ''Franchise/{{Ultima}}'' or ''VideoGame/{{Exile}}'' series, the entire thing in others like ''VideoGame/MightAndMagic'' or ''VideoGame/{{Cythera}}'', where you can only control a single character at a time.

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* Outside of combat in games like the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' or ''VideoGame/{{Exile}}'' series, the entire thing in others like ''VideoGame/MightAndMagic'' or ''VideoGame/{{Cythera}}'', where you can only control a single character at a time.
19th Apr '17 7:38:04 AM Jagger
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* The 1991 {{Hentai}} game ''VideoGame/KnightsOfXentar'' uses a form of pausable real-time combat. Its 1991 release makes it the UrExample of this combat system.

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* The ''[[http://www.giantbomb.com/first-queen/3025-2837/ First Queen]]'' series of {{Strategy RPG}} titles used a form of pausable real-time as early as 1988, making them {{Ur Example}}s.
* The 1991 {{Hentai}} game ''VideoGame/KnightsOfXentar'' uses a form of pausable real-time combat. Its 1991 release also makes it the UrExample of this combat system.an UrExample.



* The ''[[http://www.giantbomb.com/first-queen/3025-2837/ First Queen]]'' series of {{Strategy RPG}} titles used a form of pausable real-time as early as 1988, making them an UrExample.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.RealTimeWithPause