History Main / SlidingScaleOfTurnRealism

30th Oct '15 7:13:23 PM FordPrefect
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* ''Sword’s Path Glory'' by Leading Edge Games was a tabletop game had turns that lasted ''1/12 of a second''.

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* ''Sword’s Path Glory'' by Leading Edge Games was a tabletop game had with turns that lasted ''1/12 of a second''.
21st Jun '15 2:43:14 AM Morgenthaler
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* ''{{Diplomacy}}'' - 6 months a round

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* ''{{Diplomacy}}'' ''TabletopGame/{{Diplomacy}}'' - 6 months a round
2nd Mar '15 9:01:32 AM SeptimusHeap
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Time is sliced up into chunks, and in each chunk everyone acts. The length of the round will vary a lot by game, ranging from a few seconds to months or even years. So long as they have a defined length, it is Round by Round. The method used by DungeonsAndDragons, as well as most [=RPG=]s, this is less realistic but easier to administer again. Some actions have to span multiple rounds however and other actions seems to take a long time compared to what it would take in real life, for example pushing a button could take as much as 6 seconds if that is the length of a round. This can often also lead to problems transitioning non-combat actions into combat situations due to the duration differences. If a round is 6 seconds then blowing away the smoke would either take the whole 6 seconds or be ignored time wise. Loading a handgun would take 2 seconds longer than under other systems. Stripping the rifle takes 10 successive rounds. Some systems break the round down into portions to allow some flexibility.

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Time is sliced up into chunks, and in each chunk everyone acts. The length of the round will vary a lot by game, ranging from a few seconds to months or even years. So long as they have a defined length, it is Round by Round. The method used by DungeonsAndDragons, ''TabletopGame/DungeonsAndDragons'', as well as most [=RPG=]s, this is less realistic but easier to administer again. Some actions have to span multiple rounds however and other actions seems to take a long time compared to what it would take in real life, for example pushing a button could take as much as 6 seconds if that is the length of a round. This can often also lead to problems transitioning non-combat actions into combat situations due to the duration differences. If a round is 6 seconds then blowing away the smoke would either take the whole 6 seconds or be ignored time wise. Loading a handgun would take 2 seconds longer than under other systems. Stripping the rifle takes 10 successive rounds. Some systems break the round down into portions to allow some flexibility.
13th Feb '15 3:29:28 AM jormis29
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* The ''TotalWar'' series (for the turn-based part of the game, anyway). The amount of time per turn varies from game to game; ''Rome: Total War'' for example has every turn represent 6 months, while ''Medieval 2 Total War'' has turns representing two whole years.

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* The ''TotalWar'' ''VideoGame/TotalWar'' series (for the turn-based part of the game, anyway). The amount of time per turn varies from game to game; ''Rome: Total War'' ''VideoGame/RomeTotalWar'' for example has every turn represent 6 months, while ''Medieval 2 Total War'' ''VideoGame/MedievalIITotalWar'' has turns representing two whole years.
16th Jan '15 4:11:14 PM ManCalledTrue
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* ''VideoGame/{{Civilization}}'' - In the beginning, each round simulates up to 100 years, but the amount of time spent during each round lessens as the game continues, presumably to keep it realistic. It would be crazy if it took the same amount of time for a stone age civilization to create a barracks as a modern one.

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* ''VideoGame/{{Civilization}}'' - In the beginning, each round simulates up to 100 years, but the amount of time spent during each round lessens as the game continues, presumably to keep it realistic. It would be crazy if it took the same amount of time for a stone age civilization to create a barracks as a modern one. Generally speaking, a game can last a maximum of 500 rounds, though most end well before that.
23rd Dec '14 11:22:19 PM ManCalledTrue
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* ''TabletopGame/TheWorldOfDarkness''

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* ''TabletopGame/TheWorldOfDarkness''
''TabletopGame/TheWorldOfDarkness'' goes one step further and applies this to ''non-combat'' as well. The main unit of time is the "scene" - however long it takes for the events in the current area to conclude. The equivalent of "until the turn ends" is "for the rest of the scene".
18th Dec '14 8:45:04 PM nombretomado
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* ''FinalFantasy'' at least in the early games and [[Videogame/FinalFantasyX X]] before they went to Active Time Battles.

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* ''FinalFantasy'' ''Franchise/FinalFantasy'' at least in the early games and [[Videogame/FinalFantasyX X]] before they went to Active Time Battles.
27th May '14 2:32:24 PM Koveras
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* The Active Time Battle in the ''FinalFantasy'' games

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* The Active Time Battle ActiveTimeBattle in the ''FinalFantasy'' ''Franchise/FinalFantasy'' games
2nd Feb '14 12:40:50 AM Koveras
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Games that simulate real life to a degree have, over the years, had to deal with one problem time and time again. How do you simulate the passage of time in a situation where tracking it is vital? While you can say "about an hour" when dealing with shopping, in combat you need exact measurements. There have been many different attempts at this.

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Games that simulate real life to a degree have, over the years, had to deal with one problem time and time again. How do you simulate the passage of time in a situation where tracking it is vital? While you can say "about an hour" when dealing with shopping, in combat [[TurnBasedCombat combat]] you need exact measurements. There have been many different attempts at this.
19th Oct '13 5:02:07 AM Sabrewing
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* ''VideoGame/PanzerDragoon Saga''
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