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* '''MenuTimeLockout''': This is an unintentional implementation of "Realtime With Pause". In other words, the designers added the ability to pause the game as a simple convenience, allowing the player to take a break from the action. Often, the screen goes gray, and/or a big obtrusive box appears, saying "The game is paused". But while the designer intended the game to be ''truly'' paused, for some reason it is still possible to examine the playing-field and/or give orders to your units!

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* '''MenuTimeLockout''': This is an unintentional implementation of "Realtime '''Unintentional Realtime With Pause". In other words, the Pause''': The designers added the ability to pause the game as a simple convenience, allowing the player to take a break from the action. Often, the screen goes gray, and/or a big obtrusive box appears, saying "The game is paused". But while the designer intended the game to be ''truly'' paused, for some reason it is still possible to examine the playing-field and/or give orders to your units!
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* The "Pause" button on [[CaptainNTheGameMaster Captain N's Controler]] is like this... for his allies. Kevin is fully mobile during the pause effect and can relocate objects... but can't give his friends new orders.

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* The "Pause" button on [[CaptainNTheGameMaster Captain N's Controler]] Controller]] is like this... for his allies. Kevin is fully mobile during the pause effect and can relocate objects... but can't give his friends new orders.



* Upcoming indie RealTimeTactics game ''[[FrozenSynapse Frozen Synapse]]'' uses a simultaneous turn based approach for controlling your units.

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* Upcoming indie RealTimeTactics game ''[[FrozenSynapse Frozen Synapse]]'' uses a simultaneous turn based approach for controlling your units. ''FrozenSynapse''



* Global conquest on the PC version of [[{{Commandandconquer}} Kanes wrath]] (Until a battle occurs then it switches to RTS)

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* Global conquest Conquest on the PC version of [[{{Commandandconquer}} Kanes wrath]] (Until [[{{CommandandConquer}} Kane's Wrath]], until a battle occurs then it for which the game switches to RTS)RTS.



* Another classic non-video-game example is ''{{Diplomacy}}'' (from the same company, AvalonHill). This combines--or perhaps conspires--with the totally deterministic battle system and various other features to make the game an excellent exercise in the GambitPileup.

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* Another classic non-video-game example is ''{{Diplomacy}}'' (from the same company, AvalonHill).company as the above game, Avalon Hill). This combines--or perhaps conspires--with the totally deterministic battle system and various other features to make the game an excellent exercise in the GambitPileup.
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* ''[[XCom X-COM]]: Apocalypse''. You can also switch to a pure turn-based mode instead, but only before a battle starts. The cityscape portion of the game always uses PRT.
** The ''{{X-Com}}'' series' SpiritualSequel, UFOAfterBlank (''Aftermath'', ''Aftershock'' and ''Afterlight''.)

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* ''[[XCom X-COM]]: ''{{X-COM}}: Apocalypse''. You can also switch to a pure turn-based mode instead, but only before a battle starts. The cityscape portion of the game always uses PRT.
** The ''{{X-Com}}'' ''{{X-COM}}'' series' SpiritualSequel, UFOAfterBlank (''Aftermath'', ''Aftershock'' and ''Afterlight''.)

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** This is distinct from other RTWP games because it's evident that [[GoodBadBugs the designer didn't really intend]] the pause feature to be ''useful''… for anything other than taking a break. HardCore players often consider its use [[{{Munchkin}} cheating]].

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** This is distinct from other RTWP games because it's evident that [[GoodBadBugs the designer didn't really intend]] the pause feature to be ''useful''… ''useful''... for anything other than taking a break. HardCore players often consider its use [[{{Munchkin}} cheating]].


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** ''{{Globulation}}''
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** There's also the ''extremely'' annoying tendency for certain actions that, once started, cannot be cancelled, like reloading a weapon (which can take a very long time if you don't have a spare clip).
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* Another classic non-video-game example is ''{{Diplomacy}}'' (from the same company, AvalonHill). This combines--or perhaps conspires--with the totally deterministic battle system and various other features to make the game an excellent exercise in the ThirtyXanatosPileup.

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* Another classic non-video-game example is ''{{Diplomacy}}'' (from the same company, AvalonHill). This combines--or perhaps conspires--with the totally deterministic battle system and various other features to make the game an excellent exercise in the ThirtyXanatosPileup.
GambitPileup.
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A Non-Video Game example... whose source is Video Game content...



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* The "Pause" button on [[CaptainNTheGameMaster Captain N's Controler]] is like this... for his allies. Kevin is fully mobile during the pause effect and can relocate objects... but can't give his friends new orders.
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* The space strategy game ''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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* ''DwarfFortress''

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* ''DwarfFortress''''DwarfFortress'' is a special case since you can't actually give orders while the game is '''not''' paused. Whenever you go into any menu to give orders, the game pauses.

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* While ''{{Civilization}}'' is more or less uniformly straight-up TurnBasedStrategy, multiplayer games can be played with simultaneous execution. This is useful when there is a large number of players in later stages of the game: Turns in single-player games can easily take as much as half an hour, particularly if the player's empire is large and at war. Imagine, then, that you have four or five human-controlled large empires, all at war. Yeah, you'd like simultaneous execution, too.



* Another classic non-video-game example is ''{{Diplomacy}}'' (from the same company, AvalonHill). This combines with the totally deterministic battle system and various other features to make the game an excellent exercise in the ThirtyXanatosPileup.

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* Another classic non-video-game example is ''{{Diplomacy}}'' (from the same company, AvalonHill). This combines with combines--or perhaps conspires--with the totally deterministic battle system and various other features to make the game an excellent exercise in the ThirtyXanatosPileup.
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* Another classic non-video-game example is ''{{Diplomacy}}'' (from the same company, AvalonHill). This combines with the totally deterministic battle system and various other features to make the game an excellent exercise in the ThirtyXanatosPileup.

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Ehem...it seems one of my multiple personalities has decided tomake a joke instead of fixing a typo...


* ''JamesBone: EverythingOrNothing'' has the "Bond Sense" mode, which allows the player to replicate Bonds expert markmanship by both giving them more time to examine the situation and select targets, and also highlights enemies and destroyable scenery. While it doesn't fully pause the game, it does slow the action to a crawl to give you more, but not unlimited time.
** James Bone? Well, [[FreudWasRight I guess you could]] [[IfYouKnowWhatIMean put it that way]]...

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* ''JamesBone: ''JamesBond: EverythingOrNothing'' has the "Bond Sense" mode, which allows the player to replicate Bonds expert markmanship by both giving them more time to examine the situation and select targets, and also highlights enemies and destroyable scenery. While it doesn't fully pause the game, it does slow the action to a crawl to give you more, but not unlimited time.
** James Bone? Well, [[FreudWasRight I guess you could]] [[IfYouKnowWhatIMean put it that way]]...
time.
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** James Bone? Well, [[FreudWasRight I guess you could]] [[IfYouKnowWhatIMean put it that way]]...
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* Non-video-game example: the classic [[WoodenShipsAndIronMen Napoleonic naval battle war game]] ''Wooden Ships & Iron Men''.
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* Most ''SimCity'' games have four speeds, including Pause. No control is lost in the paused state, allowing the mayor to change the entire city in the blink of an eye in their population's perspective. The only exception is during a disaster, wherein the player must resolve the crisis in realtime.
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Approaches to this issue are often unique or innovative, as there are many possible combinations to be tried. Games may have a different emphasis on action versus strategy, and interface design can make a huge difference too.

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Approaches to this issue are often unique or innovative, as there are many possible combinations to be tried. Games may have a different emphasis on action versus strategy, and interface design can make a huge difference too.
too. Trying to play without the pause aspect can be a form of SelfImposedChallenge.
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* ''JamesBone: EverythingOrNothing'' has the "Bond Sense" mode, which allows the player to replicate Bonds expert markmanship by both giving them more time to examine the situation and select targets, and also highlights enemies and destroyable scenery. While it doesn't fully pause the game, it does slow the action to a crawl to give you more, but not unlimited time.
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False. You gain less total money as well.


** This gets even more complicated when the Battle Navigator is trying to rig the sails or load the cannons at the same time (both are furious action-oriented puzzles requiring a lot of skill and concentration!). Some captains are so good at this, they can sail a ship with half a crew on-board, filling in themselves during intense battles. This allows making tons of cash, because there are fewer crewmates to share the loot with!

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** This gets even more complicated when the Battle Navigator is trying to rig the sails or load the cannons at the same time (both are furious action-oriented puzzles requiring a lot of skill and concentration!). Some captains are so good at this, they can sail a ship with half a crew on-board, filling in themselves during intense battles. This allows making tons of cash, because there are fewer crewmates to share the loot with!battles
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* ''{{Achron}}'' is a rare '''multiplayer''' version of this kind of game. It pulls it off by allowing the players to pause time, but not meta-time... so even if you do freeze a moment to give your units complex orders, you better be quick because your opponent is still somewhen out there mucking with the timeline.

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* ''{{Achron}}'' is a rare '''multiplayer''' version of this kind of game. It pulls Since it's a time-travel strategy game, it off can accomplish this by allowing the players to pause time, time but not meta-time... so even pause meta-time. Even if you do freeze a moment to give your units complex orders, you better be quick because your opponent is still somewhen out there mucking with the timeline.
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* ''{{Achron}}'' is a rare '''multiplayer''' version of this kind of game. It pulls it off by allowing the players to pause time, but not meta-time... so even if you do freeze a moment to give your units complex orders, you better be quick because your opponent is still somewhen out there mucking with the timeline.
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* Global conquest on the PC version of [[{{Commandandconquer}} Kanes wrath]] (Until a battle occurs then it switches to RTS)
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* {{HiddenObjectGames}} are often timed - whether counting down (as a deadline) or counting up (for scoring purposes). Given the vast number of such games made in the past decade, you're absolutely bound to come across a timed game where the designers hadn't really considered this exploit. So when the game is paused, the scene remains quite visible (sometimes simply a little darkened) and you can actually keep looking for clues without wasting any precious time. This has recently been changed a little, due to many Hidden Object Games abandoning the time factor altogether.

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* {{HiddenObjectGames}} {{Hidden Object Game}}s are often timed - whether counting down (as a deadline) or counting up (for scoring purposes). Given the vast number of such games made in the past decade, you're absolutely bound to come across a timed game where the designers hadn't really considered this exploit. So when the game is paused, the scene remains quite visible (sometimes simply a little darkened) and you can actually keep looking for clues without wasting any precious time. This has recently been changed a little, due to many Hidden Object Games abandoning the time factor altogether.

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* {{HiddenObjectGames}} are often timed - whether counting down (as a deadline) or counting up (for scoring purposes). Given the vast number of such games made in the past decade, you're absolutely bound to come across a timed game where the designers hadn't really considered this exploit. So when the game is paused, the scene remains quite visible (sometimes simply a little darkened) and you can actually keep looking for clues without wasting any precious time. This has recently been changed a little, due to many Hidden Object Games abandoning the time factor altogether.
** But it does persist in other casual games like the "connect 3" variety, especially since there are so many of them being made.
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* {{BattleTech}} the board game does this -- the players move or fire one unit at a time alternating between them. In the case of weapons fire, all effects take place at the end of the phase.
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Contrast RealTimeWeaponChange.
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* VandalHearts 2 uses the Dual-Turn Battles, which is this to a tee. Not only you need to move your characters, you need to anticipate which enemy character will move, to where, and what action will they do. This requires a lot of advanced thinking and good guess, even if the AI can be abused to allow unlimited turn treasure hunting.
** In the game, there even exists a spell called "Premonition" which tells you which enemy character will move. However, it will not tell you where it will move and what it will do. An experienced enough player can still make educated guesses based on the enemy's movement range, weapon range, skill and equipment list, etc.
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Actually, that series is known for its LACK of RTP, or in fact any way to slow down the hectic goings-on. Some players love the series for it, some hate the series for it.


** The ''LordOfTheRings: The Battle For Middle Earth'' series.
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* ''CriticalMass'' has a nearly identical system, though on a much smaller time scale.

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* ''CriticalMass'' has a nearly identical similar system, though on a much smaller time scale.
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* ''CriticalMass'' has a nearly identical system, though on a much smaller time scale.

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