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** ''VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook:'' In combat, the left side of the screen shows the order in which combatants will act during the turn. Picking slower actions might force you to act last­.
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%% The examples on this page have been put into alphabetical order.
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%% Please add new examples in the correct order.
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* ''VideoGame/FinalFantasyX'' uses a vertical bar to show turn order for everyone on the battlefield. When selecting a command, it also shows how much of a delay that move is going to cause. {{Limit Break}}s, for instance, carry a penalty of a few turns to balance their powerful effects.
* ''VideoGame/DissidiaFinalFantasyOperaOmnia'' uses a horizontal bar to similar effect, manipulating turn order using the "break" mechanic is an important consideration in choosing targets and defending.
* ''VideoGame/NostalgiaRedEntertainment'' uses a vertical bar on the lower screen.
* ''VideoGame/ShadowHeartsCovenant'' and ''VideoGame/ShadowHeartsFromTheNewWorld'' have a horizontal line of icons on top of the screen, labeled "Turn Priority". It's far more useful in the latter game, which allows the player to plan around the new Stock system, and make characters deep in the queue act immediately. It also shows if someone's SanityMeter is about to run dry, by coloring the character's icon red.
* ''Franchise/{{Neptunia}}''

to:

* ''VideoGame/FinalFantasyX'' uses ''VideoGame/ArcRiseFantasia'' features a vertical bar to show turn order for everyone {{downplayed| trope}} form of this. Small icons on the battlefield. When selecting a command, it also shows bottom right of the screen to reflect action point decisions and give you an idea of how much the battle will play out before you commit to the round, but you otherwise can't plan out the battle in other forms of a delay that move is going to cause. {{Limit Break}}s, for instance, carry a penalty of a few turns to balance their powerful effects.
this trope.
* ''VideoGame/DissidiaFinalFantasyOperaOmnia'' uses a ''[[VideoGame/ExaPico Ar tonelico]]'' Classic horizontal bar to similar effect, manipulating turn order using cards in the "break" mechanic is an important consideration in choosing targets and defending.
* ''VideoGame/NostalgiaRedEntertainment'' uses a vertical bar on the lower screen.
* ''VideoGame/ShadowHeartsCovenant'' and ''VideoGame/ShadowHeartsFromTheNewWorld'' have a horizontal line of icons on
top left of the screen, labeled "Turn Priority". It's far more useful battle screen featured in the latter game, which allows the player to plan around the new Stock system, and make characters deep in the queue act immediately. It also shows if someone's SanityMeter is about to run dry, by coloring the character's icon red.
* ''Franchise/{{Neptunia}}''
most Gust Corporation games.



** ''[[VideoGame/ExaPico Ar tonelico]]'' Classic horizontal cards in the top left of the battle screen featured in most Gust Corporation games.



* ''VideoGame/HexyzForce'' uses a vertcial bar.
* The ''VideoGame/{{Xenosaga}}'' trilogy. This had the added twist of having certain turns on the turn wheel grant special effects, such as double experience if you defeated an enemy that turn. It also had a Boost mechanic that would allow a character to "cut" in line and take their turn next.
* ''VideoGame/RadiantHistoria'' uses the top screen to list the next 9 moves. After a little bit, you can even swap any two turns (hero or monster) to extend chains.
* ''VideoGame/WildArms'' uses this for certain fights:
** ''VideoGame/WildArms3'' implements this when battling using the sandcraft.
** ''VideoGame/WildArms4'' uses this for all battles.
** ''VideoGame/WildArms5'' shows the characters and enemies attack order in the top right of the screen.
* ''VideoGame/{{Sands Of Destruction}}'' for the DS puts the character portraits of the party and enemies in order of their turn, but since most bosses can get multiple turns without the queue reacting to it until it's actually their turn and because the party members' ridiculously lenghty attack combos only count as a single turn, it tends to serve very little purpose in battles where it might actually be important.



* ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' both let you view the order of turns by pressing a button. It then shows an overhead view of the battle, with whose turn is when displayed above the figure. However, while ''Persona 3'' and ''Persona 3 [[UpdatedRerelease FES]]'' would display the order of the next complete turn of actions, ''Persona 4'' and ''Persona 3 Portable'' only show the immediate next character to act.
* All of the ''VideoGame/TrailsSeries''[[note]]''VideoGame/TheLegendOfHeroesTrailsInTheSky'', ''VideoGame/TheLegendOfHeroesTrailsFromZeroAndTrailsToAzure'', ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'', ''VideoGame/TheLegendOfHeroesTrailsIntoReverie'', and ''VideoGame/TheLegendOfHeroesTrailsThroughDaybreak''[[/note]] have a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed CriticalHit. Since the LimitBreak style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself.
* ''VideoGame/ArcRiseFantasia'' features a {{downplayed| trope}} form of this. Small icons on the bottom right of the screen to reflect action point decisions and give you an idea of how the battle will play out before you commit to the round, but you otherwise can't plan out the battle in other forms of this trope.
* ''VideoGame/SkiesOfArcadia'', this happens with guns during ship battles, [[DownplayedTrope sort of]]. Whose action goes when is visible, and select-able, but you can't tell whether the opposition or you will go first in any given turn.
* ''VideoGame/{{MARDEK}}'' uses this trope as well, displaying several turns worth at the top of the screen at a time.
* In ''VideoGame/MegaManBattleNetwork'', the Chip Challenge is built on this idea.
* This feature is also in ''VideoGame/MegaManXCommandMission'', aligned along the bottom of the screen. It doubles as a quick-glance health bar for each unit.
* ''VideoGame/{{Grandia}}'' has the "Action Bar", wherein characters' icons slide across said bar in the bottom right corner of the screen until they reach the right end that's marked with ACT, at which point they, well, act and their icon is reset to the left end. When a party member's icon reaches the COM mark about 2/3 way to the right, the game pauses, letting you select the action to be carried out when it reaches the right end. If you use a special attack with a "Cancel" property on an enemy whose icon is between COM and ACT, you cancel their turn entirely.
* ''VideoGame/OmegaQuintet'' uses a bar at the side of the screen to display upcoming turn order. It also shows the "empty" turns where nobody's ready to act yet, which is important because [[CombinationAttack Harmonics]] "consecutive turns" strictly means "one beat after the next".



* ''VideoGame/FinalFantasyX'' uses a vertical bar to show turn order for everyone on the battlefield. When selecting a command, it also shows how much of a delay that move is going to cause. {{Limit Break}}s, for instance, carry a penalty of a few turns to balance their powerful effects.
* ''VideoGame/DissidiaFinalFantasyOperaOmnia'' uses a horizontal bar to similar effect, manipulating turn order using the "break" mechanic is an important consideration in choosing targets and defending.
* ''VideoGame/{{Grandia}}'' has the "Action Bar", wherein characters' icons slide across said bar in the bottom right corner of the screen until they reach the right end that's marked with ACT, at which point they, well, act and their icon is reset to the left end. When a party member's icon reaches the COM mark about 2/3 way to the right, the game pauses, letting you select the action to be carried out when it reaches the right end. If you use a special attack with a "Cancel" property on an enemy whose icon is between COM and ACT, you cancel their turn entirely.
* ''VideoGame/HexyzForce'' uses a vertical bar.
* ''VideoGame/{{MARDEK}}'' uses this trope as well, displaying several turns worth at the top of the screen at a time.
* In ''VideoGame/MegaManBattleNetwork'', the Chip Challenge is built on this idea.
* This feature is also in ''VideoGame/MegaManXCommandMission'', aligned along the bottom of the screen. It doubles as a quick-glance health bar for each unit.
%% * ''Franchise/{{Neptunia}}''
* ''VideoGame/NostalgiaRedEntertainment'' uses a vertical bar on the lower screen.



* ''VideoGame/YakuzaLikeADragon'' does not change the order of character icons, but instead writes NOW and NEXT beside the relevant ones.

to:

* ''VideoGame/YakuzaLikeADragon'' does not change ''VideoGame/OmegaQuintet'' uses a bar at the side of the screen to display upcoming turn order. It also shows the "empty" turns where nobody's ready to act yet, which is important because [[CombinationAttack Harmonics]] "consecutive turns" strictly means "one beat after the next".
* ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' both let you view
the order of turns by pressing a button. It then shows an overhead view of the battle, with whose turn is when displayed above the figure. However, while ''Persona 3'' and ''Persona 3 [[UpdatedRerelease FES]]'' would display the order of the next complete turn of actions, ''Persona 4'' and ''Persona 3 Portable'' only show the immediate next character icons, but instead writes NOW and NEXT beside the relevant ones. to act.



* ''VideoGame/RadiantHistoria'' uses the top screen to list the next 9 moves. After a little bit, you can even swap any two turns (hero or monster) to extend chains.
* ''VideoGame/{{Sands Of Destruction}}'' for the DS puts the character portraits of the party and enemies in order of their turn, but since most bosses can get multiple turns without the queue reacting to it until it's actually their turn and because the party members' ridiculously lenghty attack combos only count as a single turn, it tends to serve very little purpose in battles where it might actually be important.
* ''VideoGame/ShadowHeartsCovenant'' and ''VideoGame/ShadowHeartsFromTheNewWorld'' have a horizontal line of icons on top of the screen, labeled "Turn Priority". It's far more useful in the latter game, which allows the player to plan around the new Stock system, and make characters deep in the queue act immediately. It also shows if someone's SanityMeter is about to run dry, by coloring the character's icon red.
* ''VideoGame/SkiesOfArcadia'', this happens with guns during ship battles, [[DownplayedTrope sort of]]. Whose action goes when is visible, and select-able, but you can't tell whether the opposition or you will go first in any given turn.
* All of the ''VideoGame/TrailsSeries''[[note]]''VideoGame/TheLegendOfHeroesTrailsInTheSky'', ''VideoGame/TheLegendOfHeroesTrailsFromZeroAndTrailsToAzure'', ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'', ''VideoGame/TheLegendOfHeroesTrailsIntoReverie'', and ''VideoGame/TheLegendOfHeroesTrailsThroughDaybreak''[[/note]] have a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed CriticalHit. Since the LimitBreak style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself.
* ''VideoGame/WildArms'' uses this for certain fights:
** ''VideoGame/WildArms3'' implements this when battling using the sandcraft.
** ''VideoGame/WildArms4'' uses this for all battles.
** ''VideoGame/WildArms5'' shows the characters and enemies attack order in the top right of the screen.
* The ''VideoGame/{{Xenosaga}}'' trilogy. This had the added twist of having certain turns on the turn wheel grant special effects, such as double experience if you defeated an enemy that turn. It also had a Boost mechanic that would allow a character to "cut" in line and take their turn next.
* ''VideoGame/YakuzaLikeADragon'' does not change the order of character icons, but instead writes NOW and NEXT beside the relevant ones.



* ''VideoGame/PhantomBrave'' uses a vertical bar.
* In the ''VideoGame/FinalFantasyTactics'' series, pushing a button allows the player to see a list displaying the order the units will take their turn as well as when charged abilities like spells will go off.
** ''VideoGame/FinalFantasyTacticsA2'' uses the DS's secondary screen to show the turn order.



* In the ''VideoGame/FinalFantasyTactics'' series, pushing a button allows the player to see a list displaying the order the units will take their turn as well as when charged abilities like spells will go off.
** ''VideoGame/FinalFantasyTacticsA2'' uses the DS's secondary screen to show the turn order.
* ''VideoGame/FellSealArbitersMark'' displays the turn order as a line of portraits along the top edge of the screen.
* ''VideoGame/{{Gungnir}}''. Though it's unique in that there's only one icon for the player (who can choose which unit to move and/or attack, instead of being forced to use only one) and that all player-controlled units have their own icon that says how long they have until the act again. Though the player can move anyone before the icon lights back up again, it reduces vitality temporarily.
%% * ''VideoGame/HoshigamiRuiningBlueEarth''



* ''VideoGame/HoshigamiRuiningBlueEarth''
* ''VideoGame/{{Gungnir}}''. Though it's unique in that there's only one icon for the player (who can choose which unit to move and/or attack, instead of being forced to use only one) and that all player-controlled units have their own icon that says how long they have until the act again. Though the player can move anyone before the icon lights back up again, it reduces vitality temporarily.

to:

* ''VideoGame/HoshigamiRuiningBlueEarth''
* ''VideoGame/{{Gungnir}}''. Though it's unique in that there's only one icon for the player (who can choose which unit to move and/or attack, instead of being forced to use only one) and that all player-controlled units have their own icon that says how long they have until the act again. Though the player can move anyone before the icon lights back up again, it reduces vitality temporarily.
''VideoGame/PhantomBrave'' uses a vertical bar.



* ''VideoGame/FellSealArbitersMark'' displays the turn order as a line of portraits along the top edge of the screen.



* ''VideoGame/ChildOfLight'' has a bar at the bottom of the screen, divided into "wait" and "casting" sections. All combatants have a portrait that moves along the bar each round. The player choses their attack when they reach the beginning of the "Casting" section, and attack when they reach the end. Notably, the game incorporates a fair few ways to manipulate this system. Igniculous can blind monsters, causing their portraits to move slower, and executing an attack on an enemy that is in the casting section will knock them back to the wait section. In a well-executed battle, the player won't get attacked once.
* ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'' both show the character portraits of all combatants in a row across the top of the screen during a fight, along with their LifeMeter and {{Armor Meter}}s. The player can select a portrait to view active status effects, access other information that's available, and target that character.



%% * ''VideoGame/MarvelAvengersAlliance''
* ''Videogame/PathfinderWrathOfTheRighteous'', when played in turn-based mode, shows the turn order at top of the screen. In keeping with the tabletop rules, units can choose to delay their turn until later in the queue.



* ''VideoGame/TempleOfElementalEvil''
* ''VideoGame/MarvelAvengersAlliance''
* ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'' both show the character portraits of all combatants in a row across the top of the screen during a fight, along with their LifeMeter and {{Armor Meter}}s. The player can select a portrait to view active status effects, access other information that's available, and target that character.
* ''VideoGame/ChildOfLight'' has a bar at the bottom of the screen, divided into "wait" and "casting" sections. All combatants have a portrait that moves along the bar each round. The player choses their attack when they reach the beginning of the "Casting" section, and attack when they reach the end. Notably, the game incorporates a fair few ways to manipulate this system. Igniculous can blind monsters, causing their portraits to move slower, and executing an attack on an enemy that is in the casting section will knock them back to the wait section. In a well-executed battle, the player won't get attacked once.



* ''Videogame/PathfinderWrathOfTheRighteous'', when played in turn-based mode, shows the turn order at top of the screen. In keeping with the tabletop rules, units can choose to delay their turn until later in the queue.

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%% * ''Videogame/PathfinderWrathOfTheRighteous'', when played in turn-based mode, shows the turn order at top of the screen. In keeping with the tabletop rules, units can choose to delay their turn until later in the queue.''VideoGame/TempleOfElementalEvil''
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* ''VideoGame/{{Atelier}}'' (and just about every modern Gust Corporation game):

to:

* ''VideoGame/{{Atelier}}'' ''VideoGame/AtelierSeries'' (and just about every modern Gust Corporation game):
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* All of the ''VideoGame/TrailsSeries''[[note]]''VideoGame/TheLegendOfHeroesTrailsInTheSky'', ''VideoGame/TheLegendOfHeroesTrailsFromZeroAndTrailsToAzure'', ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'', ''VideoGame/TheLegendOfHeroesTrailsIntoReverie'', and ''VideoGame/TheLegendOfHeroesKuroNoKiseki''[[/note]] have a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed CriticalHit. Since the LimitBreak style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself.

to:

* All of the ''VideoGame/TrailsSeries''[[note]]''VideoGame/TheLegendOfHeroesTrailsInTheSky'', ''VideoGame/TheLegendOfHeroesTrailsFromZeroAndTrailsToAzure'', ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'', ''VideoGame/TheLegendOfHeroesTrailsIntoReverie'', and ''VideoGame/TheLegendOfHeroesKuroNoKiseki''[[/note]] ''VideoGame/TheLegendOfHeroesTrailsThroughDaybreak''[[/note]] have a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed CriticalHit. Since the LimitBreak style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/ForTheKing'': The top of the combat screen shows all the combatants' character icons in order for the next few rounds' worth of combat, since some creatures get to act more or fewer times than the standard. Icons also indicate any StatusEffects affecting their turn order and highlight the enemy the active character is currently targeting.

to:

* ''VideoGame/ForTheKing'': The top of the combat screen shows all the combatants' character icons in order for the next few rounds' worth of combat, since some creatures [[CombatantCooldownSystem get to act more or fewer times than the standard.standard]]. Icons also indicate any StatusEffects affecting their turn order and highlight the enemy the active character is currently targeting.
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None


* ''VideoGame/ShadowHearts'' does this from ''Covenant'' on, very useful in exploiting the boost system and knowing who to boost above enemy turns in the third game.

to:

* ''VideoGame/ShadowHearts'' does this from ''Covenant'' on, very ''VideoGame/ShadowHeartsCovenant'' and ''VideoGame/ShadowHeartsFromTheNewWorld'' have a horizontal line of icons on top of the screen, labeled "Turn Priority". It's far more useful in exploiting the boost system latter game, which allows the player to plan around the new Stock system, and knowing who to boost above enemy turns make characters deep in the third game. queue act immediately. It also shows if someone's SanityMeter is about to run dry, by coloring the character's icon red.
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None


* ''Videogame/XCOMChimeraSquad'' features this (complete with top-right timeline) as the departure from the "all units from your force moves, and then all units from enemy forces moves, taking alternating turns" standard of the previous ''XCOM'' games. In addition there are abilities that could shake up the timeline to your advantage.

to:

* ''Videogame/XCOMChimeraSquad'' features this (complete with top-right timeline) as the departure from the "all units from your force moves, and then all units from enemy forces moves, taking alternating turns" standard of the previous ''XCOM'' games. In addition there are abilities that could shake up alter the timeline to your advantage.
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None

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* ''Videogame/XCOMChimeraSquad'' features this (complete with top-right timeline) as the departure from the "all units from your force moves, and then all units from enemy forces moves, taking alternating turns" standard of the previous ''XCOM'' games. In addition there are abilities that could shake up the timeline to your advantage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Videogame/PathfinderWrathOfTheRighteous'', when played in turn-based mode, shows the turn order at top of the screen. In keeping with the tabletop rules, units can choose to delay their turn until later in the queue.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' has a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed CriticalHit. Since the LimitBreak style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself. This was also carried forward into ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel''.

to:

* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' has All of the ''VideoGame/TrailsSeries''[[note]]''VideoGame/TheLegendOfHeroesTrailsInTheSky'', ''VideoGame/TheLegendOfHeroesTrailsFromZeroAndTrailsToAzure'', ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'', ''VideoGame/TheLegendOfHeroesTrailsIntoReverie'', and ''VideoGame/TheLegendOfHeroesKuroNoKiseki''[[/note]] have a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed CriticalHit. Since the LimitBreak style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself. This was also carried forward into ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel''.
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* ''VideoGame/SolastaCrownOfTheMagister'' has a bar at the top left of the screen as to who gets to act in a certain order, just like in ''TabletopGame/DungeonsAndDragonsFifthEdition''.
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Added "Forgotten Waters" Example to "Non-Video Game Examples" Folder

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* ''TabletopGame/ForgottenWaters'': The player with the highest "Infamy" rank goes first when choosing an action to take each round. Infamy is tracked openly on the Quartermaster Board and the game begins with players randomly assigned a ranking. Players are encouraged to collect (or steal) treasures and choose actions that can boost their Infamy rank.
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Moved


[[quoteright:256:[[VideoGame/{{Nostalgia}} https://static.tvtropes.org/pmwiki/pub/images/nostalgia_stack_3747.png]]]]

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[[quoteright:256:[[VideoGame/{{Nostalgia}} [[quoteright:256:[[VideoGame/NostalgiaRedEntertainment https://static.tvtropes.org/pmwiki/pub/images/nostalgia_stack_3747.png]]]]



* ''VideoGame/{{Nostalgia}}'' uses a vertical bar on the lower screen.

to:

* ''VideoGame/{{Nostalgia}}'' ''VideoGame/NostalgiaRedEntertainment'' uses a vertical bar on the lower screen.
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Listed twice, technically goes under western like penny arcade


* ''VideoGame/ChildOfLight'' also features a similar action bar to ''Grandia'', with a "Wait" phase and a "Cast" phase. If a character is damaged during the "Cast" phase, their attack is interrupted entirely. There are also certain statuses that slow characters on the "Wait" phase, stop them temporarily, or push them back on the "Wait" phase. The player can also use a firefly to blind foes, which slows them on ''both'' the "Wait" and "Cast" phases.
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Examples should not mention that they provide the image.


[[caption-width-right:256:[-So the next six turns are TheHero, [[BossBattle Boss]], TheLancer, BlackMagicianGirl, WhiteMagicianGirl, and TheHero again.-] ]]

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[[caption-width-right:256:[-So the next six turns are TheHero, [[BossBattle Boss]], TheLancer, BlackMagicianGirl, WhiteMagicianGirl, and TheHero again.-] -][[note]]The initiative queue is actually displayed on the bottom screen in this game, but it was changed for ease of illustration.[[/note]] ]]



* ''VideoGame/{{Nostalgia}}'' uses a vertical bar on the lower screen.[[note]]Yes, the page picture shows it on the main screen. That was tweaked for the illustration.[[/note]]

to:

* ''VideoGame/{{Nostalgia}}'' uses a vertical bar on the lower screen.[[note]]Yes, the page picture shows it on the main screen. That was tweaked for the illustration.[[/note]]
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None

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* ''VideoGame/PokemonLegendsArceus'' has a turn list on the right of the screen whose order changes depending on what attacks are used. Fast hitting attacks like Quick Attack are more likely to let the user's next turn come up sooner whereas heavy hitting attacks like Hyper Beam may delay the user's next turn. Using an Agile version of an ability will be weaker but lets the user's next turn come up sooner. Using a Strong version of an ability will do the opposite. Both styles will also consume 2 PP instead of 1.
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* ''VideoGame/ChildOfLight'' has a bar at the bottom of the screen, divided into "wait" and "casting" sections. All combatants have a portrait that moves along the bar each round. The player choses their attack when they reach the beginning of the "Casting" section, and attack when they reach the end. Notably, the game incorporates a fair few ways to manipulate this system. Igniculous can blind monsters, causing their portraits to move slower, and executing an attack on an enemy that is in the casting section will knock them back to the wait section. In a well-executed battle, the player won't get attacked once.
Is there an issue? Send a MessageReason:
None

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[[folder:Roguelike]]
* ''VideoGame/ForTheKing'': The top of the combat screen shows all the combatants' character icons in order for the next few rounds' worth of combat, since some creatures get to act more or fewer times than the standard. Icons also indicate any StatusEffects affecting their turn order and highlight the enemy the active character is currently targeting.
[[/folder]]

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* ''VideoGame/DevilSurvivor'' and ''VideoGame/DevilSurvivor2''

to:

* ''VideoGame/DevilSurvivor'' and ''VideoGame/DevilSurvivor2''''VideoGame/DevilSurvivor2'' when moving around the map. Generally, the more actions you perform (among moving, the attack command, and using a spell once per turn), the further back on the queue your team will be sent.
** This can be abused on one map in the first game, where the game challenges you to defeat a certain number of demons within a certain number of TheProtagonist's turns. The demons in question stay put, so the time limit is quite tight. Spamming spells with the Protagonist's demons on purpose will make his turns come slower, [[LoopholeAbuse giving your other teams more time to act]].

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* "Virtual tabletops" such as [[https://roll20.net/ Roll20]] tend to add this feature to the typical tabletop RPG, making it easier for the GM and players to keep track of the turn order.

to:

* "Virtual tabletops" such as [[https://roll20.net/ Roll20]] tend to add this feature to ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]'' both show the typical tabletop RPG, making it easier for character portraits of all combatants in a row across the GM and players to keep track top of the turn order.screen during a fight, along with their LifeMeter and {{Armor Meter}}s. The player can select a portrait to view active status effects, access other information that's available, and target that character.


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* "Virtual tabletops" such as [[https://roll20.net/ Roll20]] tend to add this feature to the typical tabletop RPG, making it easier for the GM and players to keep track of the turn order.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/YakuzaLikeADragon'' does not change the order of character icons, but instead writes NOW and NEXT beside the relevant ones.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Non-Video Game Examples]]
* ''TabletopGame/MiceAndMystics'': When the heroes first enter a map region, they and the enemies present there have their initiative cards shuffled and laid out to determine the order of combat. Any enemies who might arrive later are added to the bottom of the queue, and some hero and enemy abilities let them modify the queue mid-fight.
[[/folder]]

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