pablogonzalez said:
in many RPG's you generally see a turn based combat system
some take place in turns
some (most) final fantasy games have that arbitary recharge time system (unsure what the name is)
now consider the gameplay of say Oblivion, as it is an action system it creates a sort of realtime feeling and in general ends up becoming a very immersive expierience, however turn based combat is so broken up so arbitary so slow so....well its not AS good as an real time system.
the basic question is: How can a turn based combat system be immersive or work in sync with story?
It can be quite immersive already. Turn-based combat allows you more strategic options, and it gives you the time to use them. Rather than a race to see who can make who's health bar drop the fastest, there's a more urgent need for you to consider your opponent's moves and adjust for them. You can't just "play past" your opponent.
Think of turn-based combat like chess -- you move, your opponent moves, you move... but your plan may have just changed based on what your opponent has done. Too often, real-time combat is more like two people playing solitaire next to each other. It's about who gets the game finished first, and you're really not having to change your plan much based on your opponent's decisions.
In a lot of FPS games, for instance, your "adjustment" usually amounts to "Dodge incoming fire." Maybe it's "switch to different ammo, because he has different shielding." You're not really being forced to consider each move your opponent makes.
This is very realistic, though. That's why, for instance, most real fights (especially with weapons) look very boring and are over very quickly. Watch some martial arts practitioners fighting -- it's mostly basic punches, kicks, and grabs. You don't see any of the "fun stuff" that they spend years perfecting (the fancy jump kicks and spins, etc.)
Movie combat, though. Man, we love us some movie combat. Swordfights that go on for twenty minutes. Tightly-choreographed kung fu sequences. We eat that stuff up. Here's the problem: there's nothing realistic about it. This intricate dance of attack-counterattack has to be planned in advance, practiced for hours, and
then executed in real-time. It has to be practiced until it's nothing but reflex.
Well... games would be boring if you had to train for years on the mechanics to be able to pull off the fancy stuff in real-time. And even then, if the fight changes, you've got a whole new sequence to practice (over and over and over). But not
having all the fun fancy stuff? Well, that's not a solution, either. So we have turn-based combat, that gives us a bit more time to consider our options and use them (without having to train for years until it's all reflex).
One of the best implementations of this that I've seen is in the
Mass Effect series. Combat is mostly real-time, but you can occasionally pause the action to issue complex chains of commands to your squad. Basically, the "solution" to integrating turn-based combat into real-time combat is our old friend "bullet time."
But that only works for single player, really.