Real Time with Pause: Difference between revisions

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(Import from TV Tropes TVT:Main.RealTimeWithPause 2012-07-01, editor history TVTH:Main.RealTimeWithPause, CC-BY-SA 3.0 Unported license)
 
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Over the course of the years, there have been many diverse and sometimes very successful attempts to combine aspects of both groups into a single game. Such a game then belongs to the category of ''Realtime With Pause'' (RTWP, or [[Pausable Realtime]] [PRT]). The intended result is usually to keep the smooth pace of Realtime games, while allowing for more forethought and elaborate interfaces. In some cases, it simply makes a fast game more accessible to slower-fingered players.
 
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. Trying to play without the pause aspect can be a form of [[Self -Imposed Challenge]].
 
RTWP games can generally be categorized into one of the following groups:
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** ''Warrior Kings''
** Note that the majority of RTS games, like the ''[[Command and Conquer]]'' and ''[[War Craft]]'' series, do not allow PRT gameplay, but do allow slowing game-speed to a crawl. This achieves roughly the same purpose, making the game more manageable for players with less manual dexerity.
* Nearly all [[Bio WareBioWare (Creator)|Bio Ware]] and (to a lesser extent) [[Obsidian Entertainment]] titles, as well as games made using engines licensed from them:
** The ''[[BaldursBaldur's Gate (Video Game)|Baldurs Gate]]'' series
*** With one (intentional) aversion in the original's single-player mode, where the entire game and all its menus respect the game's pausing...except for the inventory screen, which causes the game to unpause in the background, while you can't see anything. However, [[Good Bad Bugs|starting a single-player game as a multiplayer one bypasses it]].
** The ''[[Icewind Dale (Video Game)|Icewind Dale]]'' series