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Notes -
I've never been able to play RTWP as quickly as a well-designed turn based game.
I tried Pillars of Eternity, and the disconnect between my (intended) commands and the characters' (attempted) actions drove me up the wall1. I had to constantly monitor my characters to make sure that they didn't interpret "approach that enemy, then attack it" as "try to approach that enemy, notice that the direct path to the enemy has become blocked, circle around the entire battlefield, then attack it if you survived the detour".
If I wanted to change tactics, I had to review each character to see what their current WIP action is (if it's even possible), recall which commands have been carried out vs. queued vs. failed, determine the bearing, speed, and timing of all units if I'm planning on an AoE, then set the new command.
Contrast that to Divinity Original Sin, where if I commanded something, it happened, monitoring events is baked in, changing tactics is literally free (continuing them costs something instead), and actions are almost as fast as I can hit the skill hotkeys and aim them.
(1) confusion and opportunity attacks are perfectly decent ways to break the link between my commands and their actions. Bad UI and AI isn't.
Turn based is always slower in Larian games than RtwP is in Dragon Age/Pillars/etc because even if you have StarCraft level APM, everything mapped to the keyboard, a full rotation for every character memorized and can therefore avoid spending five minutes a round looking at tooltips, you still have to wait an age for the enemy turns. Plus it just looks goofy; all RPG combat is an abstraction but it’s immersion breaking when my side stops attacking for a few minutes and stands there while we get walloped, then the same happens in reverse. It’s necessary in chess (and on the tabletop in general), but not in games.
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