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wenyue
注册时间: 2016-05-08
帖子: 25
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On the other hand, realtime games with similar themes, such as Command & Conquer and Age of Empires, respectively, gained much of their popularity from their multiRunescape player modes. The reason for this divide is clear waiting Cheap RS Gold for another Runescape player to finish his turn is anathema to fun so designers looking for a synchronous, multiRunescape player experience almost always prefer realtime games. However, because no one else is waiting, designers of purely singleRunescape player games give themselves the option of using turnbased elements whenever convenient, to either add some spice or allow more strategic play.
For example, the single Runescape player game Fallout 3 allows Runescape players to pause realtime combat and enter V.A.T.S. mode to strategize which enemy body parts to target, even displaying the exact probability of success for each possible choice. Similarly,Runescape Gold the Baldur s Gate series is a hybrid model, with realtime combat that pauses depending on certain Runescape playerselected events, such as when a character receives damage or a new enemy becomes visible. Breaking the RulesIndeed, these games are but a few of the many games that blur the line between pure turnbased and realtime systems. For example, what about turnbased decisions with a time limit, such as Madden s playcalling clock? What about XCom, with it's crunchy realtime strategic shell surrounding a gooey turnbased tactical core? Or the Total War series, which does the exact opposite?
What about Europa Universalis, which is technically realtime but plays out so slowly that it feels like a classic, sprawling turnbased strategy game? How about asynchronous Webbased games like Travian, which play out over months instead of minutes, eliminating the time pressure but keeping the multiRunescape player benefit's of realtime play? What about Bang! Howdy,RS 3 Gold which plays as a typical tilebased tactical wargame, except that each unit's turns regenerate in realtime? In reality, a vast continuum stretches from one extreme to the other, and most games find a space somewhere in the middle. Therefore, the most important thing to focus on is not the labels themselves but what types of gameplay they represent.
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