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New Vegas lead Josh Sawyer thinks turn-based combat fell off in the 2000s due to a lack of 'tactical

By Dr. Elara Vance | January 01, 0001

Before a recent interview with Obsidian studio design director Josh Sawyer, I was tasked with a crucial mission by a different games industry Josh. PCG news writer Joshua Wolens wanted Josh the Elder's take on the apparent final victory of turn-based combat over real time with pause, as represented by recent hits like Baldur's Gate 3, Metaphor: ReFantazio, and Clair Obscur: Expedition 33.

A quick definition for those who are less obsessed with RPG minutia: Real time with pause (RTWP) is when you can halt the action at any time to issue commands to your party, but don't control characters directly like in an action game or take fully segmented turns. The original Baldur's Gates, Knights of the Old Republic, and Dragon Age: Origins are all examples of RTWP games.

That's in line with my own experience with the OG Fallouts, which had fun combat and great character building, but didn't give you much variety on what you can do in a given turn. They additionally lacked party control for your companions⁠—they kind of just did whatever. The delightful "nut shots and eye shots" refer to the system in those games⁠—the ancestor of VATS in Fallout 3 on⁠ward—which offered more granular options of what to target.

Fallout 1 screenshot showing the Cathedral in LA.

Sawyer thinks that the variety and micromanagement skill ceiling of RTS units (StarCraft, Command & Conquer) were a natural fit for RPGs, and the BioWare [[link]] designers who started the RTWP push seem to have clocked the same thing. Select your Fighter or Archer and just click on enemies if you want something more approachable, while Thieves and Mages bring a more crunchy, micro-intensive playstyle.

These days, though, you can find that dynamism and excitement in turn-based games without having to accept RTWP's inherent compromises when it comes to controls and approachability. "With [Baldur's Gate 3], I think a lot of it is, there's just a lot to do," Sawyer said of the new turn-based CRPG champ. "There's a lot of control. I will say I think that interface could be maybe a little friendlier or tightened up, but it gives you a lot of options of things to do, and it's just fun.

"It's just fun to goof around in turn-based, which is not often the case, or at least it wasn't in the past. I'm sure there is some market for real time with pause, but it does seem to be in the minority now."

I have to agree: I love the OG Fallouts, but contrast the nut shot/eye shot meta with the sheer wealth of choices and systemic interactions you can see in a single BG3 turn, from the very beginning of the game all the way through level 12.

As for RTWP, it's now the desktop-bound dinosaur compared to turn-based games, which increasingly have not compromised their complexity or approachability to work on both gamepad and mouse+keyboard. Raise your hand if you've ever told a Baldur's Gate 1 companion to do something, unpaused the game, and watched them try to circumnavigate the globe in the opposite direction to do it.

Sawyer also expanded on his critique about romance in RPGs during our chat. You can read more about that, as well as the one recent RPG he thinks [[link]] nailed the concept, in .

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