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Most Board Games are turn-based, providing each player with an opportunity to act. Many single-player Strategic video games are also turn-based. However, when a particular player gains access to the game during his/her turn it is not uncommon to limit the time taken by the player to make the move in order to improve the fairness of the game (and to place an upper limit on the game length). In Chess , a pair of stop clocks may be used to track the time taken by players to make their moves.

The term turn-based gaming can also be used to refer to Browser-based gaming sites that allow for game-play to extend beyond a single session, over long periods of time—often taking months for complex games like Go or Chess to finish.


TYPES

Turn-based strategy games come in two flavors depending on whether, within a turn, players play simultaneously or take their turns in sequence. The former games fall under the category of ''simultaneously-executed'' TBS games (also called ''phase-based'' or "We-Go"), with '' Diplomacy '' being a notable example. The latter games fall into ''player-alternated'' TBS games (also called "I-Go-You-Go", or "IGOUGO" for short), and are subsequently subdivided into (A) ranked, (B) round-robin start, (C) random and (D) initiative-based -- the difference being the order under which players start within a turn: (A) the first player being the same every time, (B) the first player selection policy is round-robin, (C) the first player is randomly selected, and (D) the first player is selected based on a separately calculated initiative score.


Clock-based games

An additional sub-category under phase-based games is the category of ''clock-based'' games. Clock-based games differ from phase-based games, in that players are usually allowed a maximum of only one action per turn, and the duration of a turn is determined by the length of time required to perform the action. Most Roguelike games fall under this category.


Partially turn-based

Many other games that are not generally turn-based retain the notion of turns during specific sequences. Notably, the role-playing computer game '' Fallout '' is turn-based during the combat phase, and real-time throughout the remainder of the game. Other games, such as the '' Total War '' series, combine a turn-based strategic layer with Real-time Tactical (RTT) combat.


Acting outside one's turn

Some games--notably '' X-COM ''--allow players to act outside of their normal turn by providing a means of ''interrupting'' an opponent's turn and executing additional actions. Typically, the number and type of actions a player may take during an ''interrupt sequence'' is limited by the amount of points remaining in the player's Action Point pool (or something similar) carried over from the previous turn. The '' Silent Storm '' game series includes an "Interrupt" statistic for each character to determine the likelihood of out-of-turn action. In '' M.A.X. '', defensive units may be set to fire out of turn at the expense of being able to fire in their own turn.


Turn-based tactics

Main article Turn-based Tactics


Turn-based tactical gameplay is characterized by the expectation of players to complete their tasks using only the combat forces provided to them, and usually by the provision of a realistic (or at least believable) representation of military tactics and operations. ''.


Play-by-mail games

'' or '' Dominions II ''.


TURN-BASED VS REAL-TIME

Proponents of the turn-based system sometimes argue that the turn-based system is superior to real-time systems citing a number of reasons:

  • Players are able to plan their moves to a greater degree given the extra time available to them.1

  • Games are more fair due to a lack of reliance upon player reflexes.2

  • Game designers are able to offer more tactical options to the player.

  • It is more realistic to control multiple units intelligently using this system.

  • It is easier to keep track of what the enemy is doing since you can see every move as it happens.



Proponents of the real-time system respond to this by saying:
  • Thinking quickly is part of the strategy

  • Sitting around and waiting for turns to end is boring

  • They also argue that real-time systems add to players' sense of Immersion and provide an additional element of challenge.

  • Finally, they argue that real-time systems are more realistic; turn-based systems originally existed out of ''necessity'', not due to any added elements of realism.3



EXAMPLES


Board games



Mainstream PC games

After a period of converting board and historic TBS games to computer games, companies began basing computer turn-based strategy games on completely original properties or concepts. The presence of a computer to calculate and arbitrate allows game complexity which is not feasible in a traditional board game.

Probably the best known turn-based game is Sid Meier 's '' Civilization '', which evolved into a long series of successor games and derivatives. Other examples include:


Indie PC games

A further market trend is the rise of "Indie" TBS games (games produced by small groups, independent or only somewhat affiliated with the major elements in the computer games industry). These games often extend or refine already existing TBS strategy games. Some examples of indie-developed games include:


Open-source PC games

Since turn-based strategy games do not typically require vast amounts of art or modeling, developers willing to volunteer their time can focus on gameplay. Directories like Freshmeat provide large lists of Open-source , turn-based strategy projects. Some examples of open-source games include:



Browser-based games

Because users are not required to install files and are often free, online browser-based games are becoming very popular. All that they require is any device with a web browser and internet connection. Many will work just as well on a PDA phone as they do on a Desktop Computer . Some examples of browser-based games:


Console & handheld games



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