The first computer role-playing games like The Bard’s Tale, Ultima, or the Gold Box games by SSI used turn-based combat systems. This opened up many tactical possibilities. But does a turn-based combat system also work in an MMORPG?
Most MMOs use real-time combat – which really aren’t. The typical tab-targeting and hotbar system gives players the ability to issue commands that are then executed after a certain time. Real real-time combat would be if every mouse click or every key press would trigger an action immediately. This becomes difficult in MMOs, as lag must be taken into account. The delay at which data is transmitted to the server and back.
Fast or rather tactical?
While some developers try to make a combat system as fast and action-packed as possible, this requires a good network structure and fast data transmissions – alongside good reaction times from the players. Another option would be classic turn-based combat, and some MMOs even use this. Atlantica Online, for example, or League of Angels. In these games, players are transported to a combat screen when a confrontation occurs. Then the actions take place round by round. Each player can think about what they want to do, adjust their tactics, respond to moves…
Lag plays hardly any role here. Tactics and strategy take center stage. However, turn-based fights have a decisive disadvantage. You often have to wait. A player might take a long time for a turn. During this time, the other has nothing to do and quickly becomes bored. Additionally, the turn-based combat has to take place in a special “arena” outside of the game world. Otherwise, it would feel strange to observe players in combat. And how would a “third party” be able to join such a fight?
The world should be seamless
You would constantly be pulled out of the actual world during a fight to then fight in a small instance. This could get very annoying over time. An MMORPG must also allow for fights to be observed, so that someone can possibly intervene. MMORPGs generally want to create a vibrant world “seamlessly.” If players are constantly pulled out of this world, it does not provide the necessary immersion and the feeling of being in this world.
Turn-based combat is thus – just like in other genres – more for a specific target audience. Most MMO fans will probably stick with tab-targeting, or what do you think?