The Evolution of Combat Systems in RPGs: From Real-Time with Pause to Modern Turn-Based Approaches

06/27/2025

In the realm of role-playing games, the method of engaging enemies has seen a dynamic evolution. From the early days dominated by real-time with pause (RTWP) systems to the recent resurgence of refined turn-based mechanics, game developers have continually sought innovative ways to immerse players in strategic encounters. This shift reflects not only technological advancements but also a deeper understanding of player engagement and tactical complexity.

Josh Sawyer, a respected voice in the game development community and design director at Obsidian Entertainment, recently shared his insights on this fascinating journey. During a discussion, he touched upon the historical context of RTWP’s prevalence. He observed that its popularity in the late 1990s stemmed largely from the widespread success of real-time strategy (RTS) titles. This era saw the emergence of iconic RPGs like the original Baldur's Gate, Knights of the Old Republic, and Dragon Age: Origins, all employing RTWP, where players could pause the action at any moment to issue commands to their party members, offering a blend of immediate action and strategic planning.

Sawyer noted that older turn-based games, such as the initial Fallout installments, while enjoyable for their combat, sometimes lacked significant tactical variety. Players often resorted to targeting specific body parts to maximize damage, leading to a degree of strategic flattening despite the satisfaction derived from critical hits. This pointed to a need for more diverse combat options within turn-based systems.

Conversely, the strategic depth and micro-management opportunities found in RTS games naturally extended to RTWP RPGs. This allowed for diverse playstyles: a player could choose a straightforward fighter or archer for direct engagement, or delve into more intricate roles like rogues and mages that demanded precise command inputs. The accessibility offered by this hybrid approach made RTWP a compelling choice for many developers and players alike.

However, modern turn-based games have managed to capture and even surpass this dynamism. Sawyer praised recent successes like Baldur's Gate 3, Metaphor: ReFantazio, and Clair Obscur: Expedition 33 for their rich tactical environments and expansive player choices. He emphasized that these titles provide an abundance of actions and systemic interactions within each turn, offering a level of fun and depth that was often absent in earlier turn-based iterations.

This contemporary renaissance of turn-based combat has effectively addressed past limitations, proving that complex tactical gameplay can be delivered without sacrificing accessibility, even across different input methods like gamepads and mouse-and-keyboard setups. The ability to “goof around” with various combat approaches, as Sawyer puts it, is a testament to the engaging design of these newer titles. The era where RTWP reigned supreme due to its perceived superiority in offering tactical variation appears to be largely over, with sophisticated turn-based systems now setting the benchmark for engaging combat in RPGs.