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‘Realtime-with-pause isn’t lifeless,’ says lead designer of promising turn-based sport Star Wars Zero Firm

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March 27, 2026
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‘Realtime-with-pause isn’t lifeless,’ says lead designer of promising turn-based sport Star Wars Zero Firm
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When it was introduced that Baldur’s Gate 3 would have turn-based fight not like its predecessors, I reacted just like the little woman with the frog from The Cabin within the Woods: “The evil has been defeated!” Our lengthy nationwide nightmare was over. And by “nightmare” I imply video games anticipating us to regulate a whole celebration of characters in realtime, with the flexibility to pause and challenge instructions tacked on like a careless panacea.

Not everybody sees it the identical manner. Even the folks making video games with turn-based tactical fight like Star Wars Zero Firm cannot be bothered disliking RTWP fight as vehemently as me. “Realtime-with-pause isn’t lifeless,” lead designer James Brawley instructed PC Gamer’s Ted Litchfield throughout his latest hands-on preview. “It’ll have its day. Somebody will make one thing great in that area, and it will take the world by storm once more.”

Brawley takes a sensibly average place, suggesting turn-based video games have not gained any sort of “last” victory. “It is like every part, these genres oscillate up and down over time. And I feel a part of the explanation why we see a resurgence of this sort of turn-based video games lately is that there is been a number of improvements in how we tempo the motion and the digital camera work, and the immersion that goes into the sport has made these video games really feel slightly bit extra approachable and simpler to play.”

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Firaxis did a number of good work in making turn-based fight really feel dynamic, with XCOM’s cell digital camera and window-smashing sprints throughout the battlefield. A style primarily based on stately chess-like play instantly felt action-packed and energetic. “A part of the explanation why I feel this sort of turn-based format, group turn-based format, was capable of make a resurgence is due to improvements in presentation and pacing that preserve it from feeling too sluggish or too menu-driven,” Brawley stated.

“Should you rewind again to the early 2000s, a number of older video games that had been on this area⁠—not precisely adjoining to what we’re doing, however they co-exist with that type of team-based format—they tended to get very gradual, very sluggish. They required a number of endurance to play. They had been very rewarding in some circumstances, however I feel it was arduous for lots of people to undertake that gameplay in the event that they had been popping out from one other style, coming from realtime technique, and even coming from classical JRPG turn-based fight.”

(Picture credit score: Lucasfilm, EA, Bit Reactor)

Returning to the unique Jagged Alliance lately, a turn-based mercenary romp from 1995, I undoubtedly had the sense that every part took no less than yet another click on than it wanted to. “You simply led to an area the place simply issues took a really, very very long time to play,” Brawley stated, “and required a substantial amount of endurance that you just wanted a really particular kind of participant who might actually get into these video games.”

It took some severe rethinking about how they felt to make turn-based ways video games a mainstream proposition once more, but when a style that stereotypically nebbishy can handle it, then why not RTWP? “I would not say that extra realtime or realtime-with-pause-type tactical video games are lifeless on arrival,” Brawley concluded. “I imply, they’re going to be again. Anyone will provide you with one thing actually cool that may carry those self same sorts of improvements again, carry that again into the forefront. It is solely a matter of time, I feel, earlier than that occurs. And I am trying ahead to that as nicely, as a result of I nonetheless take pleasure in these forms of video games.”

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