Time-slicing

Video game concept

Turn-based game simulating real-time game by having each action assigned duration it needs to perform rather than explicit equal duration turns.

8
games
7
platforms

Alternate name: Tick-based

Example:
1) First step forward by player, 5 time units to complete
2) Nearby monster hits, 6 time units
3) Step completes, consequent steps 3 time units, repeat
4) Monster hits, repeats; 2 time units left to next step for player
5) Step completes, repeat; out of range for monster to hit
6) Monster cancels attack and pursues player

And so forth. Somewhat similar to very thorough auto-pausing (with active pause) mechanism in real-time games.

With additional conditionals and options the simulation becomes more realistic.

Many games do only half-way solution this by having some actions consume a turn and others not (e.g. dropping an item in your hand doesn't take a turn, but dropping an item worn by you takes one or more turns). These do NOT count for this tag, though, since they still live in the land of generic turns (where almost every action conceivable takes exactly one turn).

Popular tags

roguelike

Parent groups

Time-keeping systems, Turn-based

Games by year

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The first Time-slicing video game was released in 1994.

Platforms

Windows 2
Linux 1
MS-DOS 1
Mac OS X 1
OS/2 1
BeOS 1
BSD 1