Let’s take a look at this niche genre and what it consists of.
What Does RTwP Mean?
RTwP stands for “Real-Time with Pause.” It’s a very niche genre of games that allows for both real-time input and the ability to pause and give orders to your characters.
But wait; you can pause almost every game out there. So why does RTwP get its own genre? The key difference is that pausing in an RTwP game is part of the gameplay, while other games only use pausing for when you need a break.
Real-Time with Pause sits between two bigger genres of games: real-time strategy (RTS) and turn-based strategy. RTwP shares similarities with both, while having a unique stance that gives it its own niche.
What Is the Difference Between RTwP and RTS Games?
Both RTwP and RTS games can be played in real-time; that’s why they both have “RT” in their initialisms. A real-time game is one that goes at a constant pace without stops.
For instance, compare a game such as Starcraft versus chess; the former goes at a constant pace, while the latter would fall apart if both players could move whenever they wanted!
However, RTwP distinguishes itself from RTS games due to how it handles pauses. Both games can be paused most of the time, but an RTS is paused when someone needs to take a break. On the other hand, an RTwP game sometimes requires the player to pause.
RTwP games are designed around the player stopping and starting the game to better digest the situation. For example, if someone is controlling a band of heroes in an RTwP game and they’re suddenly ambushed by bandits, the player is encouraged to pause the game to figure out what to do next.
Not only that, but RTwP games allow you to input commands while the game is paused. This means that, in the above example, the player can give commands to his party members on how to best tackle the bandits, even though the action is paused. When the player resumes, the party carries out the orders they were given.
In comparison, RTS games aren’t designed to be paused when the player is overwhelmed. In fact, some RTS games lock the player out of giving commands or moving the camera until the game is unpaused.
So, while RTS and RTwP tend to play in a similar way, things change when you pause the game. RTwP games encourage you to pause and let you control the game while everything is stopped, while RTS games allow for pauses for people to take a break and aren’t part of the game’s design.
What Is the Difference Between RTwP and Turn-Based Strategy Games?
Both RTwP and turn-based strategy games are designed to include periods of thinking and consideration. Some of the best turn-based games keep you scratching your head for hours into the night, and sometimes they’re even free to download and play.
Both of them can present the game in a paused state and allow you to churn over tactics in your mind and find the best route of action.
However, things change when it’s time for action. When you unpause an RTwP game, it continues in real-time. You can then control the characters freely until you want to pause again.
In a turn-based strategy, there is no period of real-time. A player will either move its pieces one by one or give all its pieces a command that executes once a turn is called.
Examples of Real-Time With Pause Games
Baldur’s Gate is one of the most famous examples of real-time with pause games. Both Baldur’s Gate 1 and 2 used the RTwP system, allowing the player to command a party of heroes in real-time or while the game is paused.
This causes a bit of commotion when the previews of Baldur’s Gate 3 revealed that the game was leaving its RTwP roots and embracing turn-based gameplay. The senior designer, Edouard Imbert said this in an interview with PC Gamer:
As such, it’s getting hard to find games that use the RTwP system. Gamers are accustomed to only pausing the game when they need to take a break and may consider giving commands in a paused game to be “cheating,” even if it’s part of the game’s core design.
If you fancy giving RTwP games a shot, you’ll find the best examples in both the RPG and strategy genres. These make great use of the gameplay-oriented pause mechanic, which allows you to take a break from the action and consider what you want to do next.
On the RPG side, old treasures such as Planescape Torment are a must-play for RTwP enthusiasts. Newer games such as Pillars of Eternity can scratch the itch with more modern graphics.
For the strategy enthusiast, Europa Universalis and Hearts of Iron IV are good examples of the RTwP design working outside of RPGs. Both of these give you command over an empire which progresses in real-time, but they also let you stop the game when things get hectic so you can queue up commands and build orders.
There’s a full list of Real-Time with Pause games on Steam, so give it a look if you want to find something new.
Demystifying the RTwP Genre
While “real-time with pause” doesn’t explain much by itself, it makes a lot more sense when you break down what it means and why the term was invented. Now you know what defines this genre and what games use the system.
If you do decide to give Baldur’s Gate a try, why not go on a retro trip? Baldur’s Gate is an old PC game still worth playing, alongside Starcraft and Grim Fandango.
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