this post was submitted on 14 Aug 2025
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I generally prefer turn-based, for several reasons
Civilization is another example - just going up to Deity difficulty can arguably make the game easier because it just gives the CPU's more resources without making the CPU's any better at using those resources. For an experienced player, that just means more stuff for you to steal and take advantage of.
Some games I prefer to be sober for., and those tend to be real-time. Like a high-heat Hades run for example, or when I used to do Monster Hunter World multiplayer.
Lag. For the most part, technological advancement has been a strict improvement for videogames, but the one area you could argue the opposite is responsiveness. I'm not a proponent of CRT's and I do not own any, but I cannot deny that CRT's are faster than most digital displays unless you specifically buy some fancy "gaming" display. Wireless controllers add more lag, especially depending on the controller. I really enjoy streaming with Steam Link and Playetation Remote Play, which is generally great but does add a bit of latency. Emulation can add more lag too. For the most part these are typically negligible as long as I have a decent controller, but there are some exceptions. I can tolerate much moreag in turn-based games than real-time games.
Complexity. Turn-based games tend to have more stuff to chew on than real-time ones. This is pretty intuitive, because turn-based games give you more time to think about things while real-time games need to be careful not to overwhelm the player. I really like being able to think about games when I'm not playing them. When I'm in the shower or working out or mowing the lawn or in a waiting room. It's not that real-time games have nothing to think about at all, but usually orders of magnitude less. I've put dozens of hours into thinking about and researching games like Bloodborne, Hades, and Monster Hunter ,but I've put THOUSANDS of hours into thinking about Pokemon and Civ.
Character vs player performance. Kind of related to my last point, is that in real time games when the character dies it tends to feel more frustrating. If I die because I didn't react fast enough, I didn't recognize an animation, I missed seeing a particle effect, or my thumb slipped... Those are all just boring to me. If I die because I was too greedy trying to build builders instead of military in Civ, to me that's an interesting decision that I can work with.
In real-time games, all I can do is just practice. Just do the same thing over and over again to try to shave ms's of my reaction time. I have no problem doing that for things in real life, but I don't like having to do tedious repetitive work for my leisure activity.