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Turned based games have turns. (and resources)Real time games have well you guessed it: time :p (and resources)
Well, I understand timers in strategies, like you send an army and have to wait for arrival. This is a gameplay feature that balance things, make is more real, give opportunity to react, etc, etc.But I'm more interested in games like Sunchaser's game. You perform na action, any action, like cutting down tree. Then it displays a timer, it will take 2 hours to cut down that tree. And that's all, there is no balance connection nor any real need for this.
Am not so sure how much my answer would help you... but as a player of one such game, I found myself bound to go online and visit the game after the predetermined time, knowing that I can perform another action. It does get annoying and eventually I gave up on the game.. but its just something at the back of my mind, which tells me to visit the game after x mins/hours.
However, I know of no successful games that have timers in which there is 'nothing' else to do until the timer reaches zero. If such a game were to exist, I'd probably think it was just bad design.
I think I'd have to comment on this question based on a specific example.
The timer is a function in the game. The game is not a function of a timer.