Rock-paper-scissors is a luck based game because the best approach is to be completely random. This is good because you can influence other players, but not a dice.Īs for your rock-paper-scissors example, this needs not apply. Simultaneous turn games use the lack of knowledge about the other player for uncertainty, and so can remove the RNG. Turn based game are pretty much constraint to use an RNG for this. Any game needs uncertainty otherwise the replay value is none. Or you can engineer the situation such that they only have one less bad option. You can gain intelligence (either in the game or as some meta game) to have a better idea of what they might do. This is because uncertainty that comes about because of your lack of knowledge about another players intentions can be overcome. Again, X-com (sequential game with RNG) feels a lot more luck dependent than Frozen synapse. Another comparison is between X-com and Frozen synapse. It feels like luck plays a vastly more important role than in Diplomacy. I've played a fair amount of Risk and Diplomacy similar games but where the former is sequential turns (with dice to determine combat) and the latter is simultaneous without any RNG. Or rather, it's luck that you can influence and direct rather than being at the mercy of dice or RNG. I don't think it makes luck a more important factor. It combines the advantages of the Firaxis TBS and the Paradox RTS approaches. Probably more difficult to program, especially the multi-threadingĪm I missing something here? It just clearly seems like the better option.An extra layer of strategy/tactics involved in anticipating what your opponent is currently doing.This is especially true now that we all have 8 threads in our computers. Far more thinking time for the AI in SP.All the advantages of turn based strategy over real time (click speed doesn't matter, more thinking time, etc.).Note that this is different to simultaneous turns in Civ multiplayer as of now, which is more of an RTS clickfest. This would make no practical difference for research/building, but for moving you could have the situation where two units move into the same tile or one evades combat by moving out as another moves in. Once all players are done, then the research/building/moving happens at the same time. Another would be Civ where all players simultaneously decide what to build, pick research, and tell units where to move. The classic example of this is the game Diplomacy, or the recent Frozen Synapse game. In practice, the resolution would probably be done sequentially for things that don't matter, and would have some rules to break ties for things that do matter. All players do the planning stage simultaneously where they make decisions but nothing actually happens and, once they all press end turn, all the actions are resolved simultaneously. By simultaneous turns I mean that each turn is divided into a planning and a resolution phase.