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Active pause: Wikis


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An active pause system is a feature of a video game that allows commands to be given while the game is paused. These commands will take effect as soon as the game is unpaused. An example of this would be a first-person shooter that allows the player to change weapons while the game is paused. If no actions can be performed while the game is paused, then the game does not have an active pause system.

Active pause bridges the gap between turn-based games and real-time games by allowing real-time fighting with the oppurtunity to pasue the game to switch out gear, give commands to units, pick out a spell to cast, or do any number of things.

Effects on gaming


Many game series are beggining to swith their turn-based games to real-time-based games with an active pause system. Final Fantasy XII is the first Final Fantasy game to do away with its turn-based system in favor of a real-time with active pause system. The same is happening with the still-under-development Fallout 3 game of the Fallout series.

Critisism


Some critisize the active pause system for taking the realism out of real-time games. One gamer writes, "It's more realistic to have to think and fight on the fly, which is closer to what a General had to do; surely you don't think Ney stood and thought 'If only God had included a pause button'."<ref> </ref>

Praise


One gamer refers to real-time tactical games without an active pause as a "non-thinking, shallow, spasmodic, thrill-ride."<ref> </ref>

Games


Games with an active pause feature include Chaos League,[512][513] Fallout 3,[514] Final Fantasy XII, Forlorn World,[515] GunLok,[516][517] GoldenEye, and Secret of Mana.

References


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