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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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