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Usually in RPG games that are action-based (like ABS systems), there's no pausing, and things still happen while in your menus. It's usually meant for immersion purposes, and to make it more action-y. They usually also provide safe-spots throughout the levels, or enemies that don't re-spawn to act as possible pauses. (similar to most MMORPGs where time always flows)
However in non-ABS systems that use time-based battle mechanics (ATB or other means of time), most of them allow pausing, while little do not. (Which I find strange because the game is putting me against the clock, but I can just pause and think of choices freely if I wanted)
However in non-ABS systems that use time-based battle mechanics (ATB or other means of time), most of them allow pausing, while little do not. (Which I find strange because the game is putting me against the clock, but I can just pause and think of choices freely if I wanted)
- What is your take on these types of games? (Both action and timed-turn-based and their choices of allowing pausing or not)
- Are you the type of player who prefers the ability to pause (or AFK) at most times? (Especially when in battles) Or do you prefer the immersion value from being unable to pause? (while playing the above mentioned two systems)
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