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Aug 19, 2010 at 23:32 comment added wkerslake First thought was RoboRally. Basically all actions have the equivalent of an initiative value. That value determines who goes first even within the real-time segment. So you still are really doing sequential resolution of actions, but neither player knows who's move will go first during their strategy phase.
Aug 19, 2010 at 23:09 comment added Ian Schreiber Also, it makes a player's turn a lot more uncertain: you don't know exactly what will happen because what you order might not actually happen (e.g. if you try to move to an occupied location). Not all strategy players enjoy this kind of play, where they out-strategize the opponent only to be out-guessed and lose randomly (at least, that can be the perception), which I think is why it's not as common as "pure" real-time or turn-based.
Aug 19, 2010 at 23:07 comment added Ian Schreiber I think Age of Wonders did this. Sanctum (which I mentioned) also worked this way. I remember playing a console tactical-RPG a long time ago that worked this way, where you'd enter your squad's orders and then they and the enemies would move simultaneously (I forget the name, unfortunately). You see this as a solution to the problem in multiplayer games of having to wait for your opponents to move, but that's not really a full solution; one player can still finish early and have to wait for the others.
Aug 19, 2010 at 22:01 comment added Robert Fraser Thanks! Yes, I meant the first kind (where the resolution is in real time but depends entirely on the order given before; no twitchy input required). While you say "plenty", it seems like they're all board or card games, and few even in that space. Why doesn't that version of chess exist? Why not digital games ? Seems perfect for multiplayer turn-based strategy (which can get boring waiting for the other player to finish their turn; see Advance Wars).
Aug 19, 2010 at 21:39 history answered Ian Schreiber CC BY-SA 2.5