Any game that has combat probably has turn based combat. Shooters? The number of bullets coming out of your gun per second, how far you can move each second, the effects crouching proning and jumping has on your movement per second all add up to a turn based system, with turns being time measurements as opposed to Pause combat. Make Move. Restart Combat to show move. Pause Combat. Make Move. ect.
In genres with melee weapons it becomes easily far more noticeable, simply because your not firing 12 bullets each second, your slashing forward, which can take multiple seconds, and its painfully obvious that the game has disabled you from slashing again until your animation has finished, otherwise enemies would be insta-killed by mass slashes of weapons and animations would get completely F***ed.
To make turn based combat immersive, keep it real time yet turn based. You have no control over the flow of turns, so you can't sit back and think 'Hrrm. Should I attack, use this, use this, or use this?' but instead have to do it on the fly. Sure, a lot of the time its still painfully obvious its turn based, but welcome to computer games.
In genres with melee weapons it becomes easily far more noticeable, simply because your not firing 12 bullets each second, your slashing forward, which can take multiple seconds, and its painfully obvious that the game has disabled you from slashing again until your animation has finished, otherwise enemies would be insta-killed by mass slashes of weapons and animations would get completely F***ed.
To make turn based combat immersive, keep it real time yet turn based. You have no control over the flow of turns, so you can't sit back and think 'Hrrm. Should I attack, use this, use this, or use this?' but instead have to do it on the fly. Sure, a lot of the time its still painfully obvious its turn based, but welcome to computer games.