I don't think IE games had horrible combat. And it depends on how removing the pause button would alter gameplay. It's hard to think as fast a 6 trained characters, so I guess that unless you have 6 players, the next best thing is having a pause button so you can think about how to adapt to the battlefield. The thing is, unless you can customise the AI to great depth, you can't possibly chose for example a spell on the menu as fast as your brain know you might need to use this particular spell.
Hack and slash (IMHO) is not only the fact that battles are real time or not. It's the minimalist approach to character developement, npc's interactions and simpllistic (I dare to say repetitive) combat that make a game Hack n Slash. A tactical rpg on the other side is when you have more time to handle the tasks and where the choices you make really impact on how the situation unfold. Of course those are only terms we created to separate one genre from another. The truth is, nothing is exclusively one OR the other, there are many nuances. A Hack and Slash game may have a lot of npc interactions and a deep character developpement, while a tactical rpg might be real time with repetitive battles.
What most important is what we want P:E to be, for me this is what I want :
- A well writen story in a world interesting enough so I want to learn more about it
- Detailed character customisations and classes that feel different from one another
- Good 2d isometric graphics
- A tactical approach to battle that make them challenging and interesting to play
- A rewarding experience to explore and many things to do outside combat
- A game simple to play and hard to master
If I get that, I don't care about how they make the menu, or if a pause system is present or not, or even if it feels that much like an IE game.
I absolutely agree with you. Personally, I like the pause system, I was just curious how Micamo thought we'd have a tactical RPG with no pause. I said the IE games have horrible combat, because it's mostly based on luck and I don't like that. If I play my cards right I should be able to be in control of the battlefield without having to worry that my rogue will roll a 1 on his mass stun. I suppose that adds suspense, and we could still have it, but put a stat (for example WoW's hit rating) that will eliminate the chance of that happening if we so desire.
But we've reaaaaally veered off-topic now ;d