Sylvius the Mad wrote...
JimboGee wrote...
So let me get this straight... it's perfectly plausible for the enemy to wait while you aim or give orders but not when sorting through your inventory?
Did you just not read my explanation of this?
Pausing to make decisions during combat allows the player to roleplay a character who makes decisions faster than he can. What's the inventory analogy? Pausing to browse your inventory during combat allows you to roleplay a character who is more organised than you?
And there's still the tedium angle. Sorting inventory while walking saves time.
Sorting inventory repeatedly AND walking places BOTH are tedium. Just combining the tedium doesn't make either any less tedious, though it does cut down on the amount of time spent on tedium.

As for you trying to answer this JimboGee's question, it seems to me that it again comes down to different people playing the game in different ways--
--a lot of people play as if THEY ARE THE CHARACTER, and that can mean so many different things,
but for this I mean that their reaction times are part of the game, especially in timed situations like combat (or dialog in Alpha Protocol) that the limited time to react is supposed to simulate YOU in the moment having to make snap decisions, and this is the real time and timer aspect of games trying to emulate this
--a lot of other people play, and specifically play cRPGs, as if THEY ARE STILL THE PLAYER and therefore THE CHARACTER ISN'T THEM, and again this can mean many things,
but for this I mean that the characters abilities and decision making is NOT connected to the player's, as in the character stats represent the character's chances and such and the player can take all the time in the world to make decisions as he isn't the character--he's just trying to decide what the character would do
I'm not setting up a false dichotomy here--clearly there are people who don't think about this stuff on any conscious level and mix the above ways to various degress--but I'm outline the disconnect.
Player actions and whether they should represent character actions. Real time supports that notion, turn based doesn't, and pause-and-play is the muddy-middle that tries to allow both and just helps to lead to these bouts of confusion.