dtgreene: These games were part of the shift away from turn-based gameplay, so I could resent them from that angle.
timppu: I've mentioned this million times:
I found the autopause combat in Baldur's Gate (and other Infinity engine RPGs) just a perfect balance between turn-based and realtime combat. When you change the autopause settings a bit so that it automatically pauses the combat whenever something important happens, it has the best of both worlds. (It has to be said that the default autopause settings are not optimal, so you really should go through them once to make sure that the combat really is paused on important events, and nowhere else).
It is a bit like turn-based combat where it skips all the unimportant parts which you'd normally manually skip skip skip next turn. It makes the combat flow much better than true rigid turn-based combat, without making it messy and confusing like realtime combat can be at worst.
I have the opposite experience with it.
In turn-based combat, there's a nice rhythm going on. You enter your commands, then they are executed, along with the enemies performing their actions. Furthermore, there's no risk of the combat "running away" so to speak; you're guaranteed to get back control (barring situations like your entire party being put to sleep).
This is not the case in real-time-with-pause combat; the pauses are irregular, causing the rhythm to be lost (and you don't get the fluidity that real-time combat brings). Plus, there's the issue that things could go out of control, at which point you're scrambling to press the pause button before something terrible happens (and it may be a situation that the auto-pause settings don't account for).
Also, one problem with the system used in the Infinity Engine games is what I could call "normal attack bias"; it is significantly much more work to perform any action other than movement (which suffers from being controlled by a pathfinding algorithm rather than being fully under player control) and normal attacks. In particular, if you like casting spells a lot, doing so is significantly more tedious than just using normal attacks all the time, and that discourages the use of spells and other special attacks.
I'd rather select commands for the beginning at each turn than have things run automatically until something happens.
By the way, my favorite RPG from this time period might actually be SaGa Frontier, even though it suffers from the issues of pre-rendered backgrounds, the game being made at a time Square did not care about game balance, and the game turning into an action game when you don't want to fight enemies.
arrua: You are talking as if Baldur´s Gate 2 were the only game in which certain combats against certain bosses needed to be played more than once. You can know what the enemies do, just by reading the combat/dialog board in which everything is detailed: the spells that are cast by everybody during the combat, their effects, who is attaking who... Although for this to be activated, the player has to activate it in the options menu because I think it was not by default.
The problem, though, is that things can go too fast, and it can be a pain scrolling up to read messages that you missed (not to mention that the combat log is only *2 lines* by default; what were they thinking there?). There are some other issues that come up in the Infinity Engine games specifically:
* Sometimes it can take time between when the action is performed and when it is executed. You might have a character die and have to scroll upwards quite a ways to find the Finger of Death cast that killed them. (I remember a video where this happened, except that it was the dragon boss that was the victim.)
* If the game over condition is triggered (in BG1 and BG2, this happens when the main character dies, for example), the combat log is not accessible. Hence, you can't check the log to see how your character died.