D&C: You've mentioned that Troika is considering a variation on the 'real time with pause' combat. Is this decision more or less confirmed, or is there a chance you may decide to make the game turn based? Can you give any thoughts about how Troika could go about implementing a real time with pause system, compared to other products such as the infinity engine games? One immediate problem I see is in a PA RPG there is a lot of ranged combat, something real time combat systems are traditionally bad at. Leonard Boyarsky: This decision is in no way, shape or form confirmed. This will have a lot to do with the publisher we eventually team up with and whether they're willing to publish a turn based RPG or not. To some fans, the above statement is pretty much blasphemy. There's been a lot of debate since I said that we were considering real time with pause over turn based so that we could get this game made. The fact of the matter is that we're not self funded, we rely solely on publishers to fund our projects. Most publishers have flat out told us that they will not be funding any turn based games, and are not even interested in discussing them. If we can't sell a Troika post apocalyptic RPG to a publisher, it will never get made, it's as simple as that. As far as our plans for implementing paused real time, we're looking at how other games have handled it and what things have worked and what hasn't. We are acutely aware of the shortcomings these type of systems have had in the past, and we're doing our best to avoid some of the more common problems associated with them. I'd give you details, but I'd rather not divulge too much about it before we've even signed a deal.