I remember they ported the original Baldur's Gate for the original PlayStation, but found there is no market, and it was never released, outside of leaked version. Now they finally properly ported it for consoles. While the game is not new, the port is still interesting how they solved the human input device issues, because consoles don't have mouse and keyboard. I doubt they will ever do a proper remake, because it took them so many years to consider remaking Final Fantasy VII, which is an immensely more popular game and with more relevant story, while Baldur's Gate setting is just too dated and boring - no huge robots and flying ships.
It is strange that 1998 was the year when they discovered the pausable real-time: both Might & Magic 6 and Baldur's Gate allowed pausing timeflow, but Might & Magic 6 had much smarter design, allowing for completely turn-based combat inside real time engine. Vert similar to XCOM Apocalypse, which was released in 1997. I'm sure they all were inspired by Gollop, because it looks too big for a coincidence. Japanese game design for example evolved completely differently from strictly turn-based gameplay: they introduced these filling with time cooldown bars, which give player some time conceive some tactics, but don't block the enemy from moving, compared to pausable realtime or purely turn-based approach. So I'm surprised Japanese haven't made multiplayer RPGs with it. And then just dropped it in favor of Baldur's Gate pausable realtime in Final Fantasy 12, which looks like a Baldur's Gate clone with bigger everything, including even the programmable AI of party members.
Also, there were many purely turn-based Japanese games, most never released outside of Japan (like Guarding Recall). They mostly use interchanging turns scheme, were each player moves all his units during given turn, but a few, like Final Fantasy Tactics, used that speed based scheduling, where each unit gains turns independently, according to its speed. I'm still unsure which is better, but I guess speed based scheduling could be better for multiplayer, so players don't have to white for too long. Other approach is Chess, where player can move only single game piece per turn (i.e. instead of units having speed, player has it).
One unusual game is Age of Wonders, a Civilization/Master of Magic clone, which had simultaneous turns - whoever clicks faster moves his units first. It was really confusing and orders of magnitude worse than say Japanese ATB system. I do consider implementing limited realtime for my game, but based on this extended Japanese approach, using cooldown bars botch for each unit and for the player (yup, copying Chess, with its limit on moves per turn). But yeah, there are countless ways one can implement time in a game, but the main rule one has to design his engine initially realtime, and then build a turn-based structure on top of it, otherwise nasty conflict can be possible, similar to multithreaded programming problems (i.e. if two units are ordered to move into the same cell, what would happen?).