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The Future of RTS

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Re: The Future of RTS

#41

my hot take on RTS : I like the genre (or rather used to like, the last one I loved was SupCom) but I wish somebody would make an RTS with no/minimal macro. Controlling the builder/peons units is a chore at best and I would love to see it streamlined a lot. For example just ask for a building to be built instead of finding/assigning builders to the task and micromanaging what they will do next. Dungeon Keeper comes t…

Did you mean no micro?

oups indeed I meant micro not macro

RTS without macro would make no sense

Re: The Future of RTS

#42

Whilst I certainly have huge respect for HuK, I feel that either his use of the categories in the article as perhaps a bit simplistic. Many of the points he mentions are really intertwined - most importantly balance vs variety: it's very hard to score highly on both. SC2 has 3 very distinct races (he gives it a 8.8 for variety), hence there are just 6 possible matchups. AoE 2 (DE) has 35 (he gives it a 3), making ove…

>AoE 2 (DE) has 35 (he gives it a 3), making over 600 possible 1v1 matchups.

The 3 species in Starcraft are quite distinct in many key areas, whereas in Age of Kings and AOE3 (the only ones I've played) the differences between the factions were limited to a handful of units and buildings, but ultimately they all played pretty much the same.

Re: The Future of RTS

#43

my hot take on RTS : I like the genre (or rather used to like, the last one I loved was SupCom) but I wish somebody would make an RTS with no/minimal macro. Controlling the builder/peons units is a chore at best and I would love to see it streamlined a lot. For example just ask for a building to be built instead of finding/assigning builders to the task and micromanaging what they will do next. Dungeon Keeper comes t…

SupCom's still active, through Forged Alliance Forever. I got back into it a couple of months back and was pleasantly suprised by how easy it was to find a game.

happy to hear that this is still going on !

I lost interest in FA around the time when FAF was in its first betas.

Planetary Annihilation is more or less a successor but I could not get into it.

I like its idea but in practice the micro was insane in order to keep an eye on several different planets.

Re: The Future of RTS

#44

my hot take on RTS : I like the genre (or rather used to like, the last one I loved was SupCom) but I wish somebody would make an RTS with no/minimal macro. Controlling the builder/peons units is a chore at best and I would love to see it streamlined a lot. For example just ask for a building to be built instead of finding/assigning builders to the task and micromanaging what they will do next. Dungeon Keeper comes t…

AOE2 Deathmatch mode? Thanks for bringing up Brutal Legend and Sacrifice - genuinely fun, interesting games.

They had some sweet ideas.

I just watched a retrospective on 20 years of Double Fine. Tim had some interesting comments in there about how BL came to be. They were avoiding very hard to make or market the game as an RTS because the genre already had a big stigma at the time.

It might kinda explain the weird state of the game. It was definitely a fun and interesting experience but it was also flawed .. way too many games packed into one for its own good.

Re: The Future of RTS

#45

Something that isn't significantly touched on here that most RTSes neglect is physical logistics. That is, actually getting resources from the point of collection to the point of consumption. In most RTSes, once you collect resources they essentially go into a magic resource counter in the cloud. You can collect wood on one side of the map, and instantly create a building with that on the other side of the map. I wou…

Honestly, RTS games are already so bogged down in complexity that I wouldn't want to see one adding logistics unless it decided to claw back other gameplay features.

Re: The Future of RTS

#46
Honestly, I think the RTS genre is too hidebound to the origins of the genre. Too focused on trees of units and factories that existed originally because of singleplayer campaigns and trickling out upgrades.

I mean, the current monster of the genre - SC2 - can trace many of its gameplay mechanics and units back to a game that came out in 1994, which was of course primarily designed for single-player gaming.

An RTS basically expects a player to learn multiple games with completely little intersectionality between them - an early-game, a mid-game, and a late-game, wherein you use completely different units and strategies. Given the fact that the designers have to figure out how to make the "core loop" fun in several completely different gameplay modes, and players have to learn all of them, is it any wonder that RTS isn't more popular?

I love the RTS genre - the combinations of base-building and unit command and creativity and intensity scratches all the right itches for me. But every RTS game I play feels like it's bogged down in far more complexity than the game really needed. For a while I had a lot of fun playing with the Cambrian explosion of simple RTS games on mobile because they don't feel the need to bolt on so many mechanics - they figure out what their core loop is and stick to it... but the mobile gaming world has been ruined by F2P mechanics.

I've been enjoying Zero-K lately, which does reduce some of the RPGishness that I think hurts the genre - no upgrading, no teching, no tech trees... you just plop a factory and you start building units. But its mechanics are still incredibly complicated, grown organically over a decade of experimenting within the genre of Total Annihilation-style RTS play. But even then, it's still very tied to Total Annihilation, another mid-'90s RTS game.

I'd love to see more first-class attention to the "core loop" of RTS games, but I'm worried the only people who are truly experimenting with the genre are the mobile developers, and the economy of mobile gaming is an ugly place.

Re: The Future of RTS

#47

As a master-level player of SC2 and once a top-1000 ladder player of Brood War I would also love to a see this genre evolving and staying fresh. I think that SC2 should be studied for its qualities but also for its mistakes. I think it is overall an excellent game but at the same time I feel that it was not as well designed as SC1, even if patches improved it and fixed some glaring errors over time. A few things that…

These mostly seem to have been solved in modern SC2 already -- swarm hosts are no longer a lategame unit, high templars and ghosts are extremely vulnerable to units like speed banelings, viper abducts are powerful against motherships, it's fairly rare for tournament SC2 games to last more than 20 minutes and when they do it's not because there are fields of static defense splitting the entire map: more like mining out for a 200 supply fight, after which the next fast remax's composition choice will decide the game.

(Am also Masters SC2.)

Re: The Future of RTS

#48

Earlier quoted context omitted.

Did you mean no micro?

oups indeed I meant micro not macro RTS without macro would make no sense

> RTS without macro would make no sense

actually, the game "world in conflict" has no macro - you get free units (in limited quantities), and you micro the set of units to take control of points in the terrain (which leads to more reinforcements/units).

Quite an interesting RTS, i would say. It's completely about tactics and micro, no macro at all.

Re: The Future of RTS

#49
Surprising to see no mention of Supreme Commander. This game isn't just alive, its thriving and getting popular(the FAF mod, not the base game).

Maybe RTS games are not being actively made but the mods are very much alive.

Re: The Future of RTS

#50

Something that isn't significantly touched on here that most RTSes neglect is physical logistics. That is, actually getting resources from the point of collection to the point of consumption. In most RTSes, once you collect resources they essentially go into a magic resource counter in the cloud. You can collect wood on one side of the map, and instantly create a building with that on the other side of the map. I wou…

"I would be really interested in playing an RTS that focused much less heavily on variety of combat, and much more heavily on variety of logistics." You've basically just described Factorio , which is all about logistics. I strongly encourage you to give it a try, not only because of this, but because it is one of the greatest games ever made -- especially when played with mods, which make it 100 times better than th…

Also there is an RTS which all about economics, Offworld Trading Company.
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