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In defense of hard counters in real time strategy games

waywardstrategy.com

191–194 of 194 posts

Re: In defense of hard counters in real time strategy games

#191
post #80

Earlier quoted context omitted.

I think one big reasons why RTS are having trouble is, that loosing in an RTS, as a new player, can be one of the worst experiences in gaming (not counting player toxicity): you just spend several minutes, maybe a lot of them, playing this game, you finally got your T2 fab, and then the enemy nukes you with his experimental artillery and you are just gone. No way to understand what exactly went wrong. To slow? Wrong…

> Compare that to a shooter I wouldn't claim they're quite so opaque, but Quakelike FPS games have a similar problem. They appear to be about shooting, but in fact at least 50% of the game is resource control (and even the combat itself is more nuanced than a new player realises). So when you're a new player losing to an experienced player, it can be super confusing and demoralising. Confusing because you probably do…

Also AFAIK shooters don't have full post-game replays ?

Re: In defense of hard counters in real time strategy games

#192
post #80

Earlier quoted context omitted.

I think one big reasons why RTS are having trouble is, that loosing in an RTS, as a new player, can be one of the worst experiences in gaming (not counting player toxicity): you just spend several minutes, maybe a lot of them, playing this game, you finally got your T2 fab, and then the enemy nukes you with his experimental artillery and you are just gone. No way to understand what exactly went wrong. To slow? Wrong…

> I think one big reasons why RTS are having trouble is, that loosing in an RTS, as a new player, can be one of the worst experiences in gaming Famously one of the Default Taunts on Age Of Empires 2[0] is *You played for two hours to die like this?* [0] https://ageofempires.fandom.com/wiki/Taunts But can't but agree with the general angle, MOBA's in general are less punishing to players at a deep psychological level,…

They could just have played team games only in RTS and achieved the same effect of being able to shift the blame onto their teammates ?

Re: In defense of hard counters in real time strategy games

#193
post #136

Earlier quoted context omitted.

I don’t think it’s just skill. They’re also primarily team based. If you win, you can feel really good because you had a 17/2 K/D. If you lose, you can blame your teammates. You can also play with your friends. With starcaft even though team matches are supported, they are unpopular, and there’s no easy way to look at the stats for the game and feel like a badass if you win.

Team games are quite popular in StarCraft Brood War - not only 2 vs 2, but often 3 vs 3 or even 4 vs 4. In fact the 3v3 and 4v4 games were usually played by lower skilled players, due to the relatively lower skill cap and relatively random results (at low skills win or lose depends more who you get on your team than your own actions). Brood War also has custom maps with relatively crude, but still use programming (lo…

In Zero-K big team games are called "lobsterpots". Also "big" starts around 5vs5 :

https://www.youtube.com/watch?v=Al3jvLYsmHI

Re: In defense of hard counters in real time strategy games

#194

Earlier quoted context omitted.

I'd love to see a competent PvE-oriented RTS with the MMO-lite treatment: co-op missions, entire campaigns, customizable armies, unlockable units, mission rewards, purchasable (with in-game currency) items, bigass raids, the whole shebang. SC2 co-op mode took a big step in that direction, and it was well received and has become fairly popular...but a game built around that as its primary locus could be so much more.…

It’s far from what you asked for, but Mindustry is kinda PvE-RTS-like. It’s also open source, i’d recommend to give it a try. It’s an ugly game though, but I do like the concept.

Thanks for the interesting tip. I agree it needs polishing, though.
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