Well, OBVIOUSLY. I was using "RTS" in a generally accepted (incorrect) meaning.CC is not an RTS that borrowed some elements from the wargame genre. It's a tactical wargame with real-time gameplay. Adding real-time gameplay to a tactical strategy game doesn't automatically turn it into an RTS. CM introduced real-time gameplay (in addition to the WeGo), but it doesn't mean that we should treat it as some kind of RTS game.
bro, the whole concept of "RTS" is a misnomer. The games in this genre are in fact real time tactic games. Second they allow neither much tactics nor strategy, because they are simply too fast. For me that genre is more characterized by the typical green health bars, mostly unrealistic combat and chaotic gameplay, and I'd be more content if they were called "bustling units" games, for that's what they are. But since they have already hijacked the term RTS, and a lot of people have a preference this kind of game, there's nothing that can be done except live with the fact.
Command Ops isn't tactical, it's operational. Men of War is not a wargame at all.I think we can agree that CC is not a RTS by that definition? But imo "tactical wargame with real-time gameplay" is also not a much better term, because that would also describe e.g. Command Ops, Men of War, or Scourge of War Gettysburg, etc and those are all completely different games. CC is a beer and pretzels, real time war game, and a lot more. Most of all, it's CC. I don't think it fits into any clearly defined genre.
Exactly. In CC real-time gameplay is slooow, so it doesn't turn the game into a clickfest, and because of it it doesn't negatively affect the main goal that any good wargame should have - realistic (to some degree, of course) simulation of the military operations at a particular level (tactical, operational, strategical). CC shouldn't be treated as some failed messiah that had a chance to transform the RTS genre, because it's not an RTS (and RTT is too broad a term, because, as you can see here http://en.wikipedia.org/wiki/Real-time_tactics, people use it to describe realistic wargames as well as casual strategy games), it's a wargame. It's more easier to get into for the average player because tactical level it's easier to understand than, for example, this http://www.matrixgames.com/files/games/317/20110213115920.jpg?height=600&width=800, and it was more pleasing for the eye and ear than other wargames when it came out, but it's still a wargame.And lastly while I never liked RTS games, and am a turn based gamer by heart, I never had a problem with real time in CC, mostly because of the slow motion factor and the relatively high realism.
Maybe. Russia and France seem to have very different maps and sometimes I get mountain/desert one. Still 2-3 mechanics from being a great game by itself though. Good timewaster now and then and had to link, cuz it dosnt get much love.
Well, OBVIOUSLY. I was using "RTS" in a generally accepted (incorrect) meaning.CC is not an RTS that borrowed some elements from the wargame genre. It's a tactical wargame with real-time gameplay. Adding real-time gameplay to a tactical strategy game doesn't automatically turn it into an RTS. CM introduced real-time gameplay (in addition to the WeGo), but it doesn't mean that we should treat it as some kind of RTS game.
bro, the whole concept of "RTS" is a misnomer. The games in this genre are in fact real time tactic games. Second they allow neither much tactics nor strategy, because they are simply too fast. For me that genre is more characterized by the typical green health bars, mostly unrealistic combat and chaotic gameplay, and I'd be more content if they were called "bustling units" games, for that's what they are. But since they have already hijacked the term RTS, and a lot of people have a preference this kind of game, there's nothing that can be done except live with the fact.
Command Ops isn't tactical, it's operational. Men of War is not a wargame at all.I think we can agree that CC is not a RTS by that definition? But imo "tactical wargame with real-time gameplay" is also not a much better term, because that would also describe e.g. Command Ops, Men of War, or Scourge of War Gettysburg, etc and those are all completely different games. CC is a beer and pretzels, real time war game, and a lot more. Most of all, it's CC. I don't think it fits into any clearly defined genre.
Exactly. In CC real-time gameplay is slooow, so it doesn't turn the game into a clickfest, and because of it it doesn't negatively affect the main goal that any good wargame should have - realistic (to some degree, of course) simulation of the military operations at a particular level (tactical, operational, strategical). CC shouldn't be treated as some failed messiah that had a chance to transform the RTS genre, because it's not an RTS (and RTT is too broad a term, because, as you can see here http://en.wikipedia.org/wiki/Real-time_tactics, people use it to describe realistic wargames as well as casual strategy games), it's a wargame. It's more easier to get into for the average player because tactical level it's easier to understand than, for example, this http://www.matrixgames.com/files/games/317/20110213115920.jpg?height=600&width=800, and it was more pleasing for the eye and ear than other wargames when it came out, but it's still a wargame.And lastly while I never liked RTS games, and am a turn based gamer by heart, I never had a problem with real time in CC, mostly because of the slow motion factor and the relatively high realism.
If you ask me, Close Combat is a highly-detailed RTS game with wargaming elements.
BelisariuS.F said:CC is not an RTS that borrowed some elements from the wargame genre. It's a tactical wargame with real-time gameplay.
Burning Bridges said:CC is a beer and pretzels, real time war game, and a lot more
CC has appeal to some RTS gamers
CC is an RTS game that borrows heavily from wargaming
No. RTS is basically what you get when you take a beer and pretzel strategic-scale game with production, resources and generic units and make it real time and give it flashy graphics.Semantics like these are a waste of time. Close Combat falls into a niche between the RTS genre and the wargames genre. It's not like there's dictionary definitions of either one of those things. If you ask me, Close Combat is a highly-detailed RTS game with wargaming elements. But some other folks believe it's a fast-paced wargame played out in real-time. Neither viewpoint particularly matters. In the video, I tried to show that a wargame (Combat Mission) took after the series, while the RTS genre was self-admittedly too closed minded to get away from its roots. It's really easy to say the market ignored CC because it was a niche game, but niche games literally made genres during this era of gaming so, in my opinion, it's kind of worth looking at what features the RTS genre missed out on.
Except that Close Combat wasn't derived from the RTS genre in any way. It started out as a port of Squad Leader to PC. And one developer being ignorant doesn't justify your ignorance.Yeah, what we see as genre boundaries is why I think we look at things differently. I just don't see the RTS genre in that way and that's probably the reason for the split. To me, the RTS genre is very diverse with its fingers in a lot of pies. I have no qualms about it on a personal level. But I dabble in most genres because I just find games to be fascinating in general. You should look at how Atomic Games saw their own games.
Again, CC has options to make it your run of the mill RTS: removing fog of war, disabling morale and other factors, adding health bars, etc.
Putting games in neatly labeled genres is useful when you are in a situation as Burning Bridges described - someone says that CC sucks, because it's slow and it's missing stuff that should be in RTS. Then you say that it isn't missing anything he mentioned, because this isn't an RTS but a wargame, and it was made to be slow to avoid turning it into a clickfest RTS. Genres define what you should expect from the game.Some people just tend to get upset if they can't neatly label stuff.