Beastro
Arcane
- Joined
- May 11, 2015
- Messages
- 8,071
World in Conflict was Cold War too and was released 5 years before the first wargame. Also from what I've seen of wargame, it look like the gameplay is similar to World in Conflict: no base-building, new units get air-dropped on a side of the map and it's based around capture points.
And as for why RTS died, I'd say there's two separate issues: dumbing down in pursuits of the console audience (like SC2 being release on console), which led to shallow gameplay. And a pursuit toward the "pro-gaming" scenes, on a genre that can only support a handful of competitive games at the same time.
Blitzkrieg was doing that even father back, especially Blitzkrieg 2. In them units also had ammo amounts which meant you had to keep them supplied, which was part of the reason to grab capture points.
I somewhat agree with you, but I think it's less of an issue of difficulty or learning curve, and more of an issue of the level of focus and multi-tasking required to play the game well. The base rules of an RTS are quite easy to learn and are pretty standard - collect resources, build units, attack, the formula really hasn't changed much for decades.
I agree with this. Grand Strategy games are more complex in ways, but with the ability to pause, they allow the player to take their time.
Imagine playing a no pause Paradox game and the mental load it would place on the player, especially in MP.
I do wonder if one of the problems of RTSes are the fast pace.
Feels like there's something to be said for a slower-paced RTS, if done right
Grand Strategy pause could help, but I could see that being something players would welcome, but others would bitch about given how it would break up the gameplay while that's a give if you're watching a GS match.
They need to follow the path Paradox has laid out for their MP games.
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