IMO, there's no necessary causal relationship between fussy unit micro as in Starcraft, and constraints to player attention (camera zoom) or constraints to player command (absence of order queuing).The issue is that a strategy game should be about strategy. You should be expected to outplay your opponent. RTS games that make themselves all about stutter-stepping, fighting with unit AI, and generally fighting with the game mechanics in order to actually accomplish anything just get in the way of the strategy and make it more tedious to pull off, which makes for horrible gameplay. All RTS games have various degrees of this, but StarCraft with it's limited unit selection, extremely wonky AI, super zoomed-in camera and general jankiness is very micro-intensive, which I feel has a major negative effect on it's depth and strategy, which is why I feel like it's extremely overrated. People like to focus on the atmosphere, balance and story, which are all good, but the actual gameplay is very crusty and outdated and people can't see it because of nostalgia.
Games like Supreme Commander, which let you automate basic unit creation and focus on things like resource management offer a lot more opportunities for strategy and depth as a result. It's a smart-persons RTS.
Dota is probably the best of both worlds in this regard. Although it suffers from a related problem where the super micro-intensive characters are about as effective as the ones who play themselves, so there's no real benefit to taking the hundreds of hours required to master a hero like Chen or Meepo unless that complex playstyle somehow appeals to you.
This push towards more automation and more focus on strategy has been a slow, gradual goal for RTS games in general. One could argue that things like Attack-Move, Formations, control groups, and other essential RTS features are "automation", and since they weren't in older RTS games, it's clear that people care about these things because they want to actually play the game, not spend hours memorising keystrokes and mastering tiny nuances of AI.
In this regard, StarCraft is the vim or RTS games, except that vim is useful and powerful, StarCraft is just old and crusty. Great campaign, though. Just a shame about the gameplay.
Not sure what you meant by DOTA being the best of both worlds (which worlds?) but now that it's come up, have you played Airmech? It's a modern take on Herzog Zwei, not a MOBA, but it's similar enough to compare in the context of this discussion. Better yet is to compare it to a typical, what I call, "abstract cursor of command" RTS (as distinct from a "reified cursor of command" RTS like Sacrifice, Citizen Kabuto (? I think) or Airmech). Airmech is a lesson on how even extreme command constraints do not mean a lack of strategy, or even fussy, high APM micro. In fact, because the "cursor" is actually a game object (kind of hero unit), it has a speed of movement limit (much lower than what non geriatrics can achieve with a mouse) which puts a hard ceiling on unit micro APM. The result is that, with a little bit of practice, even a beginner will be on an even APM playing field with the best players. Now how intelligent they are with their micro ration, and if their speed of thought can keep up, is a wholly separate matter.
So while I agree that RTS shouldn't be about APM, they can be about rationing commands and attention without making themselves less strategic (I haven't really talked about the latter, but Company of Heroes is an example of a low APM game where the camera only lets you see a small fraction of the big picture), and in fact enforcing limits to both can actually make the game less about APM.
I would says Zero Hour Generals make a bigger impact than AoE civilizations. For example does AoE2 have any faction where change is as different as all your units and buildings becoming invisible?
Bigger impact on gameplay yes but for actual other games inspired AoE is way more influential. Impact on the genre is massive while ZHG is just a gimmick. Same as games we had before that happened under water or something.I would says Zero Hour Generals make a bigger impact than AoE civilizations. For example does AoE2 have any faction where change is as different as all your units and buildings becoming invisible?
I was not talking about that. Good job strawmaning it.Bigger impact on gameplay yes but for actual other games inspired AoE is way more influential. Impact on the genre is massive while ZHG is just a gimmick. Same as games we had before that happened under water or something.I would says Zero Hour Generals make a bigger impact than AoE civilizations. For example does AoE2 have any faction where change is as different as all your units and buildings becoming invisible?
I think balance is a very misunderstood topic in gaming, and in the RTS genre in particular. Balance is seen as some kind of gold standard, but really its not necessary at all. As long as its not literally impossible for one faction to win against another, balance is not necessary, even for competitive gaming. For example in a tournament, or a "best of n" game series, you can give more points for wins in unfavorable match-ups. A further innovation is to have draw conditions through the use of time limits. For example you could have games limited to 1 hour or 45 minutes or whatever, and if you force a draw with a shit faction against a good faction, you get a point, and lots of points if you win.It's a shame because ZH has a lot of potential and interesting aspects to it. But I usually enforce a "standard factions only" rule when playing it, since they are at least (mostly) balanced.
I bought BFME1 at a Target back in the early 2000s. Finding a copy of BFME2 is impossible. It's absurd that the Tolkien estate will make a shitty Amazon TV show but won't republish BFME2.RTS friends, I have completed the campaigns in Rise of the Witch King (2006), the expansion to Battle for Middle Earth 2 (2006).
Actually, it's a lot better than the campaigns in the base game, by a wide margin. All missions bar the last (or second last, if you count the epilogue) are interesting. Sadly one of my favorites (where you and the opposing force race for the palantir shards) was let down by the pathing (the AI managed to get two of the shards before me and would have gotten the better of me, but then the shard carriers ironically got stuck behind some units the designers placed guarding the shards to make it look like you got to the shard just as the AI was about to snatch it). The very last mission (again, not counting the epilogue) is a siege mission that suffers from the AI being scripted to man all three gates with a large force, especially the main gate, thus pop-capping itself and allowing you to slowly eat away at one of the flanks (30% of total forces) till victory. But even so, it's much better than all the siege missions in the base game, as it only had a couple of towers positioned in such a way that they would break the pathing. Aside from the palantir mission, there were two cool king of the (multiple, in the later one) hill type missions I enjoyed, due to the fact that they had time pressure (like the shard mission). No real foibles, beyond the two I mentioned. So, I was happily surprised after the disaster that was the base game's campaigns.
I like the new Angmar faction. Cool sorceror and thrall master units with interesting subversive abilities. Death to the West!
Note that these games have a "War of the Rings" mode which is a turn based over-game which I guess generates skirmish missions with twists, similar to the ones in Rise of Nations (2003) (was RoN really the first RTS to do this?) and The Dark Crusade (2006). I am going to guess this was where the actual thought to the single player game design went, and that the campaigns were a box ticking exercise, especially given how enduringly popular and well regarded the BFME games seem to be in multiplayer, and how far the campaigns (not so much in RotWK, but in the base game) deviate from the kind of game the engine was clearly designed to facilitate.
FYI, this is the video that bumped the BFME games up my to play list. I liked what I saw in terms of unit movement, how dynamically the game played out, and ofc. the visual design of the map and the ambient wind howling. Just seemed p. good.
Anyway next game will be Tiberium Wars. After that I might play through the first BFME, which will complete my tour of the SAGE engine games. I will not play C&C 4 or Red Alert 3, unless I can be convinced otherwise, and will instead play Petroglyph's contemporaneous Empire and Universe at War games, to see what the other half of Westwood managed to accomplish.
Honestly I never really understood Total Annihilation. I had it as a kid, and found the amount of units cool because I always loved quantity, but the graphics were ugly and the gameplay pretty much just consists of spamming the enemy with units.If you mention Starcraft (one of the most overrated games of all time) but don't mention Total Annihilation, you fucked up
Honestly I never really understood Total Annihilation. I had it as a kid, and found the amount of units cool because I always loved quantity, but the graphics were ugly and the gameplay pretty much just consists of spamming the enemy with units.If you mention Starcraft (one of the most overrated games of all time) but don't mention Total Annihilation, you fucked up
I replayed it in recent years and still feel the same about it.
I tried its off-shoots like Supreme Commander and Planetary Annihilation, and they all feel the same. I don't even see a functional difference between them, they all play exactly the same. It's all about spamming shitloads of units, there's no real tactics to it other than unit composition (but ideally you'd be spamming many different unit types so even that becomes a non-issue).
Multiplayer by far, though I enjoy single player modes for the creative twists on the base game, to familiarize myself with the game for multiplayer and also, ultimately, light speed running and challenge crafting.Do you guys mostly enjoy rts games for the campaigns or the vs?
Bigger impact on gameplay yes but for actual other games inspired AoE is way more influential. Impact on the genre is massive while ZHG is just a gimmick. Same as games we had before that happened under water or something.I would says Zero Hour Generals make a bigger impact than AoE civilizations. For example does AoE2 have any faction where change is as different as all your units and buildings becoming invisible?
Do you guys mostly enjoy rts games for the campaigns or the vs?
Honestly I never really understood Total Annihilation. I had it as a kid, and found the amount of units cool because I always loved quantity, but the graphics were ugly and the gameplay pretty much just consists of spamming the enemy with units.If you mention Starcraft (one of the most overrated games of all time) but don't mention Total Annihilation, you fucked up
I replayed it in recent years and still feel the same about it.
I tried its off-shoots like Supreme Commander and Planetary Annihilation, and they all feel the same. I don't even see a functional difference between them, they all play exactly the same. It's all about spamming shitloads of units, there's no real tactics to it other than unit composition (but ideally you'd be spamming many different unit types so even that becomes a non-issue).
Supreme Commander has a larger scale, but I never got the impression that unit spam won any games at a competitive level. I haven't kept up with the FAF meta in the last couple of years, my comments are based on my own experience in Supcom and from watching 2007-2018 replays.
But even ignoring specific tactics (such as SCU/engineer drops) from multiplayer, unintelligently throwing massed units at your opponent's killzone means you are literally feeding him wrecks that translate into production arrayed against you (in stock Supcom, wrecks are 80% of the original mass, in TA it's about 60% of metal which can be reclaimed). Also, unless the map is tiny with one chokepoint, you need to divide your attention between multiple points of interest as mass\metal is typically highly dispersed. Then of course there's the commander\ACU, which in Supcom can receive numerous offensive and defensive upgrades depending on your plan for the particular match\mission.
Perhaps you prefer strategy games where a small crack band of units\commandoes being micro-managed are important? I would say there's room for more than one sub-genre. I can enjoy a Jagged Alliance as much as an X-COM or Supcom/TA vs Warcraft/Spellforce/Dawn of War.
I will weigh in more forcefully on this debate after a fresh revisit of the game but I am firmly in the Starcraft is far from the ultimate RTS camp.Starcraft is not overrated, its literally the best designed RTS of all time
It was Age of Mythology with its god powers no? Here casting was tied to a gatherable resource (worship) and acquiring tied to "teching" (advancing ages), but the format of locking yourself into powers as the game progresses was established here. Earlier games had some globally invokeable effects (air strikes, nukes, ion cannons) but they were building abilities.To be fair, Generals brought in the now commonly accepted RTS mechanic of "generals abilities" in games like Company of Heroes. It could be argued that levelling up your commander is an abstraction of the Warcraft 3 hero concept, but everything builds on everything.
I will weigh in more forcefully on this debate after a fresh revisit of the game but I am firmly in the Starcraft is far from the ultimate RTS camp.Starcraft is not overrated, its literally the best designed RTS of all time
Starcraft is perhaps the best you can ever do with its kind of simplistic combat, control and spatial model, for a certain type of competitive gaming, but I'd argue that even within these confines there are alternatives that are just as good, though in a different, IMO, more noble way.
Combat is simplistic in that one unit deals damage over time to another if that other unit is "in range" i.e. no more than a certain number of tiles away, and, in some cases if the unit is tagged as flying or not. The twists to this are the rare AoE weapon such as the siege tank cannons and some units' special abilities, or the rare projectile weapon such as the dragoon's shot, and of course the very unique lurker. There's also the concept of high and low ground, which I will get into when I mention spatial models. There's nothing like flanking bonuses, crushing (not even crushing, for shame), charging, arcs of fire, vehicle physics (with the minor exception of acceleration on flying units), component damage or many other aspects that could have made the combat more interesting and less fussy (more on this later). Many of these innovations precede Starcraft e.g. in the simulationist Total Annihilation, but also in Shadow of the Horned Rat and Myth on the fringes of the genre.
Control too is primitive. You can issue an attack, move, attack-move, order to 1 to 12 units at a time, and also queue a certain number of orders (they have to be of the same type, I believe). You can also aim a special ability, and there are hotkeys to avoid clicking on GUI elements, and ofc. create control groups. There are no formation or facing controls, no planning modes, no scatter commands, no unit stances, no reversing, no limited attack-move commands, no retreat orders.
Finally the spatial model is a 2D tile world consisting of 3 flag tiles, though their graphic varies for cosmetic purposes. The flags are passable or impassable, high or low ground, and creep or non-creep, with flying units ignoring these flags. Again, there's no multi-level elevation, nor a simulated space for things like projectile arcs, nor terrain deformation, or even simple things you could do with 2D tiles like terrain where units are hidden, or more vulnerable. Again, the early 3D games were more advanced here, but so were (admittedly later) 2D games like Tiberian Sun.
Of course, a more complex game model does not mean a better game, far from it, but in the case of Starcraft all these things combine to make for a very fussy tactical game, where it's all about quickly optimizing your units' positions in a small 2D grid of engagement, as opposed to making use of momentum, arcs of movement, maneuver space, geometry of fire and other broad stroke things where you still pit players' speed of pattern recognition abilities against each other but not in this irritating fussy way.
But it's not necessarily the fault of the game model, because even games similar to Starcraft w.r.t combat, control and space sometimes do an IMO better job at facilitating more strategically and tactically engaging play, e.g. OpenRA's Tiberium Dawn mod, simply due to the speed in which units zip around the map and can disengage from unfavorable confrontations to focus on strategic goals, or even the first Warcraft where control limitations put a ceiling on fussiness per unit of time.
So really, the issue is Starcraft gives undue emphasis on tactical fussiness, favoring it over more interesting tactical micro due to the simplicity of the game model, and favoring it over broader strategic considerations due to lack of constraints in control and the numbers game (unit speed, health, weapon ranges etc.).
Ofc. if you like 2D tile grid tactical fussiness and a high APM bar in said fussiness for competitive play, then Starcraft is perfect. And this is a perfectly legitimate thing to like and it is competitively sound. It's just not what I personally enjoy in terms of tactics and strategy, or even pure action.
It was Age of Mythology with its god powers no? Here casting was tied to a gatherable resource (worship) and acquiring tied to "teching" (advancing ages), but the format of locking yourself into powers as the game progresses was established here. Earlier games had some globally invokeable effects (air strikes, nukes, ion cannons) but they were building abilities.To be fair, Generals brought in the now commonly accepted RTS mechanic of "generals abilities" in games like Company of Heroes. It could be argued that levelling up your commander is an abstraction of the Warcraft 3 hero concept, but everything builds on everything.
No, I will respond with "Git gud, scrub."I will weigh in more forcefully on this debate after a fresh revisit of the game but I am firmly in the Starcraft is far from the ultimate RTS camp.Starcraft is not overrated, its literally the best designed RTS of all time
Starcraft is perhaps the best you can ever do with its kind of simplistic combat, control and spatial model, for a certain type of competitive gaming, but I'd argue that even within these confines there are alternatives that are just as good, though in a different, IMO, more noble way.
Combat is simplistic in that one unit deals damage over time to another if that other unit is "in range" i.e. no more than a certain number of tiles away, and, in some cases if the unit is tagged as flying or not. The twists to this are the rare AoE weapon such as the siege tank cannons and some units' special abilities, or the rare projectile weapon such as the dragoon's shot, and of course the very unique lurker. There's also the concept of high and low ground, which I will get into when I mention spatial models. There's nothing like flanking bonuses, crushing (not even crushing, for shame), charging, arcs of fire, vehicle physics (with the minor exception of acceleration on flying units), component damage or many other aspects that could have made the combat more interesting and less fussy (more on this later). Many of these innovations precede Starcraft e.g. in the simulationist Total Annihilation, but also in Shadow of the Horned Rat and Myth on the fringes of the genre.
Control too is primitive. You can issue an attack, move, attack-move, order to 1 to 12 units at a time, and also queue a certain number of orders (they have to be of the same type, I believe). You can also aim a special ability, and there are hotkeys to avoid clicking on GUI elements, and ofc. create control groups. There are no formation or facing controls, no planning modes, no scatter commands, no unit stances, no reversing, no limited attack-move commands, no retreat orders.
Finally the spatial model is a 2D tile world consisting of 3 flag tiles, though their graphic varies for cosmetic purposes. The flags are passable or impassable, high or low ground, and creep or non-creep, with flying units ignoring these flags. Again, there's no multi-level elevation, nor a simulated space for things like projectile arcs, nor terrain deformation, or even simple things you could do with 2D tiles like terrain where units are hidden, or more vulnerable. Again, the early 3D games were more advanced here, but so were (admittedly later) 2D games like Tiberian Sun.
Of course, a more complex game model does not mean a better game, far from it, but in the case of Starcraft all these things combine to make for a very fussy tactical game, where it's all about quickly optimizing your units' positions in a small 2D grid of engagement, as opposed to making use of momentum, arcs of movement, maneuver space, geometry of fire and other broad stroke things where you still pit players' speed of pattern recognition abilities against each other but not in this irritating fussy way.
But it's not necessarily the fault of the game model, because even games similar to Starcraft w.r.t combat, control and space sometimes do an IMO better job at facilitating more strategically and tactically engaging play, e.g. OpenRA's Tiberium Dawn mod, simply due to the speed in which units zip around the map and can disengage from unfavorable confrontations to focus on strategic goals, or even the first Warcraft where control limitations put a ceiling on fussiness per unit of time.
So really, the issue is Starcraft gives undue emphasis on tactical fussiness, favoring it over more interesting tactical micro due to the simplicity of the game model, and favoring it over broader strategic considerations due to lack of constraints in control and the numbers game (unit speed, health, weapon ranges etc.).
Ofc. if you like 2D tile grid tactical fussiness and a high APM bar in said fussiness for competitive play, then Starcraft is perfect. And this is a perfectly legitimate thing to like and it is competitively sound. It's just not what I personally enjoy in terms of tactics and strategy, or even pure action.
You explained this better than I ever could.
To clarify, I don't hate the game, I have finished it multiple times. I just find it gets boring quickly because of the emphasis on dexterity over strategy, and the people parading it around as some beacon of perfect strategy game design are huffing so many of their own farts that they just look stupid. If people were less pretentious about it and looked at it more objectively, I probably wouldn't be so butthurt by StarCraft discussions where people look at me like some fake gamer for not enjoying it's overly simplistic gameplay for more than a few hours before getting bored. You could say I have built some resentment for the game and it's fans because of how rabid and mindless they are, and how bad the game actually is compared to even it's contemporaries, let alone some of the better RTS games now.
I guess everyone should respond to this post with "acknowledge this users agenda", because I definitely have a bias after years of bullshit from mindless Blizzard fans (they were never a good company, stop lying to yourselves. No, Diablo 2 isn't good either).
It was Age of Mythology with its god powers no? Here casting was tied to a gatherable resource (worship) and acquiring tied to "teching" (advancing ages), but the format of locking yourself into powers as the game progresses was established here. Earlier games had some globally invokeable effects (air strikes, nukes, ion cannons) but they were building abilities.To be fair, Generals brought in the now commonly accepted RTS mechanic of "generals abilities" in games like Company of Heroes. It could be argued that levelling up your commander is an abstraction of the Warcraft 3 hero concept, but everything builds on everything.
It might have been. They were released less than 6 months apart and so were on the market at largely the same time. Generals was the one I grew up with, but I could see how AOM might technically be the start of this idea.
Having 2 separate games from separate studios independently come up with similar ideas, along with Warcraft 3 which came out slightly before both, and the combination definitely solidified the "Hero XP" focus of later RTS games. Ironically I think Company of Heroes did the whole Commander XP thing the best, and it's the closest to the Generals model, but there were good and bad systems being added to RTS games constantly from 2002-2010 or so.
There's no twists involved War of the Ring mode, it's just a map or set of different maps of Middle-earth during certain historical periods. Plays like a giant game of RISK, unifying regions gives certain bonuses, but if you opt into real-time battles, they're just the standard skirmish maps (unfortunately not all of them). I really liked playing this mode as a kid and trying to build unique fortresses tailored to the landscapes and topography of the maps, however, one of the main issues is that you can only ever have two teams playing at a time. There can never be a free for all with all the factions fighting each other and you. Something else that's somewhat disappointing but understandable given when the game came out is that the maps never "remember" the fortifications you put together other than the buildings you build in the overworld. Once you win the battle, all the shit you built in the map disappears, so you'll have to start all over if the tile is invaded again. Too bad there was never a BFME III that had the power to keep a persistent map, would have been a dream come true for me.Note that these games have a "War of the Rings" mode which is a turn based over-game which I guess generates skirmish missions with twists,
Everything you said is why I prefer Age of Empires to Starcraft.Starcraft is perhaps the best you can ever do with its kind of simplistic combat, control and spatial model, for a certain type of competitive gaming, but I'd argue that even within these confines there are alternatives that are just as good, though in a different, IMO, more noble way.