Naked_Lunch
Erudite
Real-Time Strategy games are easily the most popular sub-genre of strategy, while most "big-name" turn-based games barely get public recognition, most publishers are dissapointed if a big-name RTS doesn't sell a million copies.
So, in the purpose of getting a good topic going plus an easy article write-up, I'm asking for your opinion of RTSes. What you like about them, what you don't, are they hurting the genre of helping it, et cetera.
Personally, I believe RTSes are a double-edged sword, much like action-RPGs are to CRPGs. Like ARPGs, there are some (very) fun real-time strategy games such as Myth II, Warlords II and Syndicate to name a few, but there are hundreds upon hundreds of craptacular vanilla RTSes, all following the same Blizzard-branded formula: Simplistic base-building, spamming shock troops, and mastering hot-keys. You might have noticed all the RTSes I mentioned as good had no base-building in them or shifted the focus away from it. Base-building more often than not is nothing more than building stupid place after stupid place in a linear fashion that leads you to only one destination: The uber-powerful unit. So basically the one who builds the base the fastest wins and in the end, all bases are the same.
I'd like it if more RTS games had X-Com style building, where the buildings weren't just housing for units but rather upgrades for your army as a whole i.e. building satellites to spy on the enemy, who could counter with jamming singals and so on. Actual strategy would be nice in an RTS.
Combat is really the same, too: Sheer numbers win. Strategy is thrown out the door in favor of spamming zerglings over and over again. Sure, some RTS games boast unit formations and crap like that, but that's really more of an organizational tool than a strategical one (Developers just include to make it look like they did something to fix the hideous pathfinding prevailent in most RTS games, I think),
But as I said before, there are some good RTSes that rise above this, because the emphasis is shifted to actual battles and units rather than base-building. You build the bases to build the units, it should be that you build the base to supplement the units or upgrade them, shifting the focus so that the economic side of an RTS and the strategial side is equal.
So that's my 2 cents to get you guys started. Make me proud![Salute :salute: :salute:](/forums/smiles/salute.gif)
So, in the purpose of getting a good topic going plus an easy article write-up, I'm asking for your opinion of RTSes. What you like about them, what you don't, are they hurting the genre of helping it, et cetera.
Personally, I believe RTSes are a double-edged sword, much like action-RPGs are to CRPGs. Like ARPGs, there are some (very) fun real-time strategy games such as Myth II, Warlords II and Syndicate to name a few, but there are hundreds upon hundreds of craptacular vanilla RTSes, all following the same Blizzard-branded formula: Simplistic base-building, spamming shock troops, and mastering hot-keys. You might have noticed all the RTSes I mentioned as good had no base-building in them or shifted the focus away from it. Base-building more often than not is nothing more than building stupid place after stupid place in a linear fashion that leads you to only one destination: The uber-powerful unit. So basically the one who builds the base the fastest wins and in the end, all bases are the same.
I'd like it if more RTS games had X-Com style building, where the buildings weren't just housing for units but rather upgrades for your army as a whole i.e. building satellites to spy on the enemy, who could counter with jamming singals and so on. Actual strategy would be nice in an RTS.
Combat is really the same, too: Sheer numbers win. Strategy is thrown out the door in favor of spamming zerglings over and over again. Sure, some RTS games boast unit formations and crap like that, but that's really more of an organizational tool than a strategical one (Developers just include to make it look like they did something to fix the hideous pathfinding prevailent in most RTS games, I think),
But as I said before, there are some good RTSes that rise above this, because the emphasis is shifted to actual battles and units rather than base-building. You build the bases to build the units, it should be that you build the base to supplement the units or upgrade them, shifting the focus so that the economic side of an RTS and the strategial side is equal.
So that's my 2 cents to get you guys started. Make me proud
![Salute :salute: :salute:](/forums/smiles/salute.gif)