RaggleFraggle
Ask me about VTM
- Joined
- Mar 23, 2022
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As I’ve said before, I suspect Unreal not having built-in support for RTS is probably a big offender. What do you think? Any technical insights?
Here's something I googled:As I’ve said before, I suspect Unreal not having built-in support for RTS is probably a big offender. What do you think? Any technical insights?
Also note that if you want to create a game like "Total War" with hundreds of units this toolkit is not suitable but RTS Toolkit is great for games like "Warcraft" or "Age of Empires".
More like the death of blizzard, and you're too much of a fanboy to try anything else.
Does that actually help, tho? Have any professional RTS projects used that? All the devs I've chatted with said they had to invent their own framework from scratch every single time.Here's something I googled:
https://www.unrealengine.com/marketplace/en-US/product/real-time-strategy-toolkit
No idea. It's just what random googling turned up. But I do believe you when you say that RTSes are built mostly from scratch. The RTS, as a genre, is a very odd duck in that regard.Does that actually help, tho? Have any professional RTS projects used that?
I'm checking the reviews and its turns out that it doesn't support multiplayer, has no documentation, is very buggy, and is outdated.No idea. It's just what random googling turned up.
Odd? That's a way to put it. RTS has unique needs compared to every other genre. Off the top of my head: networking code, pathfinding, and AI.The RTS, as a genre, is a very odd duck in that regard.
RTS games were already dead and buried by 2010, and Starcraft is an outlier, people play it because of the brand, but not because it's a strategy game.More like the death of blizzard, and you're too much of a fanboy to try anything else.
It's a simple argument.
The genre was on the decline already close to 2010. When SC2 was announced we all expected it to bring it back to forefront. Sequel to one of the greatest RTS games of all time, form one of the pivotal companies that defined the genre?
So when they shit the bed it definitely had an impact.
Interestingly, that has some overlap with fighting games. Networking code/replays in particular, but AI gets tricky too if you want it to behave remotely like a human instead of either a training dummy or a psychic murder machine and need to factor in a large roster and the weird shit humans might do. Could draw some parallels to diablo clones too, though the number of units involved is obviously smaller. But then again, not all RTS games need to have hundreds of units running around at once. That's just kind of some number bloat the genre has created over the years honestly. You can also skip pathfinding as a problem if your RTS is IN SPAAAAAACE, but then again, feeling smart for using choke points and such are a big reason people play RTS games. But I think that kind of shakeup would be good for the genre. AI War trends towards 4X territory, but it's still a good example imo of creative gameplay that works when it's well thought out. The genre's honestly got a lot of room to explore cool mechanics if people would stop trying to clone Warcraft 30 years after the fact.RTS has unique needs compared to every other genre. Off the top of my head: networking code, pathfinding, and AI.
How would it be the practical difference for an rts playeur if the genre was alive?I'm actually genuinely confused what you're crying about at this point lol.Aren't you sort of proving my point?
I already said the genre was in a rut. SC2 was supposed to be the next big thing, the one that would have turned the trend around.
Then it comes out and it's obvious Blizzard was no longer the same company. That's what sealed the deal for me.
The death of the RTS genre.
Westwood lives in death. You can't kill the Messiah.Part of me thinks mankind doesn't deserve any RTS after allowing Westwood to die. We are like people yelling at corn and wheat for not growing after we saw EA come in and napalm the land.
I don’t remember the source, but it’s commonly mentioned that 80% of RTS players never touch competitive multiplayer. RTS devs have continually tried to convince these players to go into competitive multiplayer because esports is where the money is or something, but have consistently failed.In a way you can see this with Total War Warhammer these days. It has a multiplayer scene, but only something like 2% of the playerbase plays multiplayer at any capacity.
Deterministic replays are to be found among many genres, Doom has it with demo records, as well as first gen Il-2. It's just optimalInterestingly, that has some overlap with fighting games. Networking code/replays in particular, but AI gets tricky too if you want it to behave remotely like a human instead of either a training dummy or a psychic murder machine and need to factor in a large roster and the weird shit humans might do. Could draw some parallels to diablo clones too, though the number of units involved is obviously smaller. But then again, not all RTS games need to have hundreds of units running around at once. That's just kind of some number bloat the genre has created over the years honestly. You can also skip pathfinding as a problem if your RTS is IN SPAAAAAACE, but then again, feeling smart for using choke points and such are a big reason people play RTS games. But I think that kind of shakeup would be good for the genre. AI War trends towards 4X territory, but it's still a good example imo of creative gameplay that works when it's well thought out. The genre's honestly got a lot of room to explore cool mechanics if people would stop trying to clone Warcraft 30 years after the fact.RTS has unique needs compared to every other genre. Off the top of my head: networking code, pathfinding, and AI.
I don’t remember the source, but it’s commonly mentioned that 80% of RTS players never touch competitive multiplayer. RTS devs have continually tried to convince these players to go into competitive multiplayer because esports is where the money is or something, but have consistently failed.In a way you can see this with Total War Warhammer these days. It has a multiplayer scene, but only something like 2% of the playerbase plays multiplayer at any capacity.
Like, this holds true even for Starcraft 2. It has the biggest competitive multiplayer esports scene, but that is still no more than 20% of the playerbase. Vastly more players played co-op when it released and Blizz devs were blindsided. So naturally their response was to wind down support over time until the game reached its present legacy mode.
An RTS game is immensely flexible. Using a single game you can do a bunch of game modes like tower defense, survival, MOBA, deathmatch, co-op, campaign, etc. That’s what players like to play. But RTS devs have consistently failed to monetize that aspect.
A reverse Flynn Effect, then?Global decline in IQ might have a bit to do with it.
One good thing about AI is that hopefully we can have mods for games that have the polish of 90s/early 2000s level studio quality.I've played a lot of Tiberian Sun mods this year and some of the campaigns are really good even with the limited RTS Iso + text story-telling.
That Pirate Software guy who used to work at Blizzard said flatout that the money Blizzard made from Starcraft 2 was dwarfed by a single popular DLC in WoW.
Strange, I do not recall making this post. Made a lot of sense, though. Whaddya think Spectral Pontifex?RTS is about building cool, symmetrical bases with one building each.That's nothing to do with the genre. Most people are casuals in any genre.Do you really think most of the players care about that?
Though a difference seems to be, a lot of clueless people too have hot takes about what RTS's are really about.
RTS is about making bizarre unit compositions that'd make enemy AI blush.
RTS is about being told by surprisingly charismatic bald men to commit war crimes and gleefully doing so.
RTS is about having sick soundtracks that have no biness being that good.
RTS is about having cool as fuck cutscenes as a reward for beating missions.
RTS is NOT about apm, multiplayer or gookclicking.
Meta = adapting each "balance" patch. It's playing the system. It's like playing chess against chess itself so you can find out its current loopholes, except you do it with everybody else in the world also theorycrafting and then you all use that knowledge against each other because that makes sense.You can always play against actual humans, but then you'd complain about all the try hard people relying on the meta (meta being human intelligence seeing through the system and figure out what actually works).