The Future of RTS...& the 7 Deadly Sins

Other talk that doesn't fit elsewhere.
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Re: The Future of RTS...& the 7 Deadly Sins

Post by whippersnapper »

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To wrap it all up.................
The beauty of all this is that it can be subject to the rigors of a scientific experiment-lab.... readily transcending opinion, if you will.
I initially framed my experiments a couple years back based on the discussion that took place in this thread -

WZ & RPS Re-Balancing

The contributions of 4nE & Deus were of particular value during that enjoyable game salon..

The framing of those initial experiments were conducted in the Artificial War Lab also known as "Einstein"... After, I continued the experiments within WZ itself. Along the way I became privy to the thoughts of Chris Taylor on the subject (CT was the lead creator of Total Annihilation & Supreme Commander, among other seminal achievements in the game industry).

Arrivederci !.. whipper :cool:

----------------------------------------->

The Context from the previous page-post:
whippersnapper wrote:.

What follows I consider this topic's linchpin in a practical sense but at the same time, a very concise mindcast that owns itself.

Somethings are difficult to wrap your noggin around because they represent something of an affront to conventional wisdom. This is one of those occasions.

RPS (Rock, Paper, Scissors), adapted from board games to comp games, is a technique originally invoked to deal with the limits of comp processing power to sim any aspect of real combat experience.

Over time this has also become an instance of losing sight of the forest for the trees - tactics contra strategy, if you will, in the design of battle GPMs.

What do these tandem statements mean exactly ?

It comes down to the difference between "fixed movement rules" (board games) vs. "free-maneuver" (RTS). This is a partial sim approach and that is more than enough. A total sim is NOT the point or goal here. The latest cognitive science is also being applied but in the service of the art of game design.

Movement ruled by RPS constructed knowledge served, in a very real sense, to replace visceral maneuver skills, audacity, creativity & complexity* (defined below).

As the viability of enhanced maneuver skills escalates through the switch-tasking efficacy of Command Control GPMs-GUIs the central importance of movement rules shaped by an RPS construct is diminished.

Achieving one viable maneuver skill we'll call "asymmetric success" would make of RPS a niche GPM flavor rather than central to satisfying game play or victory.

Maneuver will trump RPS balance under these conditions by a design that is closer to invoking RL War decision-making which is more viscerally & intellectually satisfying to the field general alter ego resident in RTS gamers by definition.

Within a couple years, this will become conventional wisdom, not an affront to and, by extension, the band-wagon to climb aboard.
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------------------>

* Complexity maneuver I define in this context as effective, coordinated, control over multiple combat groups from multiple vectors at varying velocities..

One practical implementation would go like so (quoting myself):..

Quote:

- You have 3 Combat Groups: #1, #2 and #3.

- You see those #s on the Mini-Map and can do the following: set-up way points, patrols, coordinated offensive maneuvers from
multiple vectors and at varying velocities.. Basically, this is how 21st Century RL Military OPs are executed. It's called "C3" for
"Communications, Command, and Control". IMHO it would be an elegant way to introduce such a game play mechanic into WZ.
You would be re-assembling what's already there and you wouldn't even need a new GUI. Neat. 'Course it could be further refined
once BetaWidget is fully implemented utilizing one of Elio's fine UI prototype / mock-ups...

- This would also have the side benefit of relieving some of the bogus switch-tasking strain of attending NON-combat tasks while
trying to control a major offensive. As I have said elsewhere - "I think the switch tasking excessive to the point that it degrades the
battlefield aspect of the game which for me is the #1 experience that all other features and GUI's should serve to enhance."

End Quote

The beauty of all this is that it can be subject to the rigors of a scientific experiment-lab.... readily transcending opinion, if you will.

.
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Re: The Future of RTS...& the 7 Deadly Sins

Post by themousemaster »

Sweet, another post. I was getting tired of R&J anyway :P.


So...
whippersnapper wrote:.

Maneuver will trump RPS balance under these conditions by a design that is closer to invoking RL War decision-making which is more viscerally & intellectually satisfying to the field general alter ego resident in RTS gamers by definition.
I would like to identify this statement; You are correct in that it is more in-line with RL (strategic)-war decision making, but I think you mis-judge a lot "RTS gamers by definition". Right now, given the popularity difference between the "basic RTT games" (Red Alert3 and Starcraft), and the higher-cerebral ones (Say, a Lords of Magic, or Civilization type), I don't think RTS players, by and large, are interested in being field generals; they are interested in being Sergeants (with access to resources, but only in a limited way). Or, in other words, giving orders to a regiment to take a bridge is of less importance than being able to tell every soldier what they should be firing at while taking said bridge.

RTS gamers (and, I suppose I should say, many gamers overall) want full control over everything, no matter how synaptic-aly overloading this would be. How many single-player RPG games can you name recently where the only person you have "direct" control over is your own, and party members/mercenaries do their own thing (perhaps under some general orders)?

Simply giving in-game options to automate some choices to make life easier is an option, but only for certain things; WZ, for example, allows for auto-retreat at certain damage, range of/whether to fire, and (with the assistance of a Command tank) a mobile rally point for units, among other things. What that results in is *no one I know* who is into RTS games liking it, as those options either

A) "take away from the skill of the game and let scrubs do as well as experts", or
B) "isn't simple. It's too many options for me to have fun".

Don't misunderstand me, I would thoroughly love to have a game where micro-management has next-to-no impact on the game's outcome. But I think the base for this type of player wouldn't be the current RTS crowd, as most RTStrategy games are just misnomers for RTTactics. They don't want games decided on strategic thinking, only in Clicks per Minute aptitude. Which is a horrible way to think about a strategy game, but how does one say "screw you" to the paying customer base?

Unless you are designing it yourself indie-style, of course :P . But even then, "know your audience" might still apply, as the last thing you'd want is for an entire, strategy-not-tactics based design to have 6million Starcraft players flood it's forums with "THIS GAME SUXX0RZ".
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Re: The Future of RTS...& the 7 Deadly Sins

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I must disagree with you here. you are being way too critical. point one is that the author of "seven deadly sins of Strategy" doesn't actually play RTS games he plays Civ which in case we all forgot is Turn-Based and thus not a RTS game at all. point two: when it comes to gameplay all RTS games have the same goal and what he states about just playing in a single way there is an answer to that and it is evident in the forums here there is no one universal way to play Warzone there are several main ones and ones that are not at all like the above for instance i like to use an old Norman technique ~Encastellation which entails conquering very slowly and expanding from that point fortifying as i go. which is fine until i meet an opponent who prefers to fight a scorched earth battle destroying everything and keeping a vigil on where i am on the map in order to destroy my installations which gets rather annoying. also there are VTOL pures and Ground pures too. and in reference to chess there is only one way to win, corner the king it survived because it delights people to outwit each other at no cost. in regards to too many units ummm let me think, in today's gaming age people realise its impossible to have an intense battle with an army of 5 units on each side in fact in warzone terms that would be a brief clash before a battle or a shouting match you know "my army is more advanced than yours i have heavy MG cobra tracks you have MG viper wheels"... which often results in the person making the afore said statement eating their words with "ah sh*t they're in my base!!! damn it i should have researched" as often people a ploy involving attacking an enemy with a technologically inferior force to heighten complacency which only lasts five minutes as the complacent person finds out the hard way that the player actually has a back up force of gauss cannon dragon tracks and twin assault gun wyvern half tracks and proceeds to tear into said opponent when they attempt to attack.
AND complex gameplay is what makes games fun. I mean who really wants to play Pong all day? what about a three hour go at asteroids? not that those games aren't good but they will not hold a persons attention the way warzone does. also as to your constant assertion that warzone cannot compete and that it contravenes those rules well to be honest all RTS games contravene those rules without lots of things games become seriously Boring especially when it's a strategy game because you want to be able to have enough units to Strategise rather than have 13 units that are top technology sitting waiting for your enemy to make a mistake so you can mop the floor with his paltry defences so this guy is a fool and he is self contradictary he knows nothing of true RTS or as warzone Should also be acknowledged for RTT. if we re-write the entire thing from base-code all the way up to today's graphics (not to say the graphics aren't stunning because frankly they are) and maybe allow for control of different factions with different storylines (i.e. scavenger, new paradigm, collective, nexus, make up a few others) if anything Don't cannibalise and compact the game but rather Expand for in expansion lies salvation look at the AOE series the graphics arent great there is no real 3d engine and yet it sold for its great gameplay, its large unit allowance its research items and expansion packs key operative word being expansion.

this view may not be unanimous but i hold to it.

yours

NPL
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Re: The Future of RTS...& the 7 Deadly Sins

Post by whippersnapper »

.

You both express truths I can relate to and I thank you for taking the time to explain them
well here. They definitely add much value to these proceedings for myself and, I think,
anyone who wanders in here and thinks about any of this stuff in an open-minded way.

For me, ultimately, I can only produce what I am passionate about even if the end result
will only appeal to a niche audience.

It's much like (for me anyway) the difference between authors that are dubbed "Status Seekers"
and those that are "Storytellers".

Let me characterize (and have a little fun too) by introducing one of my creations, Oliver van Dyke.

Oliver speaking -

A Status Seeker's PoV can be expressed like so - "If I do this, and I do that, will I be OK ?"

On the other hand, a Storyteller will feel this way - "Nothing is more important than making this
the best story it can be. by discovering the levels and elements that are missing and by understanding
the techniques needed to make it all happen."

A subtle difference in disposition that makes all the difference in results, I believe.

Regards, whipper :D
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Re: The Future of RTS...& the 7 Deadly Sins

Post by whippersnapper »

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I was studying "7 Deadly Scenarios: A Military Futurist Explores War In The 21st Century" by Andrew F. Krepinevich when I came across
the following:
- General Rupert Smith: "The essence of the practice of war is to achieve asymmetric advantage over one's opponent; an advantage in any terms, not just technological..."

- Richard Rumelt: "As a strategist you try to identify, create, or exploit some kind of an edge. So how do you find that advantage ? Well, it's not always staring you in the face. And you look at asymmetries. You look at asymmetries and you try to create them. When you are trying to create or exploit an advantage .... the first thing you need is an asymmetry."

- Andrew F. Krepinevich: "The crafting of strategy is a race between ourselves and our rivals to identify asymmetric advantages and exploit them."
This, in a nutshell, has been the driving force for me in the design of GPMs-GUIs. That is, within the RTS game construct to create endless and unpredictable opportunities for such game play to be successfully and enjoyably executed.

As on previous occasions in this thread, I will share the resources and influences (really, a short list) on my work in this specific area known as -

  • Cognitive Science - Brain Neurology:


    Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul - Stuart Brown, M.D.

    The Neuroscience of Fair Play - Donald W. Pfaff

    Synaptic self - Joeseph E. Ledoux

    The Mindful Brain - Daniel J. Siegel

    Mirroring People - Marco Iacoboni

    Mindware - Andy Clark

    Mistakes were made (but not by me) - Carol Tavris

    The Body Has A Mind of Its Own - Sandra Blakeslee

    The Art Instinct - Denis Dutton

    The Psychology of Judgment and Decision Making - Scot Plous

    The Survivors Club - Ben Sherwood

    Why We Make Mistakes - Joseph T. Hallinan

    The Accidental Mind - David J. Linden

    On Being Certain - Robert A. Burton

    Out of Our Heads - Alva Noe

    A Mind of its Own - Cordelia Fine

    Train Your Mind, Change Your Brain - Sharon Begley

    The Pleasure Instinct - Gene Wallenstein

    Brain Rules - John Medina

    Working Minds: A Practitioner's Guide to CTA - Beth Crandall

    Wetware: A Computer in Every Living Cell - Dennis Bray

    Making Up the Mind - Chris Frith

    Don't Believe Everything You Think - Thomas E. Kida

    Imagination and Play In the Electronic Age - Jerome L. Singer
------------------------------------------------------------------->

A Concluding Side-Bar:

Unlike far too many, I have no problem acknowledging those who have influenced me or the excellencies of their work. (This holds regardless of whether the work is to my taste or not or their personality affable or not. What I see instead is a fair bit of pure denial which leads directly to inequity aversion, a sure sign of way sub-par leadership best put aside.)

The more I learn, the more I can do, the more I am humbled by what I will never know or be able to do. Still, that humility in no way diminishes my applied passions, my active audacity or (while honestly and openly respecting the achievement of others) make me feel the slightest need to kowtow to any contrived power structure.

Regards, whipper :)
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Re: The Future of RTS...& the 7 Deadly Sins

Post by new paradigm leader »

whippersnapper wrote:.
A Concluding Side-Bar:

Unlike far too many, I have no problem acknowledging those who have influenced me or the excellencies of their work. (This holds regardless of whether the work is to my taste or not or their personality affable or not. What I see instead is a fair bit of pure denial which leads directly to inequity aversion, a sure sign of way sub-par leadership best put aside.)

The more I learn, the more I can do, the more I am humbled by what I will never know or be able to do. Still, that humility in no way diminishes my applied passions, my active audacity or (while honestly and openly respecting the achievement of others) make me feel the slightest need to kowtow to any contrived power structure.

Regards, whipper :)
.
i must say that you are wise. as to inequity aversion I'm not too familiar with the concept would you please explain it maybe?
also this concept of asymmetrical exploitation is an interesting one. it pretty much sums up all things in life that relate to conflict.
this being how predation, disease, and numerous other things happen something without conscious thought takes advantage of an asymmetrical advantage in order to survive often killing the thing it held advantage over look for instance at The relations between the United States and Britain. in the 19th century up until the 1970's or 60's the British held a powerful sway in the world technologically militarily and economically. world war 2 set in motion the events that changed this: the empire's economic status became quite frankly dire, the military lacked resources and technology remained level for a long while this coupled with the United State's boost in economy, military, and technology enabled the USA to replace Britain as the major world superpower not that Britain is weak but rather degenerated, it is no longer filled with scientists, inventors and artists now we have, youth gangs, EU infringement of sovereignty, and a plethora of musicians who quite frankly aren't worth the polypropolene of a single Compact disk.

well hopefully you will forgive my tangent there but i think i can pass it off as barely relevant.

thanks for reading

NPL

p.s. Whipper your posts intrigue me immensely they are forever a source of debate and intellectual discussion and for that i must thank you
P.s.s. hopefully that wont be taken as being a tad facetious or slightly whats the term?... brown-nosing

Thanks again

NPL
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Re: The Future of RTS...& the 7 Deadly Sins

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new paradigm leader wrote:
i must say that you are wise. as to inequity aversion I'm not too familiar with the concept would you please explain it maybe?
Oh my, i'll try. A very useful conceptual tool for understanding a host of behavior patterns in society - in humans but also monkey and canines!!

Here's a concise and formal definition:
Inequity aversion (IA) is the preference for fairness and resistance to inequitable outcomes.
The application literature is vast, the scientific experiments fascinating and cover multiple species... so I'll just quote a sampling.
Monkeys, like humans, are acutely aware of injustice, which suggests that a sense of equality is an ancestral trait among primates. In an unusual two-year experiment, animal behaviorists Sarah Brosnan and Frans de Waal of Emory University in Atlanta, Georgia, taught brown capuchin monkeys to receive tokens as a reward and to barter them for food. The monkeys were usually quite content to swap the tokens for cucumber but if the researchers gave one of the monkeys a grape, a more eagerly-sought food, the other animals would become jealous.
From Sarah Brosnan's - a summary of results from their reseach "Monkeys Reject Unequal Pay":

During the evolution of cooperation, it may have become worthwhile for individuals to compare their own payoffs to those of others, in an effort to increase relative fitness. Humans do so, frequently rejecting payoffs that are perceived as unfair (even if they are advantageous). While there is some variation, this response is widespread across human populations. If a sense of fairness did evolve to promote cooperation, some nonhuman animals may exhibit inequity aversion as well. This is particularly likely in social species with tolerant societies, such that individuals may reasonably expect some equity between themselves and other group members. Here we examine the response of five female capuchin monkeys to an unequal distribution of rewards during experimental exchange with a human experimenter. Females in pairs alternated exchanges with the experimenter under four conditions:

1) both females received the same reward,
2) one female received a superior reward,
3) one female received a superior reward without exchange (i.e. no work), and
4) a single female observed a superior reward in the absence of a partner.

Females were significantly less likely to complete an exchange when their partner received a higher-value food item than they, and this response was amplified if the partner received the reward without working for it. Refusals to exchange included passive rejections, such as refusing to either return the token or accept the reward, as well as active rejections, such as throwing the token or the reward out of the testing area. Whereas the basis of this response is unknown (e.g. social emotions, as proposed for humans), negative responses to this type of situation support a relatively early evolutionary origin of inequity aversion.
Earl Mardle writes: As brosnan says, human beings have a similar approach, we do not live in a world of absolute values but one in which we are constantly comparing ourselves with those about us and, like a capuchin, we can tell when we are being short changed. The whole shtick of welfare paternalism is enshrined in the statement "if only these people would act in the right way, they wouldn't get into so much trouble", but the poor will tell you that they get the very rough end of the pineapple. Now we can say, with some justice, that even a monkey could see that some people get habitually shortchanged and where the disproportionate rewards can be determined arbitrarily by someone else, you will get destructive, or irrational or very angry behaviour. And the only way to fix that is to stop the disproportionate rewards.

Even a monkey could see that.....
The absence of reward induces inequity aversion in dogs

1. Friederike Rangea,b,1,
2. Lisa Horna,
3. Zsófia Viranyib,c, and
4. Ludwig Hubera

1.
aDepartment of Neurobiology and Cognition Research, University of Vienna, A-1091 Wien, Austria;
2.
cKonrad Lorenz Institute for Evolution and Cognition Research, A-3422 Altenberg, Austria; and
3.
bWolf Science Center, 4645 Grünau, Austria

Communicated by Frans B. M. de Waal, Emory University, Atlanta, GA, October 30, 2008 (received for review July 21, 2008)

Abstract

One crucial element for the evolution of cooperation may be the sensitivity to others' efforts and payoffs compared with one's own costs and gains. Inequity aversion is thought to be the driving force behind unselfish motivated punishment in humans constituting a powerful device for the enforcement of cooperation. Recent research indicates that non-human primates refuse to participate in cooperative problem-solving tasks if they witness a conspecific obtaining a more attractive reward for the same effort. However, little is known about non-primate species, although inequity aversion may also be expected in other cooperative species.

Here, we investigated whether domestic dogs show sensitivity toward the inequity of rewards received for giving the paw to an experimenter on command in pairs of dogs. We found differences in dogs tested without food reward in the presence of a rewarded partner compared with both a baseline condition (both partners rewarded) and an asocial control situation (no reward, no partner), indicating that the presence of a rewarded partner matters. Furthermore, we showed that it was not the presence of the second dog but the fact that the partner received the food that was responsible for the change in the subjects' behavior. In contrast to primate studies, dogs did not react to differences in the quality of food or effort. Our results suggest that species other than primates show at least a primitive version of inequity aversion, which may be a precursor of a more sophisticated sensitivity to efforts and payoffs of joint interactions.
I'll stop there.... there's much more which I'm sure you'll uncover if you pursue it

new paradigm leader wrote:
also this concept of asymmetrical exploitation is an interesting one. it pretty much sums up all things in life that relate to conflict.
this being how predation, disease, and numerous other things happen something without conscious thought takes advantage of an asymmetrical advantage in order to survive often killing the thing it held advantage over look for instance at The relations between the United States and Britain. in the 19th century up until the 1970's or 60's the British held a powerful sway in the world technologically militarily and economically. world war 2 set in motion the events that changed this: the empire's economic status became quite frankly dire, the military lacked resources and technology remained level for a long while this coupled with the United State's boost in economy, military, and technology enabled the USA to replace Britain as the major world superpower not that Britain is weak but rather degenerated, it is no longer filled with scientists, inventors and artists now we have, youth gangs, EU infringement of sovereignty, and a plethora of musicians who quite frankly aren't worth the polypropolene of a single Compact disk.
That's a keen application and analysis.

Like "inequity aversion", asymmetrical exploitation is a vast topic with applications across a swath of fields and disciplines: military, economics, even human evolutionary theory, game theory, and so on...

All Guerrilla and Terrorist tactics are precipitating conflicts along asymmetric lines. 21st century changes to the worlds military forces are undergoing
reformation to combat asymmetric battles. This began in the early '90's and the many D.A.R.P.A. sponsored military projects from that period to this day are to deal with, create and exploit asymmetric edges.

I'll pick a quickie example from economics.

There was a time when IBM was the undisputed titan of all things computing and had been in that position for many decades.

Along came a nobody called Bill Gates who had gotten his hands on a little OS called DOS. Bill went to IBM and offered DOS to IBM
as a business deal, for a pittance. IBM said thanks but no thanks we got it all covered and showed bill the door. Bill believed in DOS
and decided to create a little business he called MS to make a few bucks since at the time he was a college drop-out. Well it wasn't too
many years after that the mighty titan, IBM was on the verge of going out of business and had to re-invent itself. What happened with
MS we all are familiar with.

How about our nomadic ancestors before the so called agricultural revolution. They had to compete with predators who were stronger, faster and had
natural tools like very sharp claws and teeth. And with all those disadvantages our ancestors managed to not only survive but evolve to prosper and rein over those competing powerful beasts eager to eat them for oh so many generations. One of the first asymmetric edges - "fire"... forever immortalized in the myth of Prometheus.
new paradigm leader wrote:well hopefully you will forgive my tangent there but i think i can pass it off as barely relevant.

thanks for reading
NPL

p.s. Whipper your posts intrigue me immensely they are forever a source of debate and intellectual discussion and for that i must thank you
P.s.s. hopefully that wont be taken as being a tad facetious or slightly whats the term?... brown-nosing

Thanks again

NPL
For me there really are no tangents because WZ can be a very useful "lens" to examine and discuss just about any topic. This was also the general climate of Pumpkin's own forums for WZ when it was first brought into the world for RTS gamers. Pumpkin team members participated in those "tangential" discussions too, set the temper of free-wheeling brainstorming even and we all had much fun learning while being a part of WZs development through 10 official patches that substantially changed the game from retail release - bug fixes where a very minor part what was introduced in those 10 patches. That culture in the WZ community was fostered through the many years after Pumpkin was put out of business
and clear through the years of non-stop efforts to get the source code liberated.

I appreciate your responsiveness and take it in no other way than being honest and forthright and gracious - all powerful virtues to be respected
in my personal credo.

The game, those in the community who have shared, the original creators Pumpkin, the moders, artists, mappers, the current developers - over the course of the last decade I have received so much of value and positive stimulus that reciprocating as best I can from day one to now seems the only way for me to participate. :)

Regards, whipper :cool:
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Re: The Future of RTS...& the 7 Deadly Sins

Post by new paradigm leader »

thank you for the explanation i get it now.
and yes its amazing how warzone actually has so many fields of discussion to it it's rather unusual with most "modern" and by modern i mean off the line post-2000 games forums there is very little in the way of this sort of co-operation and discussion it makes me proud to be in this forum. and my plea to the charge of constant topic digression is guilty. nice to talk to you again

yours

NPL
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Re: The Future of RTS...& the 7 Deadly Sins

Post by zoid »

That concept of assymetry is one of the fundamentals of chess too. You create an imbalance and then use it to your advantage. Most imbalances can help either player; it's up to you to force your will on your opponent. Interesting parallel, sorry for the off-topic. :)
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Re: The Future of RTS...& the 7 Deadly Sins

Post by whippersnapper »

new paradigm leader wrote:thank you for the explanation i get it now.
and yes its amazing how warzone actually has so many fields of discussion to it it's rather unusual with most "modern" and by modern i mean off the line post-2000 games forums there is very little in the way of this sort of co-operation and discussion it makes me proud to be in this forum. and my plea to the charge of constant topic digression is guilty. nice to talk to you again

yours

NPL
I feel the same. I do play other games but I have never had much inclination to participate in their boards. The last one I got involved in just a little was Supreme Commander when it was first released and that was only for a couple weeks.

Like wise on sharing some thoughts. :)
zoid wrote:That concept of assymetry is one of the fundamentals of chess too. You create an imbalance and then use it to your advantage. Most imbalances can help either player; it's up to you to force your will on your opponent. Interesting parallel, sorry for the off-topic. :)
I agree. Chess, I must confess, was the source of my original epiphany in relating asymmetry to a game. Also, out of the countless games I have played since I was knee high to a pony, and enjoyed, only Chess and WZ have captivated me for oh so many years.

It be very hard to be off-topic in this thread. ;)

Regrads, whipper :cool:
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Re: The Future of RTS...& the 7 Deadly Sins

Post by Revelo »

whippersnapper wrote:
I agree. Chess, I must confess, was the source of my original epiphany in relating asymmetry to a game. Also, out of the countless games I have played since I was knee high to a pony, and enjoyed, only Chess and WZ have captivated me for oh so many years.

It be very hard to be off-topic in this thread. ;)

Regrads, whipper :cool:
.
Chess makes a good analogy for Warzone, although one of the appeals of Warzone is that unlike most RTS games where each missions required to build up a new base, research and upgrade everything all over again, Warzone is a gradually evolving world, and like Chess WZ always had a balance between what you had at the time and what the enemy had, normally it was the enemy making the imbalances and you trying ti rebalance the equation by destroying them and take their technologies to rebalance the lines or battle.
Read my review of Warzone 2100 here!
http://www.escapistmagazine.com/forums/read/326.115500
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Re: The Future of RTS...& the 7 Deadly Sins

Post by whippersnapper »

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Revelo wrote:
Chess makes a good analogy for Warzone, although one of the appeals of Warzone is that unlike most RTS games where each missions required to build up a new base, research and upgrade everything all over again, Warzone is a gradually evolving world, and like Chess WZ always had a balance between what you had at the time and what the enemy had, normally it was the enemy making the imbalances and you trying to rebalance the equation by destroying them and take their technologies to re-balance the lines or battle.
Some of the more interesting Chess is out of asymmetric strats on the master, grand master levels..

On the subject of asymmetric it's best to keep clear that WZ breaks-out into 3 distinct games modes.

Campaign is all about confronting asymmetry and prevailing against it. (BP's Hardcore Cam Mod takes this pattern to an extreme level way beyond the original campaign and is an excellent test-bed for understanding asymmetry as superior maneuver overcoming superior force strength).

Skirmish Mode vs. a.i.(s) can be structured along asymmetric lines and HOW to do that was part of the basis of the map-mod "Citadel Elite" created many moons back in collab by yours truly (along with a slew new GPMs and GFX-Models, the later recycled for the better part of 10 years in every major mod). I'm at this again (in part) in my current project - "War School".

As for MP mode - asymmetric tacs that roll-out in middle and late game are currently not quite possible - frankly I do not count a veteran vs. a newbie in the early game as anything more than a WZ instance of the fool's mate in Chess.

For asymmetric tacs in MP to be viable WZ must undergo a specific set of changes involving Commanders, Command & Control Mechanics and GUI's which I touched upon earlier in this thread but will cover in more detail in the NEW Commander Thread:

HERE- Commander Command Improvements -- What ? Details ?

(Though I must admit to attempting to make some asymmetry viable in "War School" MP without these C3/UI changes and not just in pure a.i. skirmish mode.)

Regards, whipper :cool:
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Re: The Future of RTS...& the 7 Deadly Sins

Post by whippersnapper »

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For asymmetric tacs in MP to be viable WZ must undergo a specific set of changes involving Commanders, Command & Control Mechanics and GUI's which I touched upon earlier in this thread but will cover in more detail in the NEW Commander Thread:

HERE- Commander Command Improvements -- What ? Details ?

(Though I must admit to attempting to make some asymmetry viable in "War School" MP without these C3/UI changes and not just in pure a.i. skirmish mode.)
"War School" - A Map / Mod W.I.P. is also thoroughly informed in deed by what has been discussed in this thread. It is also where my WZ attention will manifest exclusively for the foreseeable future .... subject to my sense of creeping inequity aversion, of course. O_O

Regards, whipper :ninja:

EDIT: To be complete about my sources of data and information informing the PoVs expressed on this topics many facets.

I close-out my input here by sharing some resources I mentioned elsewhere but merit reiterating @ this location..

Lots of experimentation with EW, WZCK, 2 WZ A.I. Editors & and play-testing within WZ was supplemented by work done with the following software resulting in data / experience which in turn informed my various PoVs.

A.I. Experimentation Software Tools and environments I have found helpful over the years...
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
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Re: The Future of RTS...& the 7 Deadly Sins

Post by whippersnapper »

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Part Two of my concise personal summing-up on the topic of Commander evolution... (My last post being "Part One: A.I. Experimentation Software Tools and environments I have found helpful over the years...")

- All my Commander proposals herein, including the "GCI" (2004-09) and everything associated with it, are based on, and intended for, the following:
  • 1.) These are for WZ 2120 as I've conceived it.

    2.) They are the cornerstone of T-4 as I see it.

    3.) This may come off like I'm anointing myself but really it is only based on the same things in-force around the neighborhood: the GPL and the wherewithal to act on what I see as a fun direction for my WZ "tinkering" passion.

    4.) So, in essence, this represents a clearly focused continuity from '99 to the present and what I foresee precisely as my continued active interest in WZ (a hobby pastime going into its second decade, which is hard to believe).

    5.) WZ 2120 will begin at T-4 and will presume WZ 2100's continued development in the areas of Re-Balance (by Zarel), ECM-Stealth implementation (by Per), full implementation of Beta-Widget-LUA (by, Evil Guru, Gerard, Devurandum, ?), full implementation of "Pilot-Mode" (?) and Elio's proposed new UIs off of Betawidget.
- T-4 (Tech & UIs) for WZ 2120 will place Commander GPMs squarely in the thick of Combat (essential to much more varied, & satisfying, winning game play Tacs & Strats), Borgs viable as DBS Spec Ops and will be informed by the following.
  • - (I.) RL 21st Century Military Doctrine such as (but not limited to):

    a.) Army After Next,

    b.) 4G Warfare,

    c.) NetCentric-Info Warfare

    d.) Asymmetric Conflict

    e.) C3-C41 Logistics and Data Fusion

    f.) Dominant Battlespace Knowledge (aka DBS)

    g.) Air Force Doctrine for Irregular Warfare

    h.) Combined Arms

    - (II.) RL 21st Century Military Tech sponsored by various D.A.R.P.A. initiatives over the last 2 decades such as (but not limited to):

    a.) Collaborative Human-Computer Decision Making for Command and Control

    b.) MIT's Institute for Soldier Nanotechnologies and work on Intelligent Aircraft

    c.) Honeywell's AugCog Soldier Technologies

    d.) Deep Green

    e.) U.A.V.s and M.U.A.V.s - 21CT Air Force Tech

    f.) General Dynamics Littoral Naval Combat Ships

    h.) Self-Repairing Aircraft materials

    i.) Objective Force Warrior (aka, Future Force Warrior, Land Warrior Technologies)

    j.) Programmable Matter

    k.) SOAR Technologies Human Behavior Representation (HBR) / Computer Generated Forces (CGF) and "C4ISR / Command and Control"

    - (III.) Work in the Cognitive Sciences of the last decade will also inform 2120 and is drawn from the following identified areas of explosive and seminal research:

    a.) Cognitive Task Analysis

    b.) Deep Fun

    c.) Body-Mapping

    d.) Flow

    e.) Cognitive Augmentation

    - (IV.) The "wasteland scenario" of 2120 will be informed by the latest science and not rehashing the artistic fictive vision of movies, stories or other games. I have a slew of specific resources for this but you'll have to do your own "leg-work" in this instance because my divulging would fall under the category of "spoilers", IMO.

    - (V.) I've also drawn from the work being done in the field dubbed "Serious Games" (esp. the Delta3D Community).
My last words here:

* You will find many additional specific references, resources, detailed explanations & illustration graphics to all the foregoing in the Commander Command Improvements -- What ? Details ? thread.

* My work on "War School: Map-Mod WIP" is also deeply informed by all the proceeding as much as is possible without introducing essential new UIs to improving GPM Switch-Taskings.

* I am very much aware that working from the very same source materials referenced above MANY quite different but still viable implementations are possible..... and lots I cannot even perceive or imagine right now - thus, the skys the limit for any willing to do the work of making something they see uniquely, real.

EDIT: The following really belongs in my previous post but due to a Paternalism I've rarely encountered since ARPnet days I must put my simple oversight here... oh well...

ADDENDUM to..... Part One: A.I. Experimentation Software Tools and environments I have found helpful over the years...(continued from above post)
Regards, whip :cool:

Addendum 2: Couldn't resist after just reading Alex Lee's (Pumpkin Team, WZ Creators, A.I. Guru) answer to a question posed by Per....
(The italics and bolding of the text are mine...)
alex wrote:
• Was there many things that you were planning to do with commanders that you never got around to ? The source code certainly gave that impression

Yes, commanders did a bunch of extra things during development, but they got scaled back, both the control mechanism and ui got very complicated. We wanted them to order units realistically, not just become a grouping with a bonus and a common goal.
And in answer to this question:
whippersnapper wrote:.

Hello Alex... One thing that would be cool, I think, is if you could speak to Pumpkin's design idea behind WZ 2100 being
a "living product", to quote Nick Cooke (I recall Jim B. and A. McLean referring to it as such as well). With the original
Pumpkin comments lost along with the original bbs this was a key generative commitment that merits re-exposure, from the
"horses mouth", you could say. Thanks.

Regards, whipper (aka, Rman) :)
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* Again, the italics and bolding of the text are mine...
alex wrote:I don’t remember if we ever used those words, but it was definitely something we were aware of. We played a lot of quake (and later unreal tournament) in the office and one of the things that really struck us about it was the vibrant community. Maps, mods and genuine improvements were everywhere. When working on warzone as engineers we made decisions to leave openings so that people could make changes where they saw fit. Examples including using a scripting language (the slo,vlo’s) that wasn’t compiled into the game so users could edit them, or choosing zip as our packing format instead of something proprietary. I still think it’s a positive thing to do on pc titles, am I’m busy still doing it today!

This ended up benefiting us too. While we always intended to do multiplayer, skirmish started as a bit of a hobby for me. It grew into something fun because the flexibility of the scripting language really opened up the possibilities (thanks to John Elliot)

By demonstrating our commitment to the users through the various rapid patches after release we were trying to build a community of people who would be able to keep making changes to the product. There was an intention to make warzone2120, so it was the feedback from you guys that would have really driven that title.
You can read Alex Lee's postings in their entirety HERE..

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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
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Re: The Future of RTS...& the 7 Deadly Sins

Post by whippersnapper »

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A little "housekeeping" as part of my '09 sayōnara in this neck of the woods...

Much has been covered in this thread about evolving RTS. For those with an interest in going beyond wishful thinking and aborted efforts, a fair bit of the key concepts from this discussion are implemented or in the process of being implemented in the War School WIP Project which takes place around 2112.

You can read about the details and see tons of screen caps of the WS Project 2112 HERE

At the present pace of development I'm forecasting a release sometime Q 1 of 2010 and it will be hosted on my website in which matters WZ 2100 are featured but are within a broader context of interests within, and outside, RTS gaming proper. I'll post the dl links here and in the WS 2112 thread at the time of my release.

Regards, whip :ninja:
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