Re: The Future of RTS...& the 7 Deadly Sins
Posted: 10 Jan 2009, 07:44
-------------> Part 2 of 3......
-- Sounds circular but I understand and agree. Both (initial Fun followed by replay value) pose the great challenge of making somethin from a blank slate which is what Pumpkin folk began to do somewhere around 1996. As with anything that is created whole cloth and is intended for public consumption you have to go for it, make your best choices at the time and then commit to action, over and over, relentlessly otherwise you will never produce anything.
-- As the historian Will Durant once said: "Where I to await perfection my work never even begin." With his wife Ariel as collaborator, Will committed to producing the muti-volume Story of Civilization over the course of 50 years.
-- Also, no matter how much you put into your countless decisions along the way of creating an RTS (all the brainstorming, research, strategizing, discussion, etc.) there are no guarantees it will all hang together really well in the end. The project could turn out a total boondoggle. You have to live with that possibility throughout the entire process. Audacity, persistence, fortitude - most, frankly, donot possess those attributes, many are even clueless what it really takes to make something as complex as an RTS from the ground up.
-- Yes and no, from my perspective. Unit Design is rare in the genre but Pumpkin's implementation in WZ is not optimal and is subverted by sweeping imbalances - specifically, the arms race imperative which will never be solved by stat tweaking or moving stuff around the tech tree which has been the strats to date - those merely change the flavor of the arms race / imbalance and will thus always yield failure.
-- I'll quote myself: ...."imbalances - specifically the arms race imperative which will never be solved by stat tweaking or moving stuff around
the tech tree which has been the strats to date - those merely change the flavor of the arms race / imbalance and will thus always yield failure."
-- L8r, Moro
-- EDIT: I'll return to answer your last post themousemaster after a good nights sleep.
themousemaster wrote:
But I'll take a hack at #2.
What makes a game fun is to make sure what is fun about it does not become stale.
-- Sounds circular but I understand and agree. Both (initial Fun followed by replay value) pose the great challenge of making somethin from a blank slate which is what Pumpkin folk began to do somewhere around 1996. As with anything that is created whole cloth and is intended for public consumption you have to go for it, make your best choices at the time and then commit to action, over and over, relentlessly otherwise you will never produce anything.
-- As the historian Will Durant once said: "Where I to await perfection my work never even begin." With his wife Ariel as collaborator, Will committed to producing the muti-volume Story of Civilization over the course of 50 years.
-- Also, no matter how much you put into your countless decisions along the way of creating an RTS (all the brainstorming, research, strategizing, discussion, etc.) there are no guarantees it will all hang together really well in the end. The project could turn out a total boondoggle. You have to live with that possibility throughout the entire process. Audacity, persistence, fortitude - most, frankly, donot possess those attributes, many are even clueless what it really takes to make something as complex as an RTS from the ground up.
-- I agree with those genre fun game play mechanic characterizations.
***PLEASE NOTE***: the following post will NOT pay attention, AT ALL, storylines OR graphics. any game, in any genre, can have be good or bad in these aspects, and it's what separates the 9.0 games from the 5.5 ones. But given 4 games of equal-caliber in these regards... say, an Action, an Adventure, an RPG, and an RTS, you will grab the one whose gameplay most suits your personal taste. And that's what I'm going to post about.
--- Diablo2's "continuous" fun is in finding that "next piece of sweet gear". It's still popular today because random chance means that you may never see that piece of armor, or you may see 3 of them tomorrow. Basically, it's the video game world's equivalent of Video Poker, and just as addictive as gambling (to the people who like that sort of thing anyway). A Diablo2 contemporary, Dungeon Siege 2, has more (and better) voice acting, a larger story, better effects, more options... and yet, isn't nearly as popular, because there is no emphasis on "phat lewt acquisition".
--- Most RPG's "continuous" fun comes from people enjoying watching their "personas" number keep getting bigger (no lewd references in that statement at all...). RPG fans, after all, enjoying watching their avatar grow stronger, that's what makes the genre what it is. Single-player variants do it by just having the cap be so high as to take forever to get there, and MMOs generally do it be continuously adding in more stuff to do whenever 25% of the playerbase has totally exhausted, and 75% has at least seen, everything that there is at a point in time.
-- There is truth throughout that but at the same time there do exist strategy games that accomplish all of it and have proven timeless in their popularity and relevance as vehicles of fun. The challenge has been taking that TB strategy watershed and transferring it to real time. IMO, it's yet to be done and WZ doesn't come close in its present state. But at the same time I believe WZ has a clear latent potential of moving much closer to that ideal and that potential is not by accident. It was Pumpkin's design intent for continuous evolution of WZ game play. This last is what has captivated me about WZ more than anything else. When Pumpkin was forced to stop development on WZ it was very much an unfinished game. As far as MP game play it remains unfinished to this day though there have been great efforts over the years to deal with it.
--- RTS games do it by 2 major methods: for the VS group of people, it's by having such a balanced setup of distribution as to make competitive matches a pseudo-sport; for the single-player/Skirmish type of people, it's by having the gameplay be so unique as to allow the exact same objective to be accomplished by any number of methods. Note that some games strive to do both at once, but usually have to end up prioritizing one for the other, as the more "unique" options a player has available to him, the more difficult it is to competitively balance them.
So, on to Warzone2100.
WZ's following isn't here because NEXUS is just such a bad villian; it's because, even to this day, the ability to "make your own units" is such a unique concept that it isn't much seen in other games, and that aspect is what keeps WZ2100 in a positive light in the eyes of its fans.
-- Yes and no, from my perspective. Unit Design is rare in the genre but Pumpkin's implementation in WZ is not optimal and is subverted by sweeping imbalances - specifically, the arms race imperative which will never be solved by stat tweaking or moving stuff around the tech tree which has been the strats to date - those merely change the flavor of the arms race / imbalance and will thus always yield failure.
-- In the case of Starcraft players make big bucks in pro competitions. The side betting is also a huge source of interest. In other words sport and associated gambling has been driving SCs popularity for over a decade.
That said, WZ probably steers towards the "single player/Skirmish" style of RTS entertainment. Against the singleplayer opponents and the stock skirmish AI (and to a lesser degree, some of the more advanced ones), you can use any number of different strats to emerge victorious. I know if I fight the same fight 5 times, and win it 5 different ways, I just enjoyed myself 5 times over. But for cut-throat multiplayer, the imbalance of the weapons is huge, and that would turn off the competitive-first crowd. Go to any Starcraft or Red Alert3 board, and see if the predominant thread isn't about "X is better than Y, nerf/buff it!". SC and RA3 are games designed for the clicks-per-second competitors, so that's who it attracts, and is "most popular" by.
WZ2100 balance history: Rocket weapons were the bomb. Then the minipod became ridiculous. Now the HC is king of all. (note that I'm not opinionizing the rebalance mods; I haven't tried them).
-- I'll quote myself: ...."imbalances - specifically the arms race imperative which will never be solved by stat tweaking or moving stuff around
the tech tree which has been the strats to date - those merely change the flavor of the arms race / imbalance and will thus always yield failure."
-- I pick (B) but with the original iteration of Aivolution which implemented Tank Transport Drops and elevation accuracy boons when shooting down at the enemy (which placed a premium on gaining and holding high ground) - both very sweet and absent in the current iteration.In this space, I wish to ask anyone actually paying attention to this thread: if you were told that this was your last day to play WZ2100, and you were only allowed to play it in one of them 3 following methods, which would you choose? (please don't make whole posts dedicated to an answer if you can avoid it, but if you want to weigh in, add your answer to a post otherwise discussing the topic)
A) Campaign
B) Skirmish. With or without human allies, your choice, but your opponents will be AI-volution CPUs.
C) no CPUs, Multiplayer.
I'd venture to say that C) is going to get the short end of the stick on this one. Obviously, you can enjoy all 3 aspects of the game, but which is the one that makes you go "yeah, that's what WZ2100 does so well!". And don't take the above to mean that I think SC or RA3 are bad; I liked them just fine. But when I think "what is an RTS to me?", LoM, LotRealm2, WZ2100, and AoE are what pops to my mind.
And just to weigh in, I'd pick B).
-- IMHO, "reaction time" is rote manual dexterity not agile, creative, thought process and I'd like to minimize the former to little significance and create a variety of opportunities to excecise the latter which would translate to a vast set of winning ways.
So, long answer short, for the RTS genre, what makes a game "not boring" to a player who prefers the Strategy part to the reaction-time part, is the aspect that you can do many different things with a variety of controllable objects, and arrive at the same victorious result. The more options, the longer the game's lifespan.
-- L8r, Moro
-- EDIT: I'll return to answer your last post themousemaster after a good nights sleep.