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On April 21 2024 10:00 KingzTig wrote:Show nested quote +On April 21 2024 00:18 WombaT wrote:On April 20 2024 23:10 KingzTig wrote:On April 20 2024 22:45 qwerty4w wrote: Whether SC2 is a failure is depend on what the supposed goal is, to prove the RTS genre is worthy of a lot of investment at that time? It's a failure like other RTSs around that time like C&C3 and Supreme Commander. Yeah, I guess that shows how far the genre has fallen after BW and WC3 lost their audience to Dota. Sc2 just isn't enough even being the largest RTS title for more than a decade. How big do you want a game to be? IIRC it was in the top 10 selling PC games of all time with WoL, you can still find games in seconds to this day, it’s supported a pretty vibrant eSports scene for a decade+ Most games would kill for those sales and long-term interest Yeah that's my point. I was just being sarcastic that some here think sc2 was a failure and caused the decline in RTS. Does it has anything to do with my point? Blizzard started making Warcraft 3 shortly after vanilla StarCraft, and StarCraft 2 shortly after Frozen Throne. The same didn't happen after SC2, it didn't prove their RTS dev team is worthy of keeping. It's likely far less profitable than their TCG, FPS, MMORPG and looter ARPG. SC2 being the last well-funded and well-marketed RTS for a long time (Relic RTSs after DOW2 are all very half-baked at release) because business people don't think RTS is worthy of investment anymore, including Blizzard themselves.
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On April 21 2024 17:02 qwerty4w wrote:Show nested quote +On April 21 2024 10:00 KingzTig wrote:On April 21 2024 00:18 WombaT wrote:On April 20 2024 23:10 KingzTig wrote:On April 20 2024 22:45 qwerty4w wrote: Whether SC2 is a failure is depend on what the supposed goal is, to prove the RTS genre is worthy of a lot of investment at that time? It's a failure like other RTSs around that time like C&C3 and Supreme Commander. Yeah, I guess that shows how far the genre has fallen after BW and WC3 lost their audience to Dota. Sc2 just isn't enough even being the largest RTS title for more than a decade. How big do you want a game to be? IIRC it was in the top 10 selling PC games of all time with WoL, you can still find games in seconds to this day, it’s supported a pretty vibrant eSports scene for a decade+ Most games would kill for those sales and long-term interest Yeah that's my point. I was just being sarcastic that some here think sc2 was a failure and caused the decline in RTS. Does it has anything to do with my point? Blizzard started making Warcraft 3 shortly after vanilla StarCraft, and StarCraft 2 shortly after Frozen Throne. The same didn't happen after SC2, it didn't prove their RTS dev team is worthy of keeping. It's likely far less profitable than their TCG, FPS, MMORPG and looter ARPG. SC2 being the last well-funded and well-marketed RTS for a long time (Relic RTSs after DOW2 are all very half-baked at release) because business people don't think RTS is worthy of investment anymore, including Blizzard themselves. Yes because unless you have a saviour complex and hoping sc2 is the one, it shouldn't be seen as anything but a success. It is still one of the most successful RTS game ever released.
Doesn't mean it can recapture all the players that have gone to MOBA nor it can create a market that ain't there.
Going back to my point, I can safely say anyone thinking sc2 is a failure can have no meaningful contribution. By all matrix it is the last great RTS and even indie or AA studios dont even try to compete pretty much says it all. The genre is profitable, it's just sc2 and 1 or 2 others already captured majority % of the market.
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On April 21 2024 17:24 KingzTig wrote:Show nested quote +On April 21 2024 17:02 qwerty4w wrote:On April 21 2024 10:00 KingzTig wrote:On April 21 2024 00:18 WombaT wrote:On April 20 2024 23:10 KingzTig wrote:On April 20 2024 22:45 qwerty4w wrote: Whether SC2 is a failure is depend on what the supposed goal is, to prove the RTS genre is worthy of a lot of investment at that time? It's a failure like other RTSs around that time like C&C3 and Supreme Commander. Yeah, I guess that shows how far the genre has fallen after BW and WC3 lost their audience to Dota. Sc2 just isn't enough even being the largest RTS title for more than a decade. How big do you want a game to be? IIRC it was in the top 10 selling PC games of all time with WoL, you can still find games in seconds to this day, it’s supported a pretty vibrant eSports scene for a decade+ Most games would kill for those sales and long-term interest Yeah that's my point. I was just being sarcastic that some here think sc2 was a failure and caused the decline in RTS. Does it has anything to do with my point? Blizzard started making Warcraft 3 shortly after vanilla StarCraft, and StarCraft 2 shortly after Frozen Throne. The same didn't happen after SC2, it didn't prove their RTS dev team is worthy of keeping. It's likely far less profitable than their TCG, FPS, MMORPG and looter ARPG. SC2 being the last well-funded and well-marketed RTS for a long time (Relic RTSs after DOW2 are all very half-baked at release) because business people don't think RTS is worthy of investment anymore, including Blizzard themselves. Yes because unless you have a saviour complex and hoping sc2 is the one, it shouldn't be seen as anything but a success. It is still one of the most successful RTS game ever released. Doesn't mean it can recapture all the players that have gone to MOBA nor it can create a market that ain't there. Going back to my point, I can safely say anyone thinking sc2 is a failure can have no meaningful contribution. By all matrix it is the last great RTS and even indie or AA studios dont even try to compete pretty much says it all. The genre is profitable, it's just sc2 and 1 or 2 others already captured majority % of the market.
It was commercially a succes. But how can it be a true succes if it's predecessor has better gameplay?
Do you people have no memory of how shitty the game release was? How bad b.net 2.0 was? Everything about sc2 was pretty damn bad if you compare it to sc1 and wc3. It took years and years before people could create meaningful communities around the game and then discord took over lol, there was just nothing in place with bnet 2.0 It was a ladder matchmaking simulator with 0 social functions.
The gameplay, of course it's arguable and pretty subjective.. But even nowadays sc1 , a 25 year old game with almost zero post-development, creates better games. Go watch Snow vs Soulkey and compare it to shitty sc2 a moving + spellcasting. And people worked on this game for 10+ years after release and there were 2 major expansion packs and massive support for the game.
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On April 21 2024 17:49 Comedy wrote:Show nested quote +On April 21 2024 17:24 KingzTig wrote:On April 21 2024 17:02 qwerty4w wrote:On April 21 2024 10:00 KingzTig wrote:On April 21 2024 00:18 WombaT wrote:On April 20 2024 23:10 KingzTig wrote:On April 20 2024 22:45 qwerty4w wrote: Whether SC2 is a failure is depend on what the supposed goal is, to prove the RTS genre is worthy of a lot of investment at that time? It's a failure like other RTSs around that time like C&C3 and Supreme Commander. Yeah, I guess that shows how far the genre has fallen after BW and WC3 lost their audience to Dota. Sc2 just isn't enough even being the largest RTS title for more than a decade. How big do you want a game to be? IIRC it was in the top 10 selling PC games of all time with WoL, you can still find games in seconds to this day, it’s supported a pretty vibrant eSports scene for a decade+ Most games would kill for those sales and long-term interest Yeah that's my point. I was just being sarcastic that some here think sc2 was a failure and caused the decline in RTS. Does it has anything to do with my point? Blizzard started making Warcraft 3 shortly after vanilla StarCraft, and StarCraft 2 shortly after Frozen Throne. The same didn't happen after SC2, it didn't prove their RTS dev team is worthy of keeping. It's likely far less profitable than their TCG, FPS, MMORPG and looter ARPG. SC2 being the last well-funded and well-marketed RTS for a long time (Relic RTSs after DOW2 are all very half-baked at release) because business people don't think RTS is worthy of investment anymore, including Blizzard themselves. Yes because unless you have a saviour complex and hoping sc2 is the one, it shouldn't be seen as anything but a success. It is still one of the most successful RTS game ever released. Doesn't mean it can recapture all the players that have gone to MOBA nor it can create a market that ain't there. Going back to my point, I can safely say anyone thinking sc2 is a failure can have no meaningful contribution. By all matrix it is the last great RTS and even indie or AA studios dont even try to compete pretty much says it all. The genre is profitable, it's just sc2 and 1 or 2 others already captured majority % of the market. It was commercially a succes. But how can it be a true succes if it's predecessor has better gameplay? Do you people have no memory of how shitty the game release was? How bad b.net 2.0 was? Everything about sc2 was pretty damn bad if you compare it to sc1 and wc3. It took years and years before people could create meaningful communities around the game and then discord took over lol, there was just nothing in place with bnet 2.0 It was a ladder matchmaking simulator with 0 social functions. The gameplay, of course it's arguable and pretty subjective.. But even nowadays sc1 , a 25 year old game with almost zero post-development, creates better games. Go watch Snow vs Soulkey and compare it to shitty sc2 a moving + spellcasting. And people worked on this game for 10+ years after release and there were 2 major expansion packs and massive support for the game. Except everywhere outside Korea, sc2 has a larger playerbase and viewership. Gameplay itself isn't the end all be all, quite a few of fps are better than COD, FF14 is better than WOW. Winning spirit (RIP) Is better than FIFA. SF alpha 3 is generally regarded as the best game in the franchise.
So no, I disagree with pretty much everything you say and not relevant at this point. BW couldn't even stood up against WC3 at most SEA pub in just less than a year.
It didn't even capture most of what audience lost to MOBA or SC2 dying scene. AOE2 actually captured quite a bit of players when AOE4 struggled at the beginning.
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On April 21 2024 14:59 Crimthand wrote: As for singleplayer RTS vs multiplayer RTS, I am not saying one would be more popular than the other. But so far, all RTS games have been made to be single player games, with a multiplayer mode tucked on. No game was designed from the ground to be multiplayer only. At least no game I am aware of. I am sure there could be some niche indie game that did. Of course less people are going to play the multiplayer mode if multiplayer is just a secondary game mode that is just spun off from the single player game mode.
But we have these devs talking about how it is their ambition to make a multiplayer 1vs1 RTS game. But then they just copy a single player RTS game, like SC BW, and strip away a bunch of stuff they call 'mundane', add QoL that reduce mass clicking because 'mass clicking isn't fun' and 'to free up more time for strategy'. While also adding no new innovations to gameplay. And then they say it is the next iteration of RTS.
To David Kim's credit though, he is literally the first person to at least talk about thinking about how game design affects multiplayer game states. And therefore strategy and decision making. This seems like the most basic idea, but I have never heard anyone in the SC2 development talk about this. And no one either for Stormgate. I don't think it is necessary to have a complete different design for multiplayer focused RTS. COH had a pretty interesting new RTS formula and work well in both. And there is just as much room to further iteration, as there is for a whole new subgenre-ish level of changes like tooth and tail.
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On April 21 2024 18:36 ETisME wrote:Show nested quote +On April 21 2024 14:59 Crimthand wrote: As for singleplayer RTS vs multiplayer RTS, I am not saying one would be more popular than the other. But so far, all RTS games have been made to be single player games, with a multiplayer mode tucked on. No game was designed from the ground to be multiplayer only. At least no game I am aware of. I am sure there could be some niche indie game that did. Of course less people are going to play the multiplayer mode if multiplayer is just a secondary game mode that is just spun off from the single player game mode.
But we have these devs talking about how it is their ambition to make a multiplayer 1vs1 RTS game. But then they just copy a single player RTS game, like SC BW, and strip away a bunch of stuff they call 'mundane', add QoL that reduce mass clicking because 'mass clicking isn't fun' and 'to free up more time for strategy'. While also adding no new innovations to gameplay. And then they say it is the next iteration of RTS.
To David Kim's credit though, he is literally the first person to at least talk about thinking about how game design affects multiplayer game states. And therefore strategy and decision making. This seems like the most basic idea, but I have never heard anyone in the SC2 development talk about this. And no one either for Stormgate. I don't think it is necessary to have a complete different design for multiplayer focused RTS.
Of course it isn't necessary. You could copy SC BW as much as possible. Which by chance got a very good formula. But why not use the knowledge learned in 25 years of SC BW RTS about what makes 1vs1 multiplayer RTS fun to play or watch? Why not re-evaluate core gameplay design features that were decided upon for lore/setting/immersion reasons, and ask yourself if they are actually the best choice for getting the best 1vs1 RTS possible.
You could also just test it out. Make a simple RTS. And change some core elements about it, trying to find the best choice for 1vs1 play.
For example, is having 2 resources the best choice? With one being used more often, and each race having a few buildings and 1 unit which only uses resource A? Is that really the best? Is it better to have just 1 resource? Or should you have 2 resources that are not tiered, but work in parallel? Should there be transmutation between different resources? Or not at all. All these things were originally picked in C&C and WC & SC for lore reasons. Not even for single player gameplay reasons. How these choices would affect multiplayer was not even thought about.
I don't see Stormgate devs come out and say this "Hey, we have 150 combined years of RTS experience on our dev team. At the start, we had a brainstorm session about resource systems. And we specifically picked a system to give rich gameplay, multiple strategies. This is our system, so since we explained it, you can now appreciate how it can be superior to SC BW. But also mathematically validated this model to be superior with our game theory expert. We even put out a research paper on it. And we proved to ourselves by just playing our games internally that indeed this resource system is more fun. This is our competitive advantage and why our game will be the a quantum leap for RTS. And we also plan to apply this same design philosophy to other elements of the game.
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CoH also had a completely different style of combat and had the advantage of WW2 setting, which is a big appeal to some people. That allowed it to carve its own niche (even if not as big as the biggest traditional RTSes).
Uncapped's philosophy sounds more like what Battlerite was trying to do for MOBAs. Taking a formula and removing parts that are deeemed "boring" (laning, jungling, itemization in the case of Battlerite and in-depth basebuilding/macromanagenent in case of Uncapped Games) to fully focus the game on what is deemed as the "most fun" part, ie. combat. In case of Battlerite, it created a game that was fun at first but didn't have the longevity of the formula it was trying to improve. I don't see why it would be different this time.
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CoH was single player RTT. The point is learning why SC BW worked, and putting that into a 1vs1 RTS game. Not ignoring SC BW, and making your own single player RTT game. Completely different things.
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On April 21 2024 18:54 Crimthand wrote:Show nested quote +On April 21 2024 18:36 ETisME wrote:On April 21 2024 14:59 Crimthand wrote: As for singleplayer RTS vs multiplayer RTS, I am not saying one would be more popular than the other. But so far, all RTS games have been made to be single player games, with a multiplayer mode tucked on. No game was designed from the ground to be multiplayer only. At least no game I am aware of. I am sure there could be some niche indie game that did. Of course less people are going to play the multiplayer mode if multiplayer is just a secondary game mode that is just spun off from the single player game mode.
But we have these devs talking about how it is their ambition to make a multiplayer 1vs1 RTS game. But then they just copy a single player RTS game, like SC BW, and strip away a bunch of stuff they call 'mundane', add QoL that reduce mass clicking because 'mass clicking isn't fun' and 'to free up more time for strategy'. While also adding no new innovations to gameplay. And then they say it is the next iteration of RTS.
To David Kim's credit though, he is literally the first person to at least talk about thinking about how game design affects multiplayer game states. And therefore strategy and decision making. This seems like the most basic idea, but I have never heard anyone in the SC2 development talk about this. And no one either for Stormgate. I don't think it is necessary to have a complete different design for multiplayer focused RTS. Of course it isn't necessary. You could copy SC BW as much as possible. Which by chance got a very good formula. But why not use the knowledge learned in 25 years of SC BW RTS about what makes 1vs1 multiplayer RTS fun to play or watch? Why not re-evaluate core gameplay design features that were decided upon for lore/setting/immersion reasons, and ask yourself if they are actually the best choice for getting the best 1vs1 RTS possible. You could also just test it out. Make a simple RTS. And change some core elements about it, trying to find the best choice for 1vs1 play. For example, is having 2 resources the best choice? With one being used more often, and each race having a few buildings and 1 unit which only uses resource A? Is that really the best? Is it better to have just 1 resource? Or should you have 2 resources that are not tiered, but work in parallel? Should there be transmutation between different resources? Or not at all. All these things were originally picked in C&C and WC & SC for lore reasons. Not even for single player gameplay reasons. How these choices would affect multiplayer was not even thought about. I don't see Stormgate devs come out and say this "Hey, we have 150 combined years of RTS experience on our dev team. At the start, we had a brainstorm session about resource systems. And we specifically picked a system to give rich gameplay, multiple strategies. This is our system, so since we explained it, you can now appreciate how it can be superior to SC BW. But also mathematically validated this model to be superior with our game theory expert. We even put out a research paper on it. And we proved to ourselves by just playing our games internally that indeed this resource system is more fun. This is our competitive advantage and why our game will be the a quantum leap for RTS. And we also plan to apply this same design philosophy to other elements of the game. these already exists. AOE has multiple resources type, tradable and resources nodes are all over the map, and have multiple winning conditions. Northgard has a pretty interesting mix of RTS and 4x and city builder mechanics, again with multiple winning conditions and different resouce nodes. (same with dune spice war) COH has 3 resources and a capture the point style of gaining resources, destructive environment that matters. Most new upcoming new RTS have top bar abilities with different ways to generate the points to cast the abilities. grey goo has the most weird build mechanics in any RTS game imo.
Personally I like where all new RTS are going, (except Stormgate, not a fan of creep camps). zerospace has high yield node dropping over the map every once a while, with XP tower for faction upgrades (not units) and top bar abilities that have anti snowball mechanics (gained through units dying) gate of pyre's global abilities require you to fight over securing nodes, with easier macro.
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On April 21 2024 18:05 KingzTig wrote:Show nested quote +On April 21 2024 17:49 Comedy wrote:On April 21 2024 17:24 KingzTig wrote:On April 21 2024 17:02 qwerty4w wrote:On April 21 2024 10:00 KingzTig wrote:On April 21 2024 00:18 WombaT wrote:On April 20 2024 23:10 KingzTig wrote:On April 20 2024 22:45 qwerty4w wrote: Whether SC2 is a failure is depend on what the supposed goal is, to prove the RTS genre is worthy of a lot of investment at that time? It's a failure like other RTSs around that time like C&C3 and Supreme Commander. Yeah, I guess that shows how far the genre has fallen after BW and WC3 lost their audience to Dota. Sc2 just isn't enough even being the largest RTS title for more than a decade. How big do you want a game to be? IIRC it was in the top 10 selling PC games of all time with WoL, you can still find games in seconds to this day, it’s supported a pretty vibrant eSports scene for a decade+ Most games would kill for those sales and long-term interest Yeah that's my point. I was just being sarcastic that some here think sc2 was a failure and caused the decline in RTS. Does it has anything to do with my point? Blizzard started making Warcraft 3 shortly after vanilla StarCraft, and StarCraft 2 shortly after Frozen Throne. The same didn't happen after SC2, it didn't prove their RTS dev team is worthy of keeping. It's likely far less profitable than their TCG, FPS, MMORPG and looter ARPG. SC2 being the last well-funded and well-marketed RTS for a long time (Relic RTSs after DOW2 are all very half-baked at release) because business people don't think RTS is worthy of investment anymore, including Blizzard themselves. Yes because unless you have a saviour complex and hoping sc2 is the one, it shouldn't be seen as anything but a success. It is still one of the most successful RTS game ever released. Doesn't mean it can recapture all the players that have gone to MOBA nor it can create a market that ain't there. Going back to my point, I can safely say anyone thinking sc2 is a failure can have no meaningful contribution. By all matrix it is the last great RTS and even indie or AA studios dont even try to compete pretty much says it all. The genre is profitable, it's just sc2 and 1 or 2 others already captured majority % of the market. It was commercially a succes. But how can it be a true succes if it's predecessor has better gameplay? Do you people have no memory of how shitty the game release was? How bad b.net 2.0 was? Everything about sc2 was pretty damn bad if you compare it to sc1 and wc3. It took years and years before people could create meaningful communities around the game and then discord took over lol, there was just nothing in place with bnet 2.0 It was a ladder matchmaking simulator with 0 social functions. The gameplay, of course it's arguable and pretty subjective.. But even nowadays sc1 , a 25 year old game with almost zero post-development, creates better games. Go watch Snow vs Soulkey and compare it to shitty sc2 a moving + spellcasting. And people worked on this game for 10+ years after release and there were 2 major expansion packs and massive support for the game. Except everywhere outside Korea, sc2 has a larger playerbase and viewership. Gameplay itself isn't the end all be all, quite a few of fps are better than COD, FF14 is better than WOW. Winning spirit (RIP) Is better than FIFA. SF alpha 3 is generally regarded as the best game in the franchise. So no, I disagree with pretty much everything you say and not relevant at this point. BW couldn't even stood up against WC3 at most SEA pub in just less than a year. It didn't even capture most of what audience lost to MOBA or SC2 dying scene. AOE2 actually captured quite a bit of players when AOE4 struggled at the beginning.
Aoe2 got an epic remake and a proper remaster. BW still has more players than aoe2 btw. But yeah, it's because of Korea.
BW got a graphic update, but unfortunately that's about it. Everything else is pretty much worse than the original and unfortunately if you aren't korean, the quality of experience is a lot lower because of the peer 2 peer networking resulting in lag games for most of the world.
It's unfair to compare aoe2, which got one of the best remasters of all time, to bw. Back in the day, BW had a far larger playerbase than aoe2. Even though SC2 isn't technically as good gameplay wise, it has a massive scene of esports, players, casters, orgs, and at this point 12+ years history.
The problem here really is, is that sc2 wasn't bad enough. It wasn't good enough to demolish BW and make fans of BW no longer long for that game, but it also wasn't bad enough that a new generation would turn away from it and go play a 25 year old game instead with bad infrastructure and a tough learning curve. Aoe2 never had that problem. Aoe2 is kinda like BW if SC2 never came out. It had 20 years to organically grow and then got a two remasters, first a 2013 HD remake and then the 2019 full remaster which is amazing, aoe4 wasn't a thing till 2021 and then the entire scene had established itself already. BW got it's rugged pulled from under it brutally by the whole blizzard/kespa thing and then sc2 was artificially kept afloat and pumped up massively by millions of dollars and investments and 3 expansion packs. Despite all that, it still came back and is now the biggest game in Korea after league of legends for stream viewership. When all said and done, sc2 cant live up to the legacy of starcraft and it still isn't better than BW after all that time, money, effort, and development pumped into it.
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On April 21 2024 19:20 Comedy wrote:Show nested quote +On April 21 2024 18:05 KingzTig wrote:On April 21 2024 17:49 Comedy wrote:On April 21 2024 17:24 KingzTig wrote:On April 21 2024 17:02 qwerty4w wrote:On April 21 2024 10:00 KingzTig wrote:On April 21 2024 00:18 WombaT wrote:On April 20 2024 23:10 KingzTig wrote:On April 20 2024 22:45 qwerty4w wrote: Whether SC2 is a failure is depend on what the supposed goal is, to prove the RTS genre is worthy of a lot of investment at that time? It's a failure like other RTSs around that time like C&C3 and Supreme Commander. Yeah, I guess that shows how far the genre has fallen after BW and WC3 lost their audience to Dota. Sc2 just isn't enough even being the largest RTS title for more than a decade. How big do you want a game to be? IIRC it was in the top 10 selling PC games of all time with WoL, you can still find games in seconds to this day, it’s supported a pretty vibrant eSports scene for a decade+ Most games would kill for those sales and long-term interest Yeah that's my point. I was just being sarcastic that some here think sc2 was a failure and caused the decline in RTS. Does it has anything to do with my point? Blizzard started making Warcraft 3 shortly after vanilla StarCraft, and StarCraft 2 shortly after Frozen Throne. The same didn't happen after SC2, it didn't prove their RTS dev team is worthy of keeping. It's likely far less profitable than their TCG, FPS, MMORPG and looter ARPG. SC2 being the last well-funded and well-marketed RTS for a long time (Relic RTSs after DOW2 are all very half-baked at release) because business people don't think RTS is worthy of investment anymore, including Blizzard themselves. Yes because unless you have a saviour complex and hoping sc2 is the one, it shouldn't be seen as anything but a success. It is still one of the most successful RTS game ever released. Doesn't mean it can recapture all the players that have gone to MOBA nor it can create a market that ain't there. Going back to my point, I can safely say anyone thinking sc2 is a failure can have no meaningful contribution. By all matrix it is the last great RTS and even indie or AA studios dont even try to compete pretty much says it all. The genre is profitable, it's just sc2 and 1 or 2 others already captured majority % of the market. It was commercially a succes. But how can it be a true succes if it's predecessor has better gameplay? Do you people have no memory of how shitty the game release was? How bad b.net 2.0 was? Everything about sc2 was pretty damn bad if you compare it to sc1 and wc3. It took years and years before people could create meaningful communities around the game and then discord took over lol, there was just nothing in place with bnet 2.0 It was a ladder matchmaking simulator with 0 social functions. The gameplay, of course it's arguable and pretty subjective.. But even nowadays sc1 , a 25 year old game with almost zero post-development, creates better games. Go watch Snow vs Soulkey and compare it to shitty sc2 a moving + spellcasting. And people worked on this game for 10+ years after release and there were 2 major expansion packs and massive support for the game. Except everywhere outside Korea, sc2 has a larger playerbase and viewership. Gameplay itself isn't the end all be all, quite a few of fps are better than COD, FF14 is better than WOW. Winning spirit (RIP) Is better than FIFA. SF alpha 3 is generally regarded as the best game in the franchise. So no, I disagree with pretty much everything you say and not relevant at this point. BW couldn't even stood up against WC3 at most SEA pub in just less than a year. It didn't even capture most of what audience lost to MOBA or SC2 dying scene. AOE2 actually captured quite a bit of players when AOE4 struggled at the beginning. Aoe2 got an epic remake and a proper remaster. BW still has more players than aoe2 btw. But yeah, it's because of Korea. BW got a graphic update, but unfortunately that's about it. Everything else is pretty much worse than the original and unfortunately if you aren't korean, the quality of experience is a lot lower because of the peer 2 peer networking resulting in lag games for most of the world. It's unfair to compare aoe2, which got one of the best remasters of all time, to bw. Back in the day, BW had a far larger playerbase than aoe2. Even though SC2 isn't technically as good gameplay wise, it has a massive scene of esports, players, casters, orgs, and at this point 12+ years history. The problem here really is, is that sc2 wasn't bad enough. It wasn't good enough to demolish BW and make fans of BW no longer long for that game, but it also wasn't bad enough that a new generation would turn away from it and go play a 25 year old game instead with bad infrastructure and a tough learning curve. Aoe2 never had that problem. Aoe2 is kinda like BW if SC2 never came out. It had 20 years to organically grow and then got a two remasters, first a 2013 HD remake and then the 2019 full remaster which is amazing, aoe4 wasn't a thing till 2021 and then the entire scene had established itself already. BW got it's rugged pulled from under it brutally by the whole blizzard/kespa thing and then sc2 was artificially kept afloat and pumped up massively by millions of dollars and investments and 3 expansion packs. But when all said and done, it cant live up to the legacy of starcraft and it still isn't better than BW after all that time, money, effort, and development pumped into it. BW didn't just have organic growth, BW had a multiple years long scene with very few competitions. (If any)
AOE2 scene lasted because how good it is, there's only been ever one serious contender, Empire Earth.
BW would have never caught on if it was released today, let alone SC1. Especially if it weren't released by blizzard.
Hard cap unit selection on a massive battlefield that have 200 unit max supply all over the map, no worker/unit queue, poor pathing, terrible unbalanced maps, terrible unit AI etc. (Don't tell me you want to fix Goliath ai)
Meanwhile classic AOE2 would have done just as fine, because it was an extremely refined game in every area.
And again since we are talking about future of RTS, I don't see why we need to constantly be stuck at BW being the best game to follow, when it wouldn't have succeeded today (even in Korea)
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On April 21 2024 19:13 ETisME wrote:Show nested quote +On April 21 2024 18:54 Crimthand wrote:On April 21 2024 18:36 ETisME wrote:On April 21 2024 14:59 Crimthand wrote: As for singleplayer RTS vs multiplayer RTS, I am not saying one would be more popular than the other. But so far, all RTS games have been made to be single player games, with a multiplayer mode tucked on. No game was designed from the ground to be multiplayer only. At least no game I am aware of. I am sure there could be some niche indie game that did. Of course less people are going to play the multiplayer mode if multiplayer is just a secondary game mode that is just spun off from the single player game mode.
But we have these devs talking about how it is their ambition to make a multiplayer 1vs1 RTS game. But then they just copy a single player RTS game, like SC BW, and strip away a bunch of stuff they call 'mundane', add QoL that reduce mass clicking because 'mass clicking isn't fun' and 'to free up more time for strategy'. While also adding no new innovations to gameplay. And then they say it is the next iteration of RTS.
To David Kim's credit though, he is literally the first person to at least talk about thinking about how game design affects multiplayer game states. And therefore strategy and decision making. This seems like the most basic idea, but I have never heard anyone in the SC2 development talk about this. And no one either for Stormgate. I don't think it is necessary to have a complete different design for multiplayer focused RTS. Of course it isn't necessary. You could copy SC BW as much as possible. Which by chance got a very good formula. But why not use the knowledge learned in 25 years of SC BW RTS about what makes 1vs1 multiplayer RTS fun to play or watch? Why not re-evaluate core gameplay design features that were decided upon for lore/setting/immersion reasons, and ask yourself if they are actually the best choice for getting the best 1vs1 RTS possible. You could also just test it out. Make a simple RTS. And change some core elements about it, trying to find the best choice for 1vs1 play. For example, is having 2 resources the best choice? With one being used more often, and each race having a few buildings and 1 unit which only uses resource A? Is that really the best? Is it better to have just 1 resource? Or should you have 2 resources that are not tiered, but work in parallel? Should there be transmutation between different resources? Or not at all. All these things were originally picked in C&C and WC & SC for lore reasons. Not even for single player gameplay reasons. How these choices would affect multiplayer was not even thought about. I don't see Stormgate devs come out and say this "Hey, we have 150 combined years of RTS experience on our dev team. At the start, we had a brainstorm session about resource systems. And we specifically picked a system to give rich gameplay, multiple strategies. This is our system, so since we explained it, you can now appreciate how it can be superior to SC BW. But also mathematically validated this model to be superior with our game theory expert. We even put out a research paper on it. And we proved to ourselves by just playing our games internally that indeed this resource system is more fun. This is our competitive advantage and why our game will be the a quantum leap for RTS. And we also plan to apply this same design philosophy to other elements of the game. these already exists. AOE has multiple resources type, tradable and resources nodes are all over the map, and have multiple winning conditions.
You literally aren't even reading. Why even respond? AoE were completely lore-based single player games. Who learned nothing from SC BW or competitive 1vs1. AoE is literally the opposite of what I am talking about. Just stop!
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On April 21 2024 19:36 Crimthand wrote:Show nested quote +On April 21 2024 19:13 ETisME wrote:On April 21 2024 18:54 Crimthand wrote:On April 21 2024 18:36 ETisME wrote:On April 21 2024 14:59 Crimthand wrote: As for singleplayer RTS vs multiplayer RTS, I am not saying one would be more popular than the other. But so far, all RTS games have been made to be single player games, with a multiplayer mode tucked on. No game was designed from the ground to be multiplayer only. At least no game I am aware of. I am sure there could be some niche indie game that did. Of course less people are going to play the multiplayer mode if multiplayer is just a secondary game mode that is just spun off from the single player game mode.
But we have these devs talking about how it is their ambition to make a multiplayer 1vs1 RTS game. But then they just copy a single player RTS game, like SC BW, and strip away a bunch of stuff they call 'mundane', add QoL that reduce mass clicking because 'mass clicking isn't fun' and 'to free up more time for strategy'. While also adding no new innovations to gameplay. And then they say it is the next iteration of RTS.
To David Kim's credit though, he is literally the first person to at least talk about thinking about how game design affects multiplayer game states. And therefore strategy and decision making. This seems like the most basic idea, but I have never heard anyone in the SC2 development talk about this. And no one either for Stormgate. I don't think it is necessary to have a complete different design for multiplayer focused RTS. Of course it isn't necessary. You could copy SC BW as much as possible. Which by chance got a very good formula. But why not use the knowledge learned in 25 years of SC BW RTS about what makes 1vs1 multiplayer RTS fun to play or watch? Why not re-evaluate core gameplay design features that were decided upon for lore/setting/immersion reasons, and ask yourself if they are actually the best choice for getting the best 1vs1 RTS possible. You could also just test it out. Make a simple RTS. And change some core elements about it, trying to find the best choice for 1vs1 play. For example, is having 2 resources the best choice? With one being used more often, and each race having a few buildings and 1 unit which only uses resource A? Is that really the best? Is it better to have just 1 resource? Or should you have 2 resources that are not tiered, but work in parallel? Should there be transmutation between different resources? Or not at all. All these things were originally picked in C&C and WC & SC for lore reasons. Not even for single player gameplay reasons. How these choices would affect multiplayer was not even thought about. I don't see Stormgate devs come out and say this "Hey, we have 150 combined years of RTS experience on our dev team. At the start, we had a brainstorm session about resource systems. And we specifically picked a system to give rich gameplay, multiple strategies. This is our system, so since we explained it, you can now appreciate how it can be superior to SC BW. But also mathematically validated this model to be superior with our game theory expert. We even put out a research paper on it. And we proved to ourselves by just playing our games internally that indeed this resource system is more fun. This is our competitive advantage and why our game will be the a quantum leap for RTS. And we also plan to apply this same design philosophy to other elements of the game. these already exists. AOE has multiple resources type, tradable and resources nodes are all over the map, and have multiple winning conditions. You literally aren't even reading. Why even respond? AoE were completely lore-based single player games. Who learned nothing from SC BW or competitive 1vs1. AoE is literally the opposite of what I am talking about. Just stop! i won't disagree, I don't understand why we need to be concerned about whether the resources are tied to lore or not. Like what's your concern about it and how would not lore-based make it better? why we should care if the engine in f-zero is lore accurate or not.
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On April 21 2024 19:39 ETisME wrote:Show nested quote +On April 21 2024 19:36 Crimthand wrote:On April 21 2024 19:13 ETisME wrote:On April 21 2024 18:54 Crimthand wrote:On April 21 2024 18:36 ETisME wrote:On April 21 2024 14:59 Crimthand wrote: As for singleplayer RTS vs multiplayer RTS, I am not saying one would be more popular than the other. But so far, all RTS games have been made to be single player games, with a multiplayer mode tucked on. No game was designed from the ground to be multiplayer only. At least no game I am aware of. I am sure there could be some niche indie game that did. Of course less people are going to play the multiplayer mode if multiplayer is just a secondary game mode that is just spun off from the single player game mode.
But we have these devs talking about how it is their ambition to make a multiplayer 1vs1 RTS game. But then they just copy a single player RTS game, like SC BW, and strip away a bunch of stuff they call 'mundane', add QoL that reduce mass clicking because 'mass clicking isn't fun' and 'to free up more time for strategy'. While also adding no new innovations to gameplay. And then they say it is the next iteration of RTS.
To David Kim's credit though, he is literally the first person to at least talk about thinking about how game design affects multiplayer game states. And therefore strategy and decision making. This seems like the most basic idea, but I have never heard anyone in the SC2 development talk about this. And no one either for Stormgate. I don't think it is necessary to have a complete different design for multiplayer focused RTS. Of course it isn't necessary. You could copy SC BW as much as possible. Which by chance got a very good formula. But why not use the knowledge learned in 25 years of SC BW RTS about what makes 1vs1 multiplayer RTS fun to play or watch? Why not re-evaluate core gameplay design features that were decided upon for lore/setting/immersion reasons, and ask yourself if they are actually the best choice for getting the best 1vs1 RTS possible. You could also just test it out. Make a simple RTS. And change some core elements about it, trying to find the best choice for 1vs1 play. For example, is having 2 resources the best choice? With one being used more often, and each race having a few buildings and 1 unit which only uses resource A? Is that really the best? Is it better to have just 1 resource? Or should you have 2 resources that are not tiered, but work in parallel? Should there be transmutation between different resources? Or not at all. All these things were originally picked in C&C and WC & SC for lore reasons. Not even for single player gameplay reasons. How these choices would affect multiplayer was not even thought about. I don't see Stormgate devs come out and say this "Hey, we have 150 combined years of RTS experience on our dev team. At the start, we had a brainstorm session about resource systems. And we specifically picked a system to give rich gameplay, multiple strategies. This is our system, so since we explained it, you can now appreciate how it can be superior to SC BW. But also mathematically validated this model to be superior with our game theory expert. We even put out a research paper on it. And we proved to ourselves by just playing our games internally that indeed this resource system is more fun. This is our competitive advantage and why our game will be the a quantum leap for RTS. And we also plan to apply this same design philosophy to other elements of the game. these already exists. AOE has multiple resources type, tradable and resources nodes are all over the map, and have multiple winning conditions. You literally aren't even reading. Why even respond? AoE were completely lore-based single player games. Who learned nothing from SC BW or competitive 1vs1. AoE is literally the opposite of what I am talking about. Just stop! i won't disagree, I don't understand why we need to be concerned about whether the resources are tied to lore or not. Like what's your concerned about it. why we should care if the engine in f-zero is lore accurate or not.
What?! How can you just not get this. You are designing a game. You either design a game based on what makes sense inside your lore. Or you design a game based on what gives the best gameplay. I know you don't care. You are an idiot. That's well established now. You either add resources based on: "Ok to build buildings, we need wood, and stone. Wood grows in forests all over the place. Stone in quarries with are further away and more rare. And a house needs more wood than stone. And to build units, we need food. We can collect food from berry bushes, or from schools of fishes in that river, or from hunting game."
Great! You have a game. But the way your game plays in 1vs1 is decided completely randomly. If your game is fun to play or not in 1vs1 multiplayer is completely random. You have no vision of how an RTS should play or why it is fun You just haphazardly stitch together what appears to make sense.
In contrast, you can decide this. "Ok, we need a basic resource. And resources need to be collected by a worker unit. Then, we need two other types of resources. One is collected further away by the same worker unit. And one should be collected by a specialized worker unit. This because it gives strategies and emergent gameplay. Ok, now we decide on what lore to add to this. Resource 1 is energy. And it is collected from magma pools. You either can collect the rough magma at a slow rate, or build a building on top of it, and collect it at a faster rate because now you can use 3 workers on 1 patch instead of 2. Then, we need to collect metal ores. These are always at points outside the base of the player. Because that gives strategy. Then the last resource is some form of crystal. And it is so hard, you need a special worker for it.
OK, let's playtest this basic setup and see if that makes sense for giving exciting rich 1vs1 play. Oh, turns out it doesn't. We need to put the iron ore closer to the base. And the crystal ore can be futher away, but let's have that one collect in bursts, rather than steady income. Yes, that works. Now the game is more fun. Ok, great. Now let's apply the same thinking to the basic units."
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On April 21 2024 19:30 KingzTig wrote:Show nested quote +On April 21 2024 19:20 Comedy wrote:On April 21 2024 18:05 KingzTig wrote:On April 21 2024 17:49 Comedy wrote:On April 21 2024 17:24 KingzTig wrote:On April 21 2024 17:02 qwerty4w wrote:On April 21 2024 10:00 KingzTig wrote:On April 21 2024 00:18 WombaT wrote:On April 20 2024 23:10 KingzTig wrote:On April 20 2024 22:45 qwerty4w wrote: Whether SC2 is a failure is depend on what the supposed goal is, to prove the RTS genre is worthy of a lot of investment at that time? It's a failure like other RTSs around that time like C&C3 and Supreme Commander. Yeah, I guess that shows how far the genre has fallen after BW and WC3 lost their audience to Dota. Sc2 just isn't enough even being the largest RTS title for more than a decade. How big do you want a game to be? IIRC it was in the top 10 selling PC games of all time with WoL, you can still find games in seconds to this day, it’s supported a pretty vibrant eSports scene for a decade+ Most games would kill for those sales and long-term interest Yeah that's my point. I was just being sarcastic that some here think sc2 was a failure and caused the decline in RTS. Does it has anything to do with my point? Blizzard started making Warcraft 3 shortly after vanilla StarCraft, and StarCraft 2 shortly after Frozen Throne. The same didn't happen after SC2, it didn't prove their RTS dev team is worthy of keeping. It's likely far less profitable than their TCG, FPS, MMORPG and looter ARPG. SC2 being the last well-funded and well-marketed RTS for a long time (Relic RTSs after DOW2 are all very half-baked at release) because business people don't think RTS is worthy of investment anymore, including Blizzard themselves. Yes because unless you have a saviour complex and hoping sc2 is the one, it shouldn't be seen as anything but a success. It is still one of the most successful RTS game ever released. Doesn't mean it can recapture all the players that have gone to MOBA nor it can create a market that ain't there. Going back to my point, I can safely say anyone thinking sc2 is a failure can have no meaningful contribution. By all matrix it is the last great RTS and even indie or AA studios dont even try to compete pretty much says it all. The genre is profitable, it's just sc2 and 1 or 2 others already captured majority % of the market. It was commercially a succes. But how can it be a true succes if it's predecessor has better gameplay? Do you people have no memory of how shitty the game release was? How bad b.net 2.0 was? Everything about sc2 was pretty damn bad if you compare it to sc1 and wc3. It took years and years before people could create meaningful communities around the game and then discord took over lol, there was just nothing in place with bnet 2.0 It was a ladder matchmaking simulator with 0 social functions. The gameplay, of course it's arguable and pretty subjective.. But even nowadays sc1 , a 25 year old game with almost zero post-development, creates better games. Go watch Snow vs Soulkey and compare it to shitty sc2 a moving + spellcasting. And people worked on this game for 10+ years after release and there were 2 major expansion packs and massive support for the game. Except everywhere outside Korea, sc2 has a larger playerbase and viewership. Gameplay itself isn't the end all be all, quite a few of fps are better than COD, FF14 is better than WOW. Winning spirit (RIP) Is better than FIFA. SF alpha 3 is generally regarded as the best game in the franchise. So no, I disagree with pretty much everything you say and not relevant at this point. BW couldn't even stood up against WC3 at most SEA pub in just less than a year. It didn't even capture most of what audience lost to MOBA or SC2 dying scene. AOE2 actually captured quite a bit of players when AOE4 struggled at the beginning. Aoe2 got an epic remake and a proper remaster. BW still has more players than aoe2 btw. But yeah, it's because of Korea. BW got a graphic update, but unfortunately that's about it. Everything else is pretty much worse than the original and unfortunately if you aren't korean, the quality of experience is a lot lower because of the peer 2 peer networking resulting in lag games for most of the world. It's unfair to compare aoe2, which got one of the best remasters of all time, to bw. Back in the day, BW had a far larger playerbase than aoe2. Even though SC2 isn't technically as good gameplay wise, it has a massive scene of esports, players, casters, orgs, and at this point 12+ years history. The problem here really is, is that sc2 wasn't bad enough. It wasn't good enough to demolish BW and make fans of BW no longer long for that game, but it also wasn't bad enough that a new generation would turn away from it and go play a 25 year old game instead with bad infrastructure and a tough learning curve. Aoe2 never had that problem. Aoe2 is kinda like BW if SC2 never came out. It had 20 years to organically grow and then got a two remasters, first a 2013 HD remake and then the 2019 full remaster which is amazing, aoe4 wasn't a thing till 2021 and then the entire scene had established itself already. BW got it's rugged pulled from under it brutally by the whole blizzard/kespa thing and then sc2 was artificially kept afloat and pumped up massively by millions of dollars and investments and 3 expansion packs. But when all said and done, it cant live up to the legacy of starcraft and it still isn't better than BW after all that time, money, effort, and development pumped into it. BW didn't just have organic growth, BW had a multiple years long scene with very few competitions. (If any) AOE2 scene lasted because how good it is, there's only been ever one serious contender, Empire Earth. BW would have never caught on if it was released today, let alone SC1. Especially if it weren't released by blizzard. Hard cap unit selection on a massive battlefield that have 200 unit max supply all over the map, no worker/unit queue, poor pathing, terrible unbalanced maps, terrible unit AI etc. (Don't tell me you want to fix Goliath ai) Meanwhile classic AOE2 would have done just as fine, because it was an extremely refined game in every area. And again since we are talking about future of RTS, I don't see why we need to constantly be stuck at BW being the best game to follow, when it wouldn't have succeeded today (even in Korea)
You dont understand one game, and seem to be a big fan of aoe2. I dont know much about aoe2, but likely more than you know about BW, and I will say it's a great game. I'll drop the discussion from here, I said what I wanted to say.
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On April 21 2024 19:51 Crimthand wrote:Show nested quote +On April 21 2024 19:39 ETisME wrote:On April 21 2024 19:36 Crimthand wrote:On April 21 2024 19:13 ETisME wrote:On April 21 2024 18:54 Crimthand wrote:On April 21 2024 18:36 ETisME wrote:On April 21 2024 14:59 Crimthand wrote: As for singleplayer RTS vs multiplayer RTS, I am not saying one would be more popular than the other. But so far, all RTS games have been made to be single player games, with a multiplayer mode tucked on. No game was designed from the ground to be multiplayer only. At least no game I am aware of. I am sure there could be some niche indie game that did. Of course less people are going to play the multiplayer mode if multiplayer is just a secondary game mode that is just spun off from the single player game mode.
But we have these devs talking about how it is their ambition to make a multiplayer 1vs1 RTS game. But then they just copy a single player RTS game, like SC BW, and strip away a bunch of stuff they call 'mundane', add QoL that reduce mass clicking because 'mass clicking isn't fun' and 'to free up more time for strategy'. While also adding no new innovations to gameplay. And then they say it is the next iteration of RTS.
To David Kim's credit though, he is literally the first person to at least talk about thinking about how game design affects multiplayer game states. And therefore strategy and decision making. This seems like the most basic idea, but I have never heard anyone in the SC2 development talk about this. And no one either for Stormgate. I don't think it is necessary to have a complete different design for multiplayer focused RTS. Of course it isn't necessary. You could copy SC BW as much as possible. Which by chance got a very good formula. But why not use the knowledge learned in 25 years of SC BW RTS about what makes 1vs1 multiplayer RTS fun to play or watch? Why not re-evaluate core gameplay design features that were decided upon for lore/setting/immersion reasons, and ask yourself if they are actually the best choice for getting the best 1vs1 RTS possible. You could also just test it out. Make a simple RTS. And change some core elements about it, trying to find the best choice for 1vs1 play. For example, is having 2 resources the best choice? With one being used more often, and each race having a few buildings and 1 unit which only uses resource A? Is that really the best? Is it better to have just 1 resource? Or should you have 2 resources that are not tiered, but work in parallel? Should there be transmutation between different resources? Or not at all. All these things were originally picked in C&C and WC & SC for lore reasons. Not even for single player gameplay reasons. How these choices would affect multiplayer was not even thought about. I don't see Stormgate devs come out and say this "Hey, we have 150 combined years of RTS experience on our dev team. At the start, we had a brainstorm session about resource systems. And we specifically picked a system to give rich gameplay, multiple strategies. This is our system, so since we explained it, you can now appreciate how it can be superior to SC BW. But also mathematically validated this model to be superior with our game theory expert. We even put out a research paper on it. And we proved to ourselves by just playing our games internally that indeed this resource system is more fun. This is our competitive advantage and why our game will be the a quantum leap for RTS. And we also plan to apply this same design philosophy to other elements of the game. these already exists. AOE has multiple resources type, tradable and resources nodes are all over the map, and have multiple winning conditions. You literally aren't even reading. Why even respond? AoE were completely lore-based single player games. Who learned nothing from SC BW or competitive 1vs1. AoE is literally the opposite of what I am talking about. Just stop! i won't disagree, I don't understand why we need to be concerned about whether the resources are tied to lore or not. Like what's your concerned about it. why we should care if the engine in f-zero is lore accurate or not. What?! How can you just not get this. You are designing a game. You either design a game based on what makes sense inside your lore. Or you design a game based on what gives the best gameplay. I know you don't care. You are an idiot. That's well established now. You either add resources based on: "Ok to build buildings, we need wood, and stone. Wood grows in forests all over the place. Stone in quarries with are further away and more rare. And a house needs more wood than stone. And to build units, we need food. We can collect food from berry bushes, or from schools of fishes in that river, or from hunting game." Great! You have a game. But the way your game plays in 1vs1 is decided completely randomly. If your game is fun to play or not in 1vs1 multiplayer is completely random. You have no vision of how an RTS should play or why it is fun You just haphazardly stitch together what appears to make sense. In contrast, you can decide this. "Ok, we need a basic resource. And resources need to be collected by a worker unit. Then, we need two other types of resources. One is collected further away by the same worker unit. And one should be collected by a specialized worker unit. This because it gives strategies and emergent gameplay. Ok, now we decide on what lore to add to this. Resource 1 is energy. And it is collected from magma pools. You either can collect the rough magma at a slow rate, or build a building on top of it, and collect it at a faster rate because now you can use 3 workers on 1 patch instead of 2. Then, we need to collect metal ores. These are always at points outside the base of the player. Because that gives strategy. Then the last resource is some form of crystal. And it is so hard, you need a special worker for it. OK, let's playtest this basic setup and see if that makes sense for giving exciting rich 1vs1 play. Oh, turns out it doesn't. We need to put the iron ore closer to the base. And the crystal ore can be futher away, but let's have that one collect in bursts, rather than steady income. Yes, that works. Now the game is more fun. Ok, great. Now let's apply the same thinking to the basic units." You can throw insults all you want but it's all just random babbling, because quite literally all the game already has these in mind.
Do you seriously think AOE has fishing/hunting/farming/bush/sheep because it's more lore accurate and not because each of them adds to the gameplay? Why do you think sheep is spread around and needs to be found and herd back to base? They quite literally removed coal from AOE3 even though that would be lore accurate? Where's gun powder then? What about water supply? Are they not needed to be lore accurate?
In AOE series, where resource nodes are, how spread out they are actually matters a ton in the gameplay, they aren't there for the sake of lore accurate, how delusion is that.
Or more importantly, that's pretty much the fundamental design for all RTS games, because resource nodes, distance and what they are for (and if even needed to be included at all) matters
Why do you think zerospace has their standard resources node in base, while high yield are dropped around the map and also xp towers. What's the lore behind it?
Or how resources are gathered in COH, do you think it is lore accurate for an army unit to capture a point to get munitions and fuel without a factory on top to extract and refine and build resources?
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On April 21 2024 19:51 Comedy wrote:Show nested quote +On April 21 2024 19:30 KingzTig wrote:On April 21 2024 19:20 Comedy wrote:On April 21 2024 18:05 KingzTig wrote:On April 21 2024 17:49 Comedy wrote:On April 21 2024 17:24 KingzTig wrote:On April 21 2024 17:02 qwerty4w wrote:On April 21 2024 10:00 KingzTig wrote:On April 21 2024 00:18 WombaT wrote:On April 20 2024 23:10 KingzTig wrote: [quote] Yeah, I guess that shows how far the genre has fallen after BW and WC3 lost their audience to Dota. Sc2 just isn't enough even being the largest RTS title for more than a decade. How big do you want a game to be? IIRC it was in the top 10 selling PC games of all time with WoL, you can still find games in seconds to this day, it’s supported a pretty vibrant eSports scene for a decade+ Most games would kill for those sales and long-term interest Yeah that's my point. I was just being sarcastic that some here think sc2 was a failure and caused the decline in RTS. Does it has anything to do with my point? Blizzard started making Warcraft 3 shortly after vanilla StarCraft, and StarCraft 2 shortly after Frozen Throne. The same didn't happen after SC2, it didn't prove their RTS dev team is worthy of keeping. It's likely far less profitable than their TCG, FPS, MMORPG and looter ARPG. SC2 being the last well-funded and well-marketed RTS for a long time (Relic RTSs after DOW2 are all very half-baked at release) because business people don't think RTS is worthy of investment anymore, including Blizzard themselves. Yes because unless you have a saviour complex and hoping sc2 is the one, it shouldn't be seen as anything but a success. It is still one of the most successful RTS game ever released. Doesn't mean it can recapture all the players that have gone to MOBA nor it can create a market that ain't there. Going back to my point, I can safely say anyone thinking sc2 is a failure can have no meaningful contribution. By all matrix it is the last great RTS and even indie or AA studios dont even try to compete pretty much says it all. The genre is profitable, it's just sc2 and 1 or 2 others already captured majority % of the market. It was commercially a succes. But how can it be a true succes if it's predecessor has better gameplay? Do you people have no memory of how shitty the game release was? How bad b.net 2.0 was? Everything about sc2 was pretty damn bad if you compare it to sc1 and wc3. It took years and years before people could create meaningful communities around the game and then discord took over lol, there was just nothing in place with bnet 2.0 It was a ladder matchmaking simulator with 0 social functions. The gameplay, of course it's arguable and pretty subjective.. But even nowadays sc1 , a 25 year old game with almost zero post-development, creates better games. Go watch Snow vs Soulkey and compare it to shitty sc2 a moving + spellcasting. And people worked on this game for 10+ years after release and there were 2 major expansion packs and massive support for the game. Except everywhere outside Korea, sc2 has a larger playerbase and viewership. Gameplay itself isn't the end all be all, quite a few of fps are better than COD, FF14 is better than WOW. Winning spirit (RIP) Is better than FIFA. SF alpha 3 is generally regarded as the best game in the franchise. So no, I disagree with pretty much everything you say and not relevant at this point. BW couldn't even stood up against WC3 at most SEA pub in just less than a year. It didn't even capture most of what audience lost to MOBA or SC2 dying scene. AOE2 actually captured quite a bit of players when AOE4 struggled at the beginning. Aoe2 got an epic remake and a proper remaster. BW still has more players than aoe2 btw. But yeah, it's because of Korea. BW got a graphic update, but unfortunately that's about it. Everything else is pretty much worse than the original and unfortunately if you aren't korean, the quality of experience is a lot lower because of the peer 2 peer networking resulting in lag games for most of the world. It's unfair to compare aoe2, which got one of the best remasters of all time, to bw. Back in the day, BW had a far larger playerbase than aoe2. Even though SC2 isn't technically as good gameplay wise, it has a massive scene of esports, players, casters, orgs, and at this point 12+ years history. The problem here really is, is that sc2 wasn't bad enough. It wasn't good enough to demolish BW and make fans of BW no longer long for that game, but it also wasn't bad enough that a new generation would turn away from it and go play a 25 year old game instead with bad infrastructure and a tough learning curve. Aoe2 never had that problem. Aoe2 is kinda like BW if SC2 never came out. It had 20 years to organically grow and then got a two remasters, first a 2013 HD remake and then the 2019 full remaster which is amazing, aoe4 wasn't a thing till 2021 and then the entire scene had established itself already. BW got it's rugged pulled from under it brutally by the whole blizzard/kespa thing and then sc2 was artificially kept afloat and pumped up massively by millions of dollars and investments and 3 expansion packs. But when all said and done, it cant live up to the legacy of starcraft and it still isn't better than BW after all that time, money, effort, and development pumped into it. BW didn't just have organic growth, BW had a multiple years long scene with very few competitions. (If any) AOE2 scene lasted because how good it is, there's only been ever one serious contender, Empire Earth. BW would have never caught on if it was released today, let alone SC1. Especially if it weren't released by blizzard. Hard cap unit selection on a massive battlefield that have 200 unit max supply all over the map, no worker/unit queue, poor pathing, terrible unbalanced maps, terrible unit AI etc. (Don't tell me you want to fix Goliath ai) Meanwhile classic AOE2 would have done just as fine, because it was an extremely refined game in every area. And again since we are talking about future of RTS, I don't see why we need to constantly be stuck at BW being the best game to follow, when it wouldn't have succeeded today (even in Korea) You dont understand one game, and seem to be a big fan of aoe2. I dont know much about aoe2, but likely more than you know about BW, and I will say it's a great game. I'll drop the discussion from here, I said what I wanted to say. I would be very shocked if you truely think SC1 at v1.0 would have done well if it was released today.
It's a great game because it has been developing under a greenhouse and a striving RTS scene back then, and also without an indie scene that would have removed the popularity of custom maps.
It's also why once WC3 was released, most pubs you go uld have already moved on from BW, except SK. And that was before Dota took over everything.
That's the harsh reality most BW players don't see and clinging on their game as if the entire gaming environment is still the same.
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On April 21 2024 19:30 KingzTig wrote:Show nested quote +On April 21 2024 19:20 Comedy wrote:On April 21 2024 18:05 KingzTig wrote:On April 21 2024 17:49 Comedy wrote:On April 21 2024 17:24 KingzTig wrote:On April 21 2024 17:02 qwerty4w wrote:On April 21 2024 10:00 KingzTig wrote:On April 21 2024 00:18 WombaT wrote:On April 20 2024 23:10 KingzTig wrote:On April 20 2024 22:45 qwerty4w wrote: Whether SC2 is a failure is depend on what the supposed goal is, to prove the RTS genre is worthy of a lot of investment at that time? It's a failure like other RTSs around that time like C&C3 and Supreme Commander. Yeah, I guess that shows how far the genre has fallen after BW and WC3 lost their audience to Dota. Sc2 just isn't enough even being the largest RTS title for more than a decade. How big do you want a game to be? IIRC it was in the top 10 selling PC games of all time with WoL, you can still find games in seconds to this day, it’s supported a pretty vibrant eSports scene for a decade+ Most games would kill for those sales and long-term interest Yeah that's my point. I was just being sarcastic that some here think sc2 was a failure and caused the decline in RTS. Does it has anything to do with my point? Blizzard started making Warcraft 3 shortly after vanilla StarCraft, and StarCraft 2 shortly after Frozen Throne. The same didn't happen after SC2, it didn't prove their RTS dev team is worthy of keeping. It's likely far less profitable than their TCG, FPS, MMORPG and looter ARPG. SC2 being the last well-funded and well-marketed RTS for a long time (Relic RTSs after DOW2 are all very half-baked at release) because business people don't think RTS is worthy of investment anymore, including Blizzard themselves. Yes because unless you have a saviour complex and hoping sc2 is the one, it shouldn't be seen as anything but a success. It is still one of the most successful RTS game ever released. Doesn't mean it can recapture all the players that have gone to MOBA nor it can create a market that ain't there. Going back to my point, I can safely say anyone thinking sc2 is a failure can have no meaningful contribution. By all matrix it is the last great RTS and even indie or AA studios dont even try to compete pretty much says it all. The genre is profitable, it's just sc2 and 1 or 2 others already captured majority % of the market. It was commercially a succes. But how can it be a true succes if it's predecessor has better gameplay? Do you people have no memory of how shitty the game release was? How bad b.net 2.0 was? Everything about sc2 was pretty damn bad if you compare it to sc1 and wc3. It took years and years before people could create meaningful communities around the game and then discord took over lol, there was just nothing in place with bnet 2.0 It was a ladder matchmaking simulator with 0 social functions. The gameplay, of course it's arguable and pretty subjective.. But even nowadays sc1 , a 25 year old game with almost zero post-development, creates better games. Go watch Snow vs Soulkey and compare it to shitty sc2 a moving + spellcasting. And people worked on this game for 10+ years after release and there were 2 major expansion packs and massive support for the game. Except everywhere outside Korea, sc2 has a larger playerbase and viewership. Gameplay itself isn't the end all be all, quite a few of fps are better than COD, FF14 is better than WOW. Winning spirit (RIP) Is better than FIFA. SF alpha 3 is generally regarded as the best game in the franchise. So no, I disagree with pretty much everything you say and not relevant at this point. BW couldn't even stood up against WC3 at most SEA pub in just less than a year. It didn't even capture most of what audience lost to MOBA or SC2 dying scene. AOE2 actually captured quite a bit of players when AOE4 struggled at the beginning. Aoe2 got an epic remake and a proper remaster. BW still has more players than aoe2 btw. But yeah, it's because of Korea. BW got a graphic update, but unfortunately that's about it. Everything else is pretty much worse than the original and unfortunately if you aren't korean, the quality of experience is a lot lower because of the peer 2 peer networking resulting in lag games for most of the world. It's unfair to compare aoe2, which got one of the best remasters of all time, to bw. Back in the day, BW had a far larger playerbase than aoe2. Even though SC2 isn't technically as good gameplay wise, it has a massive scene of esports, players, casters, orgs, and at this point 12+ years history. The problem here really is, is that sc2 wasn't bad enough. It wasn't good enough to demolish BW and make fans of BW no longer long for that game, but it also wasn't bad enough that a new generation would turn away from it and go play a 25 year old game instead with bad infrastructure and a tough learning curve. Aoe2 never had that problem. Aoe2 is kinda like BW if SC2 never came out. It had 20 years to organically grow and then got a two remasters, first a 2013 HD remake and then the 2019 full remaster which is amazing, aoe4 wasn't a thing till 2021 and then the entire scene had established itself already. BW got it's rugged pulled from under it brutally by the whole blizzard/kespa thing and then sc2 was artificially kept afloat and pumped up massively by millions of dollars and investments and 3 expansion packs. But when all said and done, it cant live up to the legacy of starcraft and it still isn't better than BW after all that time, money, effort, and development pumped into it. ... BW would have never caught on if it was released today, let alone SC1. Especially if it weren't released by blizzard. Hard cap unit selection on a massive battlefield that have 200 unit max supply all over the map, no worker/unit queue, poor pathing, terrible unbalanced maps, terrible unit AI etc. (Don't tell me you want to fix Goliath ai) Meanwhile classic AOE2 would have done just as fine, because it was an extremely refined game in every area. ...
Your complaints about classic sc1 are mostly valid, but you are looking at classic AOE2 through rose-tinted glasses. The game had some serious issues back in the day (and still does to some extent). Stuff like farms felt like a chore - you had to manually remake them every time they expired. In a game where you would have anywhere from 15 to 60 farms in the mid to late-game, there were a whole lot of clicks required. (even more so for civs that were missing some farm upgrades). Age of kings introduced the (15?) farm queue in the mill. The auto-seed option was introduced waaay later (definitive edition I believe). Then you had some annoying stuff like attack move not being a feature in classic AOE2. I don't even remember how many expansions later it was added to the game... But the down right infuriating things about classic AOE2 are hands down pathing and unit AI. Melee units in a clump will basically not engage enemy units if left alone. Out of 10 aggroed units 2 will engage the nearest enemy target while the remaining ones will run around getting slaughtered while trying to reach a unreachable unit. The problem only gets worse the more melee units you have in your clump. And the issue will regularly re-appear in an engagement because after killing a unit, your melee unit is not unlikely to start running around in circles because it decided to target a unit that it cannot reach instead of the closest reachable enemy. This targeting problem is still present in the current iteration of AOE2... I assume that hardcore AOE2 players are used to it and have some techniques to mitigate the issue, but for somebody who is used to 1a2a3a in BW and have all units actually attack, the AOE2 ai feels horrible. Oh, and pathing in AOE2 has its own set of extremely frustrating issues. The regrouping that AOE2 always does when you try to move more than a single unit is absolutely horrible. Telling your units to move forward and seeing them move backwards instead so they can regroup, would make anyone want to pull their hair out. Depending on how your units are spread, you may get to see some unit move what feels like half a screen in the wrong direction before starting to move in the correct one. And even when your units are already in a clump, they will regroup backwards every time you give them a move order... and even when you don't give them further orders, they will randomly regroup backwards while walking forward... AOE2 is a great game but complaing about starcraft pathing and ai while calling AOE2 "extremely refined" is not only biased but simply outrageous.
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On April 21 2024 21:30 ggrrg wrote:Show nested quote +On April 21 2024 19:30 KingzTig wrote:On April 21 2024 19:20 Comedy wrote:On April 21 2024 18:05 KingzTig wrote:On April 21 2024 17:49 Comedy wrote:On April 21 2024 17:24 KingzTig wrote:On April 21 2024 17:02 qwerty4w wrote:On April 21 2024 10:00 KingzTig wrote:On April 21 2024 00:18 WombaT wrote:On April 20 2024 23:10 KingzTig wrote: [quote] Yeah, I guess that shows how far the genre has fallen after BW and WC3 lost their audience to Dota. Sc2 just isn't enough even being the largest RTS title for more than a decade. How big do you want a game to be? IIRC it was in the top 10 selling PC games of all time with WoL, you can still find games in seconds to this day, it’s supported a pretty vibrant eSports scene for a decade+ Most games would kill for those sales and long-term interest Yeah that's my point. I was just being sarcastic that some here think sc2 was a failure and caused the decline in RTS. Does it has anything to do with my point? Blizzard started making Warcraft 3 shortly after vanilla StarCraft, and StarCraft 2 shortly after Frozen Throne. The same didn't happen after SC2, it didn't prove their RTS dev team is worthy of keeping. It's likely far less profitable than their TCG, FPS, MMORPG and looter ARPG. SC2 being the last well-funded and well-marketed RTS for a long time (Relic RTSs after DOW2 are all very half-baked at release) because business people don't think RTS is worthy of investment anymore, including Blizzard themselves. Yes because unless you have a saviour complex and hoping sc2 is the one, it shouldn't be seen as anything but a success. It is still one of the most successful RTS game ever released. Doesn't mean it can recapture all the players that have gone to MOBA nor it can create a market that ain't there. Going back to my point, I can safely say anyone thinking sc2 is a failure can have no meaningful contribution. By all matrix it is the last great RTS and even indie or AA studios dont even try to compete pretty much says it all. The genre is profitable, it's just sc2 and 1 or 2 others already captured majority % of the market. It was commercially a succes. But how can it be a true succes if it's predecessor has better gameplay? Do you people have no memory of how shitty the game release was? How bad b.net 2.0 was? Everything about sc2 was pretty damn bad if you compare it to sc1 and wc3. It took years and years before people could create meaningful communities around the game and then discord took over lol, there was just nothing in place with bnet 2.0 It was a ladder matchmaking simulator with 0 social functions. The gameplay, of course it's arguable and pretty subjective.. But even nowadays sc1 , a 25 year old game with almost zero post-development, creates better games. Go watch Snow vs Soulkey and compare it to shitty sc2 a moving + spellcasting. And people worked on this game for 10+ years after release and there were 2 major expansion packs and massive support for the game. Except everywhere outside Korea, sc2 has a larger playerbase and viewership. Gameplay itself isn't the end all be all, quite a few of fps are better than COD, FF14 is better than WOW. Winning spirit (RIP) Is better than FIFA. SF alpha 3 is generally regarded as the best game in the franchise. So no, I disagree with pretty much everything you say and not relevant at this point. BW couldn't even stood up against WC3 at most SEA pub in just less than a year. It didn't even capture most of what audience lost to MOBA or SC2 dying scene. AOE2 actually captured quite a bit of players when AOE4 struggled at the beginning. Aoe2 got an epic remake and a proper remaster. BW still has more players than aoe2 btw. But yeah, it's because of Korea. BW got a graphic update, but unfortunately that's about it. Everything else is pretty much worse than the original and unfortunately if you aren't korean, the quality of experience is a lot lower because of the peer 2 peer networking resulting in lag games for most of the world. It's unfair to compare aoe2, which got one of the best remasters of all time, to bw. Back in the day, BW had a far larger playerbase than aoe2. Even though SC2 isn't technically as good gameplay wise, it has a massive scene of esports, players, casters, orgs, and at this point 12+ years history. The problem here really is, is that sc2 wasn't bad enough. It wasn't good enough to demolish BW and make fans of BW no longer long for that game, but it also wasn't bad enough that a new generation would turn away from it and go play a 25 year old game instead with bad infrastructure and a tough learning curve. Aoe2 never had that problem. Aoe2 is kinda like BW if SC2 never came out. It had 20 years to organically grow and then got a two remasters, first a 2013 HD remake and then the 2019 full remaster which is amazing, aoe4 wasn't a thing till 2021 and then the entire scene had established itself already. BW got it's rugged pulled from under it brutally by the whole blizzard/kespa thing and then sc2 was artificially kept afloat and pumped up massively by millions of dollars and investments and 3 expansion packs. But when all said and done, it cant live up to the legacy of starcraft and it still isn't better than BW after all that time, money, effort, and development pumped into it. ... BW would have never caught on if it was released today, let alone SC1. Especially if it weren't released by blizzard. Hard cap unit selection on a massive battlefield that have 200 unit max supply all over the map, no worker/unit queue, poor pathing, terrible unbalanced maps, terrible unit AI etc. (Don't tell me you want to fix Goliath ai) Meanwhile classic AOE2 would have done just as fine, because it was an extremely refined game in every area. ... Your complaints about classic sc1 are mostly valid, but you are looking at classic AOE2 through rose-tinted glasses. The game had some serious issues back in the day (and still does to some extent). Stuff like farms felt like a chore - you had to manually remake them every time they expired. In a game where you would have anywhere from 15 to 60 farms in the mid to late-game, there were a whole lot of clicks required. (even more so for civs that were missing some farm upgrades). Age of kings introduced the (15?) farm queue in the mill. The auto-seed option was introduced waaay later (definitive edition I believe). Then you had some annoying stuff like attack move not being a feature in classic AOE2. I don't even remember how many expansions later it was added to the game... But the down right infuriating things about classic AOE2 are hands down pathing and unit AI. Melee units in a clump will basically not engage enemy units if left alone. Out of 10 aggroed units 2 will engage the nearest enemy target while the remaining ones will run around getting slaughtered while trying to reach a unreachable unit. The problem only gets worse the more melee units you have in your clump. And the issue will regularly re-appear in an engagement because after killing a unit, your melee unit is not unlikely to start running around in circles because it decided to target a unit that it cannot reach instead of the closest reachable enemy. This targeting problem is still present in the current iteration of AOE2... I assume that hardcore AOE2 players are used to it and have some techniques to mitigate the issue, but for somebody who is used to 1a2a3a in BW and have all units actually attack, the AOE2 ai feels horrible. Oh, and pathing in AOE2 has its own set of extremely frustrating issues. The regrouping that AOE2 always does when you try to move more than a single unit is absolutely horrible. Telling your units to move forward and seeing them move backwards instead so they can regroup, would make anyone want to pull their hair out. Depending on how your units are spread, you may get to see some unit move what feels like half a screen in the wrong direction before starting to move in the correct one. And even when your units are already in a clump, they will regroup backwards every time you give them a move order... and even when you don't give them further orders, they will randomly regroup backwards while walking forward... AOE2 is a great game but complaing about starcraft pathing and ai while calling AOE2 "extremely refined" is not only biased but simply outrageous. oh I don't doubt you at all.
AFAIK the biggest improvement for HD remasters weren't these fixes, but actually the server play. I didn't get both the HD remaster nor remake, I got AOM, AOE3 and eventually AOE4 instead
back in the days, we just played the game as is, and not competitive at all. I didn't even learn about esports scene until Dota.
Why we picked AOE2 over BW was simple, BW had plenty of issues with units stuck on ramp, and incredibly frustrating to even get units to do basic tasks, not to mention the difficulty to do macro cycles. It was an easy choice for us, given aoe2 never had these issues at our level, i actually don't recall any game out of the thousands of games where some units blocked the entire reinforcement.
AOE2 and RA2 were THE RTS everyone played in Asia in my era (the 90s), most of us then moved to WC3, and eventually 90% of us stayed at Dota. out of all of us (say 20 of us), only me who caught on to SC2.
But perhaps this ties into the most important point I want to bring out.
We don't live in that era anymore, the modern gaming era changed how gamers approach games. It's so much about minmaxing, optimized best build, not just in competitive gaming but also single player or PvE that don't matter. (even helldivers 2)
Decades ago we went to arcade for street fighter and for us the level of competition is local, now it's all worldwide and that imo is why 99% players drop after first month in most fighters. imo that's why RTS face a similar issue, it's too competitive by nature.
And even fortnite players are now saying the exact same thing, it's too much about ranking and showing off.
Not sure if you would call this also through rose-tinted, but imo this is why RTS has fallen off the cliff.
Rather than we need to find out what bw did right, I would say its even more important to understand why moba succeed even if it is just as competitive by nature, and filled with salty and toxicity with most stuck in elo hell. I recall years ago people called it a phrase, but given the success of LOL, obviously there's so much more to it.
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Mechanical difficulty creates more room for different styles and makes the game more artistic. It also creates more magic moments for a spectator who plays the game and understands the difficulty. Perhaps the monotonous basic things could be simplified and the spell casting and unit movement could be made more complex. Time management is one of the most interesting things about Starcraft. 1v1 competitive modes just aren't that appealing to play for most people.
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