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Battle Aces/David Kim RTS Megathread - Page 28

Forum Index > General Games
1026 CommentsPost a Reply
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JimmyJRaynor
Profile Blog Joined April 2010
Canada16710 Posts
Last Edited: 2024-06-08 06:55:34
June 08 2024 06:55 GMT
#541
Younger players want simpler games with low game times. They are playing 70s, 80s, and 90s Retro Arcade games where the game slowly increases in difficulty until your game is over.

The 15 year olds are playing against the 50 year olds in these games... its kinda cool. LOL.


Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
nforce
Profile Joined March 2010
Bulgaria116 Posts
June 08 2024 08:04 GMT
#542
This looks like a fun game, but it's not an RTS in the type to replace your StarCraft or AoE. I don't think it's even remotely trying to do that, it's trying to catch that audience for a fun fast game but also bring in its own audience. This could also be a fantastic games for LoL/DOTA players (or super high GMs in SC) to play while waiting in queue :D.
_Spartak_
Profile Joined October 2013
Turkey397 Posts
June 08 2024 09:13 GMT
#543
On June 08 2024 13:58 Waxangel wrote:
Show nested quote +
On June 08 2024 08:07 _Spartak_ wrote:
On June 08 2024 07:59 CicadaSC wrote:
On June 08 2024 07:56 _Spartak_ wrote:
Welp, it wasn't that hard to guess what type of game it was even back when they only said a few sentences about it:
On March 09 2024 00:32 _Spartak_ wrote:
Based on what little they said, I am guessing it will be a game with SC-like combat but Dawn of War style economy/base management.

So where is the innovation that both Uncapped Games and SC2 content creators were talking about? Everything from automatic resource gathering to removing base-building and to customizing armies through a pool of units have been done before.

Maybe they have, but if you consider StarCraft as the standard of RTS, this is definitely deviation from that formula. Personally I think deck building is a fantastic idea and I don't even hate the idea of a pick/ban system being implemented. You can see what type of deck your opponent is trying to build and ban a key unit they might want to play, or take it from them. I don't know.

The problem with this type of deck building is that it removes another big factor that made Blizzard RTS stand out: asymmetrical factions. Since you can pick any unit, you can't build coherent factions with certain gameplay and visual themes. It looks like all units are some type of robot, except for the Kraken which looks wildly out of place. Removing basebuilding and making the game all about extremely fast-paced combat also limits the type of units that can be viable. All units have to be at least somewhat fast and agile. That will become a problem when they go pass like 20 units, so not sure unit pools have infinite possibilities either.


That's part of why it's so interesting to me, because they consciously set aside some of the immersion, factional identity, and base-building aspects that appeal to the campaign-playing group of RTS players. Instead, they focused on some of the most action-y parts of Blizz-RTS/SC2.

I found it quite fun and so did many of the testers with SC2 backgrounds (however credible you think we are given our incentives), and my feeling is that Uncapped won't have a problem enticing hardcore 1v1 SC2 players. However, I think their 'RTS for anyone' rhetoric is pretty nonsense as it's a pretty hands-heavy game, and it makes you wonder "WHO IS THIS GAME FOR?"

Still, I'm very glad someone is taking a big swing at this with a big budget. The industry has shown that difficult and demanding multiplayer games can succeed, and I'm happy that someone is trying to reconfigure RTS to try and be one of those successes in the modern environment.

I am not surprised this type of game would feel very fun for a few hours. I don't see how that feeling would last though. They stripped off pretty much all strategic depth from Blizzard RTS formula and even the battles (which is their sole focus) seem nowhere near as interesting as the battles in a Blizzard RTS.
Waxangel
Profile Blog Joined September 2002
United States33389 Posts
Last Edited: 2024-06-08 09:29:08
June 08 2024 09:25 GMT
#544
On June 08 2024 18:13 _Spartak_ wrote:
Show nested quote +
On June 08 2024 13:58 Waxangel wrote:
On June 08 2024 08:07 _Spartak_ wrote:
On June 08 2024 07:59 CicadaSC wrote:
On June 08 2024 07:56 _Spartak_ wrote:
Welp, it wasn't that hard to guess what type of game it was even back when they only said a few sentences about it:
On March 09 2024 00:32 _Spartak_ wrote:
Based on what little they said, I am guessing it will be a game with SC-like combat but Dawn of War style economy/base management.

So where is the innovation that both Uncapped Games and SC2 content creators were talking about? Everything from automatic resource gathering to removing base-building and to customizing armies through a pool of units have been done before.

Maybe they have, but if you consider StarCraft as the standard of RTS, this is definitely deviation from that formula. Personally I think deck building is a fantastic idea and I don't even hate the idea of a pick/ban system being implemented. You can see what type of deck your opponent is trying to build and ban a key unit they might want to play, or take it from them. I don't know.

The problem with this type of deck building is that it removes another big factor that made Blizzard RTS stand out: asymmetrical factions. Since you can pick any unit, you can't build coherent factions with certain gameplay and visual themes. It looks like all units are some type of robot, except for the Kraken which looks wildly out of place. Removing basebuilding and making the game all about extremely fast-paced combat also limits the type of units that can be viable. All units have to be at least somewhat fast and agile. That will become a problem when they go pass like 20 units, so not sure unit pools have infinite possibilities either.


That's part of why it's so interesting to me, because they consciously set aside some of the immersion, factional identity, and base-building aspects that appeal to the campaign-playing group of RTS players. Instead, they focused on some of the most action-y parts of Blizz-RTS/SC2.

I found it quite fun and so did many of the testers with SC2 backgrounds (however credible you think we are given our incentives), and my feeling is that Uncapped won't have a problem enticing hardcore 1v1 SC2 players. However, I think their 'RTS for anyone' rhetoric is pretty nonsense as it's a pretty hands-heavy game, and it makes you wonder "WHO IS THIS GAME FOR?"

Still, I'm very glad someone is taking a big swing at this with a big budget. The industry has shown that difficult and demanding multiplayer games can succeed, and I'm happy that someone is trying to reconfigure RTS to try and be one of those successes in the modern environment.

I am not surprised this type of game would feel very fun for a few hours. I don't see how that feeling would last though. They stripped off pretty much all strategic depth from Blizzard RTS formula and even the battles (which is their sole focus) seem nowhere near as interesting as the battles in a Blizzard RTS.


I don't think there's a serious worry of it literally being a game most people are just interested in for like three hours. The closed test had enough depth with a limited # of units and just one map to keep SC2 vets interested and constantly tinkering for a while.

The longevity issues are the ones that afflict any live service game these days, in terms of what kind of update cadence you need to keep people interested for years+, how do you keep each update interesting without complexity/power-creeping the game too fast, etc.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Miragee
Profile Joined December 2009
8509 Posts
Last Edited: 2024-06-08 09:49:16
June 08 2024 09:35 GMT
#545
On June 08 2024 07:27 SoleSteeler wrote:
I had the stream on for an hour or more, thinking when is the game going to be announced... trailer starts for "Lightspeed Studios" and I mute it while I finally start googling. Look back and it's the game... lol.

Looks good - going through their website now: www.playbattleaces.com



Thank you. The trailer itself looks a lot better than the one for Stormgate. However, ingame it's the same bland shit.


On June 08 2024 07:37 Hider wrote:
Show nested quote +
On June 08 2024 07:28 nforce wrote:
Tasteless and Artosis casting a game -


I am gonna take on a slightly different angle than I suspect most people will (I guess most people will dislike it for being arena game as opposed to more normal RTS type of map).

However, my problem with the gameplay shown is that it doesn't actually contain battle micro. It appears that neither army at any point throughout the game wanted to take a fight and instead always ran away. That's a huge problem. Good RTS fundamentals create incentives in which both players are incentivized to actually fight each other instead of infinitive kiting/running away.

It's possibly something that can be fixed but it worries me that David Kim hasn't yet realized its importance and ensured that it happened in their gameplay demo.


Getting DoW2 flashbacks. retreatretreatretreatretreat.... And without a great campaign, which DoW2 had, I hardly doubt this is something for me.

//I can't believe I'm going to say this but compared to this, Stormgate actually looks exciting.
Navane
Profile Blog Joined February 2007
Netherlands2748 Posts
June 08 2024 12:08 GMT
#546
Can someone tell Artosis to start a patreon for a properly fitting jacket?
JimmyJRaynor
Profile Blog Joined April 2010
Canada16710 Posts
Last Edited: 2024-06-08 13:21:00
June 08 2024 13:10 GMT
#547
On June 08 2024 18:13 _Spartak_ wrote:
Show nested quote +
On June 08 2024 13:58 Waxangel wrote:
On June 08 2024 08:07 _Spartak_ wrote:
On June 08 2024 07:59 CicadaSC wrote:
On June 08 2024 07:56 _Spartak_ wrote:
Welp, it wasn't that hard to guess what type of game it was even back when they only said a few sentences about it:
On March 09 2024 00:32 _Spartak_ wrote:
Based on what little they said, I am guessing it will be a game with SC-like combat but Dawn of War style economy/base management.

So where is the innovation that both Uncapped Games and SC2 content creators were talking about? Everything from automatic resource gathering to removing base-building and to customizing armies through a pool of units have been done before.

Maybe they have, but if you consider StarCraft as the standard of RTS, this is definitely deviation from that formula. Personally I think deck building is a fantastic idea and I don't even hate the idea of a pick/ban system being implemented. You can see what type of deck your opponent is trying to build and ban a key unit they might want to play, or take it from them. I don't know.

The problem with this type of deck building is that it removes another big factor that made Blizzard RTS stand out: asymmetrical factions. Since you can pick any unit, you can't build coherent factions with certain gameplay and visual themes. It looks like all units are some type of robot, except for the Kraken which looks wildly out of place. Removing basebuilding and making the game all about extremely fast-paced combat also limits the type of units that can be viable. All units have to be at least somewhat fast and agile. That will become a problem when they go pass like 20 units, so not sure unit pools have infinite possibilities either.


That's part of why it's so interesting to me, because they consciously set aside some of the immersion, factional identity, and base-building aspects that appeal to the campaign-playing group of RTS players. Instead, they focused on some of the most action-y parts of Blizz-RTS/SC2.

I found it quite fun and so did many of the testers with SC2 backgrounds (however credible you think we are given our incentives), and my feeling is that Uncapped won't have a problem enticing hardcore 1v1 SC2 players. However, I think their 'RTS for anyone' rhetoric is pretty nonsense as it's a pretty hands-heavy game, and it makes you wonder "WHO IS THIS GAME FOR?"

Still, I'm very glad someone is taking a big swing at this with a big budget. The industry has shown that difficult and demanding multiplayer games can succeed, and I'm happy that someone is trying to reconfigure RTS to try and be one of those successes in the modern environment.

I am not surprised this type of game would feel very fun for a few hours. I don't see how that feeling would last though. They stripped off pretty much all strategic depth from Blizzard RTS formula and even the battles (which is their sole focus) seem nowhere near as interesting as the battles in a Blizzard RTS.


Actually, it can increase the strategic depth. In the SC/WC/C&C type RTS the player is locked into a single faction with locked in interactions and timings that happen every game. The baneling, zergling, marine wars have played out milllions of times. In this game the player can set up an infinite # of various combos to create a giant tonne of unique timings.

And BAM... the game is over in minutes because the game has a strict time limit.

For Gen Z this game is amazing. Nintendo took 13 games from the 80s... jammed them into 1 cartridge and shortened each game into quick narrow competitive settings. Its called "Nintendo World Championships: NES Edition". That game is aimed directly at Gen Z. Gen Z-ers are gobbling up PvP games like competitive Mario Brothers. Not SUPER MARIO.. just plain old 1983 Mario Brothers!

Do not bet against Nintendo. Any move they make is well researched.

None of this is a guarantee the game will be great. Many things must be executed perfectly for it to turn out great. However, this is a refreshing, and different take on the RTS genre. Given that we are going to see 20+ new RTS games over the next little while .. uniqueness is critical.

It is clear David Kim is a very smart guy. Now we know.... David Kim has got balls. It is going to be fun seeing how this game does in the market.

Another clear indicator of this games' obvious superiority is that the 2 lead game designers are Canadian.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
WGT-Baal
Profile Blog Joined June 2008
France3372 Posts
June 08 2024 13:15 GMT
#548
On June 08 2024 09:24 Latham wrote:
YIKES I must be getting old & jaded, because I can't stand to watch this being cast by Artosis & Tasteless for even 5 minutes, let alone consider playing it.

1st of all, why is it so goddamn zoomed in?
2nd of all, no base building... basically you control creeps from any moba.
3rd, a time limit for a match...
4th, non-stop action & micro

This ain't it, chief. Not what I am looking for in a future RTS.
Am I the only one who wants base building, larger scale engagements and a balance between micro & macro? Starcraft: Brood War, Age of Empires 2: Definitive Edition, Armies of Exigo, Warhammer40K: Dawn of War 1... I could go on.
This feels like its made for a zoomer audience with an attention span of a goldfish that wants "action!!! now!!!" without any build up to it.


I m with you, i like base building. I also like darker graphics/less cartoony. Even sc2 was too cartoony for me.

On the other hand, getting rid of the entirety of base building and having the decks may end up being a decent choice. You can also immediately see a path for monetization (selling some decks/units ^^), not that i enjoy the very concept of it, but it does make money. The match timer probably forces to attack? I assume defender advantage must go or something so you don't have a strat to "run down the clock". Overall this feels very mobile/switch friendly which would open up a good market for them, doesn't feel like it s for us old folks.
Horang2 fan
ZeroByte13
Profile Joined March 2022
765 Posts
Last Edited: 2024-06-08 13:19:22
June 08 2024 13:18 GMT
#549
On June 08 2024 22:15 WGT-Baal wrote:
The match timer probably forces to attack? I assume defender advantage must go or something so you don't have a strat to "run down the clock".
Is there any defender advantage at all beside units spawn point being closer for defender?
There is no static def, it seems, and no proper chokes or highground.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16710 Posts
Last Edited: 2024-06-08 13:22:14
June 08 2024 13:21 GMT
#550
I have a funny feeling this thing is going to end up on the Switch2!
On June 08 2024 22:18 ZeroByte13 wrote:
Show nested quote +
On June 08 2024 22:15 WGT-Baal wrote:
The match timer probably forces to attack? I assume defender advantage must go or something so you don't have a strat to "run down the clock".
Is there any defender advantage at all beside units spawn point being closer for defender?
There is no static def, it seems, and no proper chokes or highground.

Many of the units have a "recall back to nearest base" ability.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
WombaT
Profile Blog Joined May 2010
Northern Ireland25342 Posts
June 08 2024 13:58 GMT
#551
On June 08 2024 22:10 JimmyJRaynor wrote:
Show nested quote +
On June 08 2024 18:13 _Spartak_ wrote:
On June 08 2024 13:58 Waxangel wrote:
On June 08 2024 08:07 _Spartak_ wrote:
On June 08 2024 07:59 CicadaSC wrote:
On June 08 2024 07:56 _Spartak_ wrote:
Welp, it wasn't that hard to guess what type of game it was even back when they only said a few sentences about it:
On March 09 2024 00:32 _Spartak_ wrote:
Based on what little they said, I am guessing it will be a game with SC-like combat but Dawn of War style economy/base management.

So where is the innovation that both Uncapped Games and SC2 content creators were talking about? Everything from automatic resource gathering to removing base-building and to customizing armies through a pool of units have been done before.

Maybe they have, but if you consider StarCraft as the standard of RTS, this is definitely deviation from that formula. Personally I think deck building is a fantastic idea and I don't even hate the idea of a pick/ban system being implemented. You can see what type of deck your opponent is trying to build and ban a key unit they might want to play, or take it from them. I don't know.

The problem with this type of deck building is that it removes another big factor that made Blizzard RTS stand out: asymmetrical factions. Since you can pick any unit, you can't build coherent factions with certain gameplay and visual themes. It looks like all units are some type of robot, except for the Kraken which looks wildly out of place. Removing basebuilding and making the game all about extremely fast-paced combat also limits the type of units that can be viable. All units have to be at least somewhat fast and agile. That will become a problem when they go pass like 20 units, so not sure unit pools have infinite possibilities either.


That's part of why it's so interesting to me, because they consciously set aside some of the immersion, factional identity, and base-building aspects that appeal to the campaign-playing group of RTS players. Instead, they focused on some of the most action-y parts of Blizz-RTS/SC2.

I found it quite fun and so did many of the testers with SC2 backgrounds (however credible you think we are given our incentives), and my feeling is that Uncapped won't have a problem enticing hardcore 1v1 SC2 players. However, I think their 'RTS for anyone' rhetoric is pretty nonsense as it's a pretty hands-heavy game, and it makes you wonder "WHO IS THIS GAME FOR?"

Still, I'm very glad someone is taking a big swing at this with a big budget. The industry has shown that difficult and demanding multiplayer games can succeed, and I'm happy that someone is trying to reconfigure RTS to try and be one of those successes in the modern environment.

I am not surprised this type of game would feel very fun for a few hours. I don't see how that feeling would last though. They stripped off pretty much all strategic depth from Blizzard RTS formula and even the battles (which is their sole focus) seem nowhere near as interesting as the battles in a Blizzard RTS.


Actually, it can increase the strategic depth. In the SC/WC/C&C type RTS the player is locked into a single faction with locked in interactions and timings that happen every game. The baneling, zergling, marine wars have played out milllions of times. In this game the player can set up an infinite # of various combos to create a giant tonne of unique timings.

And BAM... the game is over in minutes because the game has a strict time limit.

For Gen Z this game is amazing. Nintendo took 13 games from the 80s... jammed them into 1 cartridge and shortened each game into quick narrow competitive settings. Its called "Nintendo World Championships: NES Edition". That game is aimed directly at Gen Z. Gen Z-ers are gobbling up PvP games like competitive Mario Brothers. Not SUPER MARIO.. just plain old 1983 Mario Brothers!

Do not bet against Nintendo. Any move they make is well researched.

None of this is a guarantee the game will be great. Many things must be executed perfectly for it to turn out great. However, this is a refreshing, and different take on the RTS genre. Given that we are going to see 20+ new RTS games over the next little while .. uniqueness is critical.

It is clear David Kim is a very smart guy. Now we know.... David Kim has got balls. It is going to be fun seeing how this game does in the market.

Another clear indicator of this games' obvious superiority is that the 2 lead game designers are Canadian.

I’m really not sure it’s Gen Z who are the primary audience for some of these things, most folks I know who are big into retro gaming skew considerably older.

There’s as much evidence of folks quite liking complex and ‘boring’ things as well, chess has been seeing an uptick in popularity to pick one example.

It’s an interesting direction anyway, one I’m not sure of personally but we shall see.

A million combos and commensurate timings is depth sure, but is it something that one can learn and at least feel a degree of mastery of, or does it become too volatile to properly sink one’s teeth into?

There is a line between variety and options that can be crossed where there’s just so many options that it never really feels you actually know what you’re doing.

I’ll remain cautiously optimistic I guess, haven’t seen a huge amount of the game.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
JimmyJRaynor
Profile Blog Joined April 2010
Canada16710 Posts
Last Edited: 2024-06-08 14:18:37
June 08 2024 14:02 GMT
#552
On June 08 2024 09:24 Latham wrote:
YIKES I must be getting old & jaded, because I can't stand to watch this being cast by Artosis & Tasteless for even 5 minutes, let alone consider playing it.

1st of all, why is it so goddamn zoomed in?
2nd of all, no base building... basically you control creeps from any moba.
3rd, a time limit for a match...
4th, non-stop action & micro

This ain't it, chief. Not what I am looking for in a future RTS.
Am I the only one who wants base building, larger scale engagements and a balance between micro & macro? Starcraft: Brood War, Age of Empires 2: Definitive Edition, Armies of Exigo, Warhammer40K: Dawn of War 1... I could go on.
This feels like its made for a zoomer audience with an attention span of a goldfish that wants "action!!! now!!!" without any build up to it.

in North East NA a "Zoomer" is a boomer with an active life style. In North eastern NA We have "Zoomer Radio". Its for old people.

To your point, I'd say Uncapped Games isn't aiming at people 30-45 who've been playing SC1/SC2/WC2/WC3 for 25+ years. Similarly, EA isn't trying to use Madden NFL 2024 to attract the crowd that has been playing Super Tecmo Bowl non-stop since 1992.

This is prolly Uncapped Games thinking:
"There are Starcraft lifers out there... and its a waste of time trying to move them off the game with a similar experience."
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
JimmyJRaynor
Profile Blog Joined April 2010
Canada16710 Posts
Last Edited: 2024-06-08 14:34:35
June 08 2024 14:27 GMT
#553
On June 08 2024 22:58 WombaT wrote:
I’m really not sure it’s Gen Z who are the primary audience for some of these things, most folks I know who are big into retro gaming skew considerably older.

There’s as much evidence of folks quite liking complex and ‘boring’ things as well, chess has been seeing an uptick in popularity to pick one example.

Gen Z and Retro.
https://www.theguardian.com/culture/2024/apr/02/why-are-younger-generations-embracing-the-retro-game-revival


Article summary:

Retro video games and aesthetics are becoming popular among younger generations, not just gen X and older millennials.

Pop culture is embracing retro gaming sounds, visuals, and experiences both online and in real life.

On platforms like TikTok and YouTube, retro gaming content has seen a significant increase in views and uploads.
The allure of retro gaming for millennials like Kingsley Ellis is primarily nostalgia-driven, particularly regarding old gaming hardware and peripherals.
Gen Z and gen Alpha are also fascinated by retro tech, evident in various cultural trends and consumer behaviors.
The charm of retro devices fosters a "hack and discover" mentality, offering longer-term satisfaction compared to modern tech.
Video game soundtracks and graphics are finding new life in artistic contexts, contributing to a positive recontextualization of gaming.

Actors and dancers are mimicking NPCs from retro games, adding a contemporary twist to nostalgic elements.
For some, the appeal of older games lies in their comfort and simplicity, providing stress relief and mental escape.
Retro gaming may offer a sense of stability and comfort amidst technological advances and AI anxiety.
Retro games hold cultural significance and are viewed as a piece of history by enthusiasts like Gabi.

Modern game studio employees continue to drag real world politics into their games while at the same time having their anti-consumer policies declared illegal by many governments. No thanks.

My teenaged nephews and nieces have multi-game MAME arcade cabinets in their basements. They like them. I go to a "Barcade" to play EA NHL '94 competitive tourney and during all ages nights the place is filled with teenagers playing 80s arcade games.

There is an immediate tension created when any one goes on a big "high score run". Every second matters ... every move adds to the high score.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
Last Edited: 2024-06-08 16:49:49
June 08 2024 14:34 GMT
#554
On June 08 2024 10:22 StasisField wrote:
Honestly, I thought it looked pretty fun. I'll definitely give it a try and I plan on signing up for the beta. The responses in this thread are pretty much what I expected after watching the gameplay trailer. I think some of y'all are too close-minded to what makes a RTS good. Go outside of your comfort zone a bit and you might find you actually like it.

It's not about being close-minded. They made an RTS stripped of most of its depth while claiming that wouldn't be the case. They reduced it to engagements and some rudimentary harassment. There's practically no scouting. Scouting/hiding/denying tech seems pretty much gone. No proxy plays. No scaling or diversification of production. No decisions/race asymmetry regarding how fast you saturate your economy. If I understood correctly, you can't even choose which expansion you take? No simcity. You can't supply block your opponent. You can't destroy their production. No positional play or defender's advantage (those could be fixed). I could probably go on.

Maybe the game will be fun, but to pretend that it's not an extremely dumbed down RTS is false advertising.
NonY
Profile Blog Joined June 2007
8748 Posts
June 08 2024 14:42 GMT
#555
I can’t believe the only abilities for 30 units are blink and recall. The fun thing about building a deck in a card game, or doing a draft in a moba, is putting together advanced synergies and creating extreme value. If I’m being invited to build my own faction / unit comp in an RTS then I want a lot more depth to the unit synergies than this.

That said, I don’t doubt that it’ll be fun to play and I’m definitely eager to play it. But if they decide later on to give the units more complexity, it’s going to be a massive undertaking as opposed to planning it that way from the ground up.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
_Spartak_
Profile Joined October 2013
Turkey397 Posts
Last Edited: 2024-06-08 16:32:24
June 08 2024 15:22 GMT
#556
On June 08 2024 22:10 JimmyJRaynor wrote:
Show nested quote +
On June 08 2024 18:13 _Spartak_ wrote:
On June 08 2024 13:58 Waxangel wrote:
On June 08 2024 08:07 _Spartak_ wrote:
On June 08 2024 07:59 CicadaSC wrote:
On June 08 2024 07:56 _Spartak_ wrote:
Welp, it wasn't that hard to guess what type of game it was even back when they only said a few sentences about it:
On March 09 2024 00:32 _Spartak_ wrote:
Based on what little they said, I am guessing it will be a game with SC-like combat but Dawn of War style economy/base management.

So where is the innovation that both Uncapped Games and SC2 content creators were talking about? Everything from automatic resource gathering to removing base-building and to customizing armies through a pool of units have been done before.

Maybe they have, but if you consider StarCraft as the standard of RTS, this is definitely deviation from that formula. Personally I think deck building is a fantastic idea and I don't even hate the idea of a pick/ban system being implemented. You can see what type of deck your opponent is trying to build and ban a key unit they might want to play, or take it from them. I don't know.

The problem with this type of deck building is that it removes another big factor that made Blizzard RTS stand out: asymmetrical factions. Since you can pick any unit, you can't build coherent factions with certain gameplay and visual themes. It looks like all units are some type of robot, except for the Kraken which looks wildly out of place. Removing basebuilding and making the game all about extremely fast-paced combat also limits the type of units that can be viable. All units have to be at least somewhat fast and agile. That will become a problem when they go pass like 20 units, so not sure unit pools have infinite possibilities either.


That's part of why it's so interesting to me, because they consciously set aside some of the immersion, factional identity, and base-building aspects that appeal to the campaign-playing group of RTS players. Instead, they focused on some of the most action-y parts of Blizz-RTS/SC2.

I found it quite fun and so did many of the testers with SC2 backgrounds (however credible you think we are given our incentives), and my feeling is that Uncapped won't have a problem enticing hardcore 1v1 SC2 players. However, I think their 'RTS for anyone' rhetoric is pretty nonsense as it's a pretty hands-heavy game, and it makes you wonder "WHO IS THIS GAME FOR?"

Still, I'm very glad someone is taking a big swing at this with a big budget. The industry has shown that difficult and demanding multiplayer games can succeed, and I'm happy that someone is trying to reconfigure RTS to try and be one of those successes in the modern environment.

I am not surprised this type of game would feel very fun for a few hours. I don't see how that feeling would last though. They stripped off pretty much all strategic depth from Blizzard RTS formula and even the battles (which is their sole focus) seem nowhere near as interesting as the battles in a Blizzard RTS.


For Gen Z this game is amazing.
Someone might want to tell that to Gen Z. I know that based on the things you wrote on Stormgate thread, you like numbers. So here are some numbers. After spending a lot of money on bringing in SC2 players from all over the world and having them spread the word, getting NoClip to make a documentary about their game and then having a big section at the biggest game event in the summer, here is what their numbers stand at:

- Uncapped Games twitter account: 2.756 followers (barely increased after the reveal)
- Battle Aces twitter account: 668 followers
- Battle Aces discord: 628 members
- Battle Aces subreddit: 138 members
- Battle Aces youtube account: 385 subscribers with all of the videos under 10k views so far
- Battle Aces reveal video at TheGameAwards youtube channel: 3.2k views (one of the least viewed game reveals)

People here seem to think this game appeals to a mythical younger audience but it is gaining no traction whatsoever. ZeroSpace had much better numbers than this.
KingzTig
Profile Joined February 2024
155 Posts
June 08 2024 15:22 GMT
#557
On June 08 2024 23:42 NonY wrote:
I can’t believe the only abilities for 30 units are blink and recall. The fun thing about building a deck in a card game, or doing a draft in a moba, is putting together advanced synergies and creating extreme value. If I’m being invited to build my own faction / unit comp in an RTS then I want a lot more depth to the unit synergies than this.

That said, I don’t doubt that it’ll be fun to play and I’m definitely eager to play it. But if they decide later on to give the units more complexity, it’s going to be a massive undertaking as opposed to planning it that way from the ground up.

There's also overcharge. Though imo it doesn't matter, the core fun would be the units spec, and how you build the deck and work out a strategy around it.
Since its a 10mins time limit, hyper aggression and fast paced, it's less about unit comp doing combos like archon toilet.
i am expecting lots of unit wipes, rebuild to a higher tech comp to counter push etc

Banelings, snipers, siege tanks all exist.
Winter's got a few more games casted and it does look pretty interesting.
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2024-06-08 17:21:14
June 08 2024 17:11 GMT
#558
Ah yes I forgot overcharge but that changes almost nothing. It’s still a unit that can only either move or attack. But sometimes its stats are buffed. I honestly can’t believe that this isn’t what everyone is discussing.

I definitely understand that there’s a lot to do tactically with basic units. Figuring out the correct ratios to build them and where to send them and position them is enough to fill your plate. I fully expect to be challenged and engaged for 100+ hours if I choose to play it that much. I’m not shocked at all that sc2/BW pros got hooked and had a lot of fun. But it just seems a bit bizarre to me to simplify even this component of RTS. And I don’t know how new unit releases could possibly be as exciting.

When you release a new card or a new hero in a moba, you can go back and look at every existing card and hero to find synergies and bring new life to old things. Bring back old metas etc. Technically that can still happen with basic units but it just seems like such low hanging fruit for a game like this, to make it an objectively better game. A lot more work, definitely, but I get the people calling this game a UMS map and it’s the fact that they seem to have taken the simplification too far.

I could also play devil’s advocate and argue for simplicity. But I personally would prefer more to the units. Either give them more complexity by default or have upgrades be another tactical choice between expand/tech/army.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
TaShadan
Profile Joined February 2010
Germany1973 Posts
June 08 2024 17:37 GMT
#559
Wow... no thx. Not my Taste.
Total Annihilation Zero
Waxangel
Profile Blog Joined September 2002
United States33389 Posts
Last Edited: 2024-06-08 18:52:36
June 08 2024 18:51 GMT
#560
On June 09 2024 02:11 NonY wrote:
When you release a new card or a new hero in a moba, you can go back and look at every existing card and hero to find synergies and bring new life to old things. Bring back old metas etc. Technically that can still happen with basic units but it just seems like such low hanging fruit for a game like this, to make it an objectively better game. A lot more work, definitely, but I get the people calling this game a UMS map and it’s the fact that they seem to have taken the simplification too far.

I could also play devil’s advocate and argue for simplicity. But I personally would prefer more to the units. Either give them more complexity by default or have upgrades be another tactical choice between expand/tech/army.


I asked some Q's during a Q&A about how they're gonna handle what I thought was inevitable power creep/complexity creep to keep the game interesting in the long-term. The answer was kind of a mix of "we'll cross that bridge when we get there"/"that would be a good problem to have."

From the closed test, I think that the core game has a lot more depth than people are seeing from the outside (it just PLAYS really well when u get ur hands on it), so I'm not particularly concerned in the short term—let's say a year. But if the game manages to last beyond that, I do think that it'll end up having more active abilities, complicated passives, and all those burden-of-knowledge elements that these types of games inevitably end up having. Maybe it would go against the original thesis of the game, but if it's successful for long enough to warrant such additions, I don't think anyone would be complaining at that point.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
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