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Stormgate/Frost Giant Megathread - Page 36

Forum Index > General Games
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TT1
Profile Blog Joined December 2008
Canada10104 Posts
June 22 2023 17:27 GMT
#701
On June 22 2023 19:13 Hildegard wrote:
Show nested quote +
On June 22 2023 10:20 TT1 wrote:
On June 22 2023 07:15 CicadaSC wrote:
New unit got revealed in detail what's your thoughts? 4 abilities it's like a moba unit lol


Well you can tell that macro will most likely be watered down based on that unit interaction (length of fight/amount of abilities etc). They wanna attract the moba/War3 crowd, SC2 lost a lot of ppl to moba so maybe their long-term plan is to bring them back.

To me true RTS will always be macro mechanics first and everything else comes after that. The beauty of RTS is the practice you put in to gain that mechanics edge over your opponent so you can prioritize other actions to get even more ahead (that's where the strategy comes in, that type of approach to gameplay usually ends up having a very high skill ceiling and in turn leads to rewarding gameplay experience), it's a constant actions war.

BW strategy can be b.o strategy but it's mainly on the fly decision making, it has both aspects. Spending 1 min staring at the same screen doesn't seem very appealing to me. You don't wanna fall into either the instant death battle trap (SC2) or have super long micro wars, you wanna be somewhere in the middle. Hopefully as the game/macro scales up it'll end up being somewhere there, I'm hoping the extended micro fights are just an early game feature.

From what I've seen so far it looks like they're prioritizing micro 1st to bring in a different "RTS" crowd, I hope I'm wrong about the macro aspect because that would be a deal breaker for competitive 1v1 players (after the money runs out ^.^). Honestly I just can't tell what this game wants to be, but ya it's still early days.. i'll try to be more patient :D.


Look, tl.net is probably the place on the internet that has the most people interested in macro RTS, but you don't see more than five people in this thread advocating for more macro mechanics in Stormgate. The market for that needs to be completely redeveloped. The developer team obviously isn't confident that heavy macro mechanics will attract enough players for the game to be successful.
Still, the game may attract new players, and the editor, which will not be included at launch, will provide such options in the long term. My hope is that the editor will eventually be used to create something that works like an SC:3 would. If that mod is successful, maybe Microsoft will decide that it's time to revive one of their biggest IPs and really make SC:3. Until then, we still have Broodwar, SC:2, and a micro-heavy Stormgate that hopefully still has some surprises in store, that will improve the genre overall.


microsoft got blocked from buying activision
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
June 22 2023 18:25 GMT
#702
On June 23 2023 02:27 TT1 wrote:
Show nested quote +
On June 22 2023 19:13 Hildegard wrote:
On June 22 2023 10:20 TT1 wrote:
On June 22 2023 07:15 CicadaSC wrote:
New unit got revealed in detail what's your thoughts? 4 abilities it's like a moba unit lol https://youtu.be/iQy4RJiYtOY


Well you can tell that macro will most likely be watered down based on that unit interaction (length of fight/amount of abilities etc). They wanna attract the moba/War3 crowd, SC2 lost a lot of ppl to moba so maybe their long-term plan is to bring them back.

To me true RTS will always be macro mechanics first and everything else comes after that. The beauty of RTS is the practice you put in to gain that mechanics edge over your opponent so you can prioritize other actions to get even more ahead (that's where the strategy comes in, that type of approach to gameplay usually ends up having a very high skill ceiling and in turn leads to rewarding gameplay experience), it's a constant actions war.

BW strategy can be b.o strategy but it's mainly on the fly decision making, it has both aspects. Spending 1 min staring at the same screen doesn't seem very appealing to me. You don't wanna fall into either the instant death battle trap (SC2) or have super long micro wars, you wanna be somewhere in the middle. Hopefully as the game/macro scales up it'll end up being somewhere there, I'm hoping the extended micro fights are just an early game feature.

From what I've seen so far it looks like they're prioritizing micro 1st to bring in a different "RTS" crowd, I hope I'm wrong about the macro aspect because that would be a deal breaker for competitive 1v1 players (after the money runs out ^.^). Honestly I just can't tell what this game wants to be, but ya it's still early days.. i'll try to be more patient :D.


Look, tl.net is probably the place on the internet that has the most people interested in macro RTS, but you don't see more than five people in this thread advocating for more macro mechanics in Stormgate. The market for that needs to be completely redeveloped. The developer team obviously isn't confident that heavy macro mechanics will attract enough players for the game to be successful.
Still, the game may attract new players, and the editor, which will not be included at launch, will provide such options in the long term. My hope is that the editor will eventually be used to create something that works like an SC:3 would. If that mod is successful, maybe Microsoft will decide that it's time to revive one of their biggest IPs and really make SC:3. Until then, we still have Broodwar, SC:2, and a micro-heavy Stormgate that hopefully still has some surprises in store, that will improve the genre overall.


microsoft got blocked from buying activision


Not necessarily. The UK blocked it, but the EU approved it. Afaik USA hasn't said anything yet. In any case Microsoft can still appeal and get the UK to change it's mind.

I think that even though Stormgate will have 1v1 modes, they said that the main mode would be 3v3, I remember reading that somewhere but don't remember where.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
TT1
Profile Blog Joined December 2008
Canada10104 Posts
June 22 2023 18:32 GMT
#703
On June 23 2023 03:25 [Phantom] wrote:
Show nested quote +
On June 23 2023 02:27 TT1 wrote:
On June 22 2023 19:13 Hildegard wrote:
On June 22 2023 10:20 TT1 wrote:
On June 22 2023 07:15 CicadaSC wrote:
New unit got revealed in detail what's your thoughts? 4 abilities it's like a moba unit lol https://youtu.be/iQy4RJiYtOY


Well you can tell that macro will most likely be watered down based on that unit interaction (length of fight/amount of abilities etc). They wanna attract the moba/War3 crowd, SC2 lost a lot of ppl to moba so maybe their long-term plan is to bring them back.

To me true RTS will always be macro mechanics first and everything else comes after that. The beauty of RTS is the practice you put in to gain that mechanics edge over your opponent so you can prioritize other actions to get even more ahead (that's where the strategy comes in, that type of approach to gameplay usually ends up having a very high skill ceiling and in turn leads to rewarding gameplay experience), it's a constant actions war.

BW strategy can be b.o strategy but it's mainly on the fly decision making, it has both aspects. Spending 1 min staring at the same screen doesn't seem very appealing to me. You don't wanna fall into either the instant death battle trap (SC2) or have super long micro wars, you wanna be somewhere in the middle. Hopefully as the game/macro scales up it'll end up being somewhere there, I'm hoping the extended micro fights are just an early game feature.

From what I've seen so far it looks like they're prioritizing micro 1st to bring in a different "RTS" crowd, I hope I'm wrong about the macro aspect because that would be a deal breaker for competitive 1v1 players (after the money runs out ^.^). Honestly I just can't tell what this game wants to be, but ya it's still early days.. i'll try to be more patient :D.


Look, tl.net is probably the place on the internet that has the most people interested in macro RTS, but you don't see more than five people in this thread advocating for more macro mechanics in Stormgate. The market for that needs to be completely redeveloped. The developer team obviously isn't confident that heavy macro mechanics will attract enough players for the game to be successful.
Still, the game may attract new players, and the editor, which will not be included at launch, will provide such options in the long term. My hope is that the editor will eventually be used to create something that works like an SC:3 would. If that mod is successful, maybe Microsoft will decide that it's time to revive one of their biggest IPs and really make SC:3. Until then, we still have Broodwar, SC:2, and a micro-heavy Stormgate that hopefully still has some surprises in store, that will improve the genre overall.


microsoft got blocked from buying activision


Not necessarily. The UK blocked it, but the EU approved it. Afaik USA hasn't said anything yet. In any case Microsoft can still appeal and get the UK to change it's mind.

I think that even though Stormgate will have 1v1 modes, they said that the main mode would be 3v3, I remember reading that somewhere but don't remember where.


the UK appeal would still be to the same people that blocked the deal, in regards to the US:
https://www.theverge.com/2023/6/13/23760192/microsoft-activision-blizzard-tro-granted-ftc-injunction

they have until july 18th to finalize the deal, seems unlikely that they'll have enough time (let alone actually overturn everything)
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2023-06-22 21:01:23
June 22 2023 21:00 GMT
#704
My hope is that the editor will eventually be used to create something that works like an SC:3 would. If that mod is successful, maybe Microsoft will decide that it's time to revive one of their biggest IPs and really make SC:3. Until then, we still have Broodwar, SC:2, and a micro-heavy Stormgate that hopefully still has some surprises in store, that will improve the genre overall.


Unless they can get integrated ladder + matchmaking in someway, I don't think mods can compete with the main game.

Although, if the editor is good I will most likely try to implement my vision for the future of the RTS genre into it.
iamperfection
Profile Blog Joined February 2011
United States9649 Posts
June 23 2023 01:05 GMT
#705
On June 22 2023 10:20 TT1 wrote:
Show nested quote +
On June 22 2023 07:15 CicadaSC wrote:
New unit got revealed in detail what's your thoughts? 4 abilities it's like a moba unit lol https://youtu.be/iQy4RJiYtOY


Well you can tell that macro will most likely be watered down based on that unit interaction (length of fight/amount of abilities etc). They wanna attract the moba/War3 crowd, SC2 lost a lot of ppl to moba so maybe their long-term plan is to bring them back.

To me true RTS will always be macro mechanics first and everything else comes after that. The beauty of RTS is the practice you put in to gain that mechanics edge over your opponent so you can prioritize other actions to get even more ahead (that's where the strategy comes in, that type of approach to gameplay usually ends up having a very high skill ceiling and in turn leads to rewarding gameplay experience), it's a constant actions war.

BW strategy can be b.o strategy but it's mainly on the fly decision making, it has both aspects. Spending 1 min staring at the same screen doesn't seem very appealing to me. You don't wanna fall into either the instant death battle trap (SC2) or have super long micro wars, you wanna be somewhere in the middle. Hopefully as the game/macro scales up it'll end up being somewhere there, I'm hoping the extended micro fights are just an early game feature.

From what I've seen so far it looks like they're prioritizing micro 1st to bring in a different "RTS" crowd, I hope I'm wrong about the macro aspect because that would be a deal breaker for competitive 1v1 players (after the money runs out ^.^). Honestly I just can't tell what this game wants to be, but ya it's still early days.. i'll try to be more patient :D.


I think your right. To me moba's were made for people that couldn't macro. If it dosn't have that heavy macro component i will be disappointed. I can just play a moba if i want the focus to be on the micro part.

That said it's probably best not to overreact from 1 video we wont no for sure until we get our hands on it.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=406168&currentpage=78#1551
Qikz
Profile Blog Joined November 2009
United Kingdom12071 Posts
June 23 2023 07:43 GMT
#706
I do wonder though how many new streamers it will bring into the scene and if any of them will be able to become as popular as the bigger names at the moment. After a game has been out for a long time you somewhat end up on twitch where people will gravitate to people who are already popular so it makes it very hard for new people to grow. Games like Fortnite which got big very quickly gave a lot of new streamers a chance to grow, but now it's ended up like everything else. I wonder if Stormgate will do that as well or if it'll skip the growing stage and the bigger streamers will just see the main benefit?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
June 23 2023 09:27 GMT
#707
On June 23 2023 10:05 iamperfection wrote:

I think your right. To me moba's were made for people that couldn't macro. If it dosn't have that heavy macro component i will be disappointed. I can just play a moba if i want the focus to be on the micro part.

That said it's probably best not to overreact from 1 video we wont no for sure until we get our hands on it.


Agreed - macro is a big part of what makes an RTS for me (as opposed to a moba or real time tactics). While the fights look nice enough, if a bit slow, I am worried about the macro.

But it is early days. The early SC2 videos like this also had all sorts of 1 base nonsense where macro didn't exactly shine either.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2598 Posts
June 23 2023 11:42 GMT
#708
As I recall, Blizzard thought they were making an RTS with much more micro and much less macro. They thought SC2 would be played on tiny maps with few expansions. It just turned out the game they thought they made sucked, and it got improved tremendously through the introduction of larger maps that allowed for macro and strategic play.
The frumious Bandersnatch
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
June 23 2023 13:14 GMT
#709
Idk Steppes of War still kind of has a special place in my heart, in spite of everything. Those reaper rushes were wild
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
June 23 2023 15:20 GMT
#710
On June 23 2023 20:42 AmericanUmlaut wrote:
As I recall, Blizzard thought they were making an RTS with much more micro and much less macro. They thought SC2 would be played on tiny maps with few expansions. It just turned out the game they thought they made sucked, and it got improved tremendously through the introduction of larger maps that allowed for macro and strategic play.


you are talking of a different type of macro here, the macro-playstyle as opposed to the all-in playstyle. Macro-playstyle can easily go hand in hand with an increase focus of micro-mechanics.
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
June 23 2023 16:04 GMT
#711
On June 24 2023 00:20 Hider wrote:
Show nested quote +
On June 23 2023 20:42 AmericanUmlaut wrote:
As I recall, Blizzard thought they were making an RTS with much more micro and much less macro. They thought SC2 would be played on tiny maps with few expansions. It just turned out the game they thought they made sucked, and it got improved tremendously through the introduction of larger maps that allowed for macro and strategic play.


you are talking of a different type of macro here, the macro-playstyle as opposed to the all-in playstyle. Macro-playstyle can easily go hand in hand with an increase focus of micro-mechanics.


Eh, I think the point is (possibly) reasonable. Legacy of the Void (and, really, all of late WoL onwards) feels like a more macro-mechanics oriented game than early WoL did, in large part because SC2 macro on 1-2 bases and SC2 macro on 3-4 bases are two very different beasts. Same idea for protecting key units in low eco games - a clump of marines matters way more when you have only 1 barracks.

I didn't watch that much of early WoL though, so my impressions may be quite off.
Hildegard
Profile Blog Joined November 2012
Germany348 Posts
June 24 2023 05:35 GMT
#712
I think that's just normal for RTS to have longer games because the response to all-ins and timing attacks are learned by more and more players.
tl.net humour: https://www.kurtvonmeier.com/blog-1/2018/1/14/on-audio-alan-watts-and-g-spencer-brown-discuss-laws-of-form
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
June 24 2023 19:35 GMT
#713
On June 24 2023 01:04 Ciaus_Dronu wrote:
Show nested quote +
On June 24 2023 00:20 Hider wrote:
On June 23 2023 20:42 AmericanUmlaut wrote:
As I recall, Blizzard thought they were making an RTS with much more micro and much less macro. They thought SC2 would be played on tiny maps with few expansions. It just turned out the game they thought they made sucked, and it got improved tremendously through the introduction of larger maps that allowed for macro and strategic play.


you are talking of a different type of macro here, the macro-playstyle as opposed to the all-in playstyle. Macro-playstyle can easily go hand in hand with an increase focus of micro-mechanics.


Eh, I think the point is (possibly) reasonable. Legacy of the Void (and, really, all of late WoL onwards) feels like a more macro-mechanics oriented game than early WoL did, in large part because SC2 macro on 1-2 bases and SC2 macro on 3-4 bases are two very different beasts. Same idea for protecting key units in low eco games - a clump of marines matters way more when you have only 1 barracks.

I didn't watch that much of early WoL though, so my impressions may be quite off.


Yeh that's definitely true. When WoL was released Dustin Browder thought small maps = more action = better.

Obv blizzard later learned that larger maps can give more spread-out action which is far more interesting than deathball into gg.
CicadaSC
Profile Joined January 2018
United States2030 Posts
June 25 2023 01:35 GMT
#714
On June 25 2023 04:35 Hider wrote:
Show nested quote +
On June 24 2023 01:04 Ciaus_Dronu wrote:
On June 24 2023 00:20 Hider wrote:
On June 23 2023 20:42 AmericanUmlaut wrote:
As I recall, Blizzard thought they were making an RTS with much more micro and much less macro. They thought SC2 would be played on tiny maps with few expansions. It just turned out the game they thought they made sucked, and it got improved tremendously through the introduction of larger maps that allowed for macro and strategic play.


you are talking of a different type of macro here, the macro-playstyle as opposed to the all-in playstyle. Macro-playstyle can easily go hand in hand with an increase focus of micro-mechanics.


Eh, I think the point is (possibly) reasonable. Legacy of the Void (and, really, all of late WoL onwards) feels like a more macro-mechanics oriented game than early WoL did, in large part because SC2 macro on 1-2 bases and SC2 macro on 3-4 bases are two very different beasts. Same idea for protecting key units in low eco games - a clump of marines matters way more when you have only 1 barracks.

I didn't watch that much of early WoL though, so my impressions may be quite off.


Yeh that's definitely true. When WoL was released Dustin Browder thought small maps = more action = better.

Obv blizzard later learned that larger maps can give more spread-out action which is far more interesting than deathball into gg.


Which to me? Is true if they could have balanced it. Forced to fight over contested bases sooner. Less avoiding armies like you sometimes get now with counter attacks.
Remember that we all come from a place of passion!!
Miragee
Profile Joined December 2009
8716 Posts
June 25 2023 07:05 GMT
#715
On June 25 2023 10:35 CicadaSC wrote:
Show nested quote +
On June 25 2023 04:35 Hider wrote:
On June 24 2023 01:04 Ciaus_Dronu wrote:
On June 24 2023 00:20 Hider wrote:
On June 23 2023 20:42 AmericanUmlaut wrote:
As I recall, Blizzard thought they were making an RTS with much more micro and much less macro. They thought SC2 would be played on tiny maps with few expansions. It just turned out the game they thought they made sucked, and it got improved tremendously through the introduction of larger maps that allowed for macro and strategic play.


you are talking of a different type of macro here, the macro-playstyle as opposed to the all-in playstyle. Macro-playstyle can easily go hand in hand with an increase focus of micro-mechanics.


Eh, I think the point is (possibly) reasonable. Legacy of the Void (and, really, all of late WoL onwards) feels like a more macro-mechanics oriented game than early WoL did, in large part because SC2 macro on 1-2 bases and SC2 macro on 3-4 bases are two very different beasts. Same idea for protecting key units in low eco games - a clump of marines matters way more when you have only 1 barracks.

I didn't watch that much of early WoL though, so my impressions may be quite off.


Yeh that's definitely true. When WoL was released Dustin Browder thought small maps = more action = better.

Obv blizzard later learned that larger maps can give more spread-out action which is far more interesting than deathball into gg.


Which to me? Is true if they could have balanced it. Forced to fight over contested bases sooner. Less avoiding armies like you sometimes get now with counter attacks.


The way SC2 works is that, often, if you lose a battle you lose the game because of the high damage output of everything. On small maps, not being able to avoid (that has more implications btw. for example you cannot really flank, either) the opponent's army just means the side who wins the fight will either win immediately or do enough damage to end the game a few minutes later.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2023-06-25 10:03:17
June 25 2023 10:01 GMT
#716
On June 25 2023 10:35 CicadaSC wrote:
Show nested quote +
On June 25 2023 04:35 Hider wrote:
On June 24 2023 01:04 Ciaus_Dronu wrote:
On June 24 2023 00:20 Hider wrote:
On June 23 2023 20:42 AmericanUmlaut wrote:
As I recall, Blizzard thought they were making an RTS with much more micro and much less macro. They thought SC2 would be played on tiny maps with few expansions. It just turned out the game they thought they made sucked, and it got improved tremendously through the introduction of larger maps that allowed for macro and strategic play.


you are talking of a different type of macro here, the macro-playstyle as opposed to the all-in playstyle. Macro-playstyle can easily go hand in hand with an increase focus of micro-mechanics.


Eh, I think the point is (possibly) reasonable. Legacy of the Void (and, really, all of late WoL onwards) feels like a more macro-mechanics oriented game than early WoL did, in large part because SC2 macro on 1-2 bases and SC2 macro on 3-4 bases are two very different beasts. Same idea for protecting key units in low eco games - a clump of marines matters way more when you have only 1 barracks.

I didn't watch that much of early WoL though, so my impressions may be quite off.


Yeh that's definitely true. When WoL was released Dustin Browder thought small maps = more action = better.

Obv blizzard later learned that larger maps can give more spread-out action which is far more interesting than deathball into gg.


Which to me? Is true if they could have balanced it. Forced to fight over contested bases sooner. Less avoiding armies like you sometimes get now with counter attacks.


Yes, blizzard kinda band-aided multitasking by overbuffing harass-options. While I like harass, I agree it can't replace actual engagements.

The ideal game has lots of actual fights as well.

I think fast production speed is very important. Being able to lose a battle and relatively quickly rebuild it combined with a strong defenders advantage will encourage more back-and-forth of actual battles.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2023-06-25 14:42:49
June 25 2023 13:49 GMT
#717
What you'd really need to encourage battles is to incentivize them through a gameplay mechanic. That isn't a thing in sc2. Not what i'd want, but imagine if you got resources for doing dmg, some direct mechanic.
Another big problem in these traditional rts games is that the asymmetrical design of factions / units makes it so one type of army has map control over the other, that in itself makes the "constant fighting" unattractive, because you are in danger to lose what you have for basically nothing in return, while you often might not even be able to really unengage.

Typical rts games are sandboxy, there is nothing which creates the pvp interactions but knowledge of when and how to damage the opponent in some way. That is a strength, as it gives a lot of freedom, but it's also a weakness because it only really allows people "to play the game" if they have a good idea about the meta. I think that is ultimately what a future, next gen rts has to solve if it wants to attract more people than the oldschool rts fans. It needs to take the player and create more limitations / create a scenario where it forces the players to interact in some way.
Frostgiant's approach seems to be the creep camps, which imo isn't enough, but it's difficult to say because we don't know enough yet.

Also interesting that the rts game of david kim's studio seems to be showcased in some capacity maybe this year, looking at what he had to say, he actually seems to be interested in designing a "next gen rts".
https://www.wowhead.com/news/interview-with-david-kims-newest-rts-studio-uncapped-games-323135
https://www.ign.com/articles/after-blizzard-the-big-new-aaa-to-indie-exodus-is-in-full-swing

Quotes like:

We believe it’s a mistake to simplify the game for the sake of making the game easier to play. Our goal is to remove the “tedious clicks” required to play a traditional RTS, but we absolutely don’t want to remove any clicks that are fun to play with and master over time.

Here are example high level questions we have for ourselves:
What are the tedious, unnecessary things that just have been done in RTS because it’s always been this way?


Will make some people here probably unhappy, but to me that is exactly what game designers should ask themselves if they wanna make an rts game which isn't just for the crowd which still plays the oldschool rts titles. Now i might be projecting, but at least to me that sounds like reducing a lot of macro inputs when possible.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2023-06-25 16:34:55
June 25 2023 16:15 GMT
#718
What you'd really need to encourage battles is to incentivize them through a gameplay mechanic. That isn't a thing in sc2. Not what i'd want, but imagine if you got resources for doing dmg, some direct mechanic.


The encouragement is one thing. However, if there isn't a proper defenders advantage + slow production speed you can still be strongly encouraged to move out on the map, lose one fight and then the game is over.

Thus, I think it's essential that you design and balance the game around it being )"okay" to lose fights. Losing a fight shouldn't result in your army power 30-60 seconds into the future being significantly worse than the opponent. (Especially not if combined with defenders advantage)

Typical rts games are sandboxy, there is nothing which creates the pvp interactions but knowledge of when and how to damage the opponent in some way.


I agree, but I also think a lot part of this is that you almost rarely have 2 army parts that efficiently can battle each other at the same time. Efficiently here being defined as a combination of cost efficiency + territorial benefit of winning an engagement.

So if you win a fight, it may be cost-ineffective, but you gain access to a ressurce which will help you in the future. In this case it could be beneficial/effective for both players to willingly enter the battle. Even if player A knows he will lose the battle, he can trade cost-effectively in the process and thus make player B pay to gain the terroritory.

Generally speaking, my preference for obtaining this type of gameplay is to ensure players have "bases" multiple parts around the map and can position static-defense + strong positional units that can trade cost effectively against almost any number of units.

What you don't want is scenarios where a few defensively positioned units gets oneshotted by a deadball army and thus gets killed before killing anything them selves.

Typical rts games are sandboxy, there is nothing which creates the pvp interactions but knowledge of when and how to damage the opponent in some way.


Also not a fan. I think you want to encourage as much as player-vs-player interaction as possible in a game. Every action you spend killing AI Monsters are action you could be spending microing against the opponent. Overall a poor band-aid fix.
postcount69
Profile Joined September 2021
9 Posts
June 25 2023 17:20 GMT
#719
On June 25 2023 22:49 The_Red_Viper wrote:
Also interesting that the rts game of david kim's studio seems to be showcased in some capacity maybe this year, looking at what he had to say, he actually seems to be interested in designing a "next gen rts".
https://www.wowhead.com/news/interview-with-david-kims-newest-rts-studio-uncapped-games-323135
https://www.ign.com/articles/after-blizzard-the-big-new-aaa-to-indie-exodus-is-in-full-swing

Quotes like:

Show nested quote +
We believe it’s a mistake to simplify the game for the sake of making the game easier to play. Our goal is to remove the “tedious clicks” required to play a traditional RTS, but we absolutely don’t want to remove any clicks that are fun to play with and master over time.

Here are example high level questions we have for ourselves:
What are the tedious, unnecessary things that just have been done in RTS because it’s always been this way?


Will make some people here probably unhappy, but to me that is exactly what game designers should ask themselves if they wanna make an rts game which isn't just for the crowd which still plays the oldschool rts titles. Now i might be projecting, but at least to me that sounds like reducing a lot of macro inputs when possible.


I mean, if you ask anyone outside of a community like this which thing they dislike the most in RTS, the answer would be something like, "the 20 minutes before the NR timer ends".
KobraKay
Profile Joined March 2010
Portugal4396 Posts
June 25 2023 18:19 GMT
#720
On June 26 2023 02:20 postcount69 wrote:
Show nested quote +
On June 25 2023 22:49 The_Red_Viper wrote:
Also interesting that the rts game of david kim's studio seems to be showcased in some capacity maybe this year, looking at what he had to say, he actually seems to be interested in designing a "next gen rts".
https://www.wowhead.com/news/interview-with-david-kims-newest-rts-studio-uncapped-games-323135
https://www.ign.com/articles/after-blizzard-the-big-new-aaa-to-indie-exodus-is-in-full-swing

Quotes like:

We believe it’s a mistake to simplify the game for the sake of making the game easier to play. Our goal is to remove the “tedious clicks” required to play a traditional RTS, but we absolutely don’t want to remove any clicks that are fun to play with and master over time.

Here are example high level questions we have for ourselves:
What are the tedious, unnecessary things that just have been done in RTS because it’s always been this way?


Will make some people here probably unhappy, but to me that is exactly what game designers should ask themselves if they wanna make an rts game which isn't just for the crowd which still plays the oldschool rts titles. Now i might be projecting, but at least to me that sounds like reducing a lot of macro inputs when possible.


I mean, if you ask anyone outside of a community like this which thing they dislike the most in RTS, the answer would be something like, "the 20 minutes before the NR timer ends".


There are games for those people, they are just not RTS's.
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