While I'm sure that the SC2 e-sport scene will continue to stay strong for years to come, the future also depends on the development of new titles. Concerning that, developers are more and more jumping off the RTS wagon.
I fear that Legacy of the Void will likely mark the end of an era.
So I started thinking, what could be improved on the classical RTS genre to make it more popular again?
Don't get me wrong, I love StarCraft and it is without a doubt the best game ever made.
The goal is not so much to transform StarCraft into something else, but rather to envision a new type of game that builds on elements from both StarCraft and MOBAs.
Something that could lead the way for the future of RTS games.
I guess a good approach is to take the best features from both games and merge them into something new.
So let's take a look at the advantages and disadvantages of StarCraft and MOBAs:
MOBAs:
Good stuff:
- Heroes
- Instant Action
- Team play
Bad stuff:
- Minions
- Lack of strategic depth
StarCraft:
Good stuff:
- Epic battles
- Big variety of units
- Strategic depth
Bad stuff:
- Too complicated for casuals
- Boring, repetitive phase of building stuff
One thing that I find quite lame about MOBAs is the auto-spawning of minions.
Killing ever replenishing computer controlled units makes me feel like Sisyphus and is the number one reason I don't enjoy LoL or Dota. Also, maybe I just don't get it, but MOBAs seem to be severely lacking in strategic depth. Not only that, controlling one unit at a time can get boring pretty fast if you are used to StarCraft. And let's be honest, it doesn't require nearly as much skill as StarCraft.
The thing that makes StarCraft kind of repetitive and what complicates the experience for casual players is that you have to construct buildings and take care of the economy. Unless you get the build order rignt, you are already behind. Unless you can keep your economy up, you will lose.
Even at the top level, there are long stretches of nothing much happening, where both players are just building stuff. What we are missing in StarCraft is the instant action of MOBAs.
So we are looking for a game that has a large variety of units that allows different strategies and gives us instant action, without us having to take care of economy.
We want to replace computer-controlled minions with player-controlled units. Also, we may want to add in the heroes, because it gives the players something they can identify with.
So here is how our new game may look like:
- We keep similar types of units as in StarCraft
- There are no minions
- We add in heroes that can resurrect
- There are no buildings that need to be built
- Units can be warped in at the start point (in batches)
- The warp in takes some time
- The opponent can always see what is being warped in ahead of time
- There is no economy: Gold for warp-ins increases steadily over time
- The number of players per team is fixed
Or in other words:
MOBA minus minions, plus warpable and controllable units, plus steady economy.
I'd appreciate your thoughts on this! Would you want to play such a game?
Do you think it could be a missing link on the game market?
Does it have chances to become popular?
Do you have more suggestions, or completely new ideas?
Let's discuss it!
How do you think will the future of RTS games look like?
List of published RTS games:
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Here is a list of all RTS games since 1992 with a metascore of above 80%:
(excluding expansions)
1992 Dune 2
1994 Warcraft
1995 Command & Conquer
1995 Warcraft 2
1996 C&C Red Alert
1996 Z
1997 Age of Empires
1997 Dark Reign
1997 Enemy Nations
1997 Total Annihiliation
1998 StarCraft
1999 Age of Empires 2
1999 Warzone 2100
2001 C&C Red Alert 2
2001 Empire Earth
2001 Stronghold
2001 Cossacks
2002 Age of Mythology
2002 Warcraft 3
2003 C&C Generals
2003 Rise of Nations
2004 LotR: Middle Earth
2004 Dawn of War
2005 Age of Empires 3
2005 Empire Earth 2
2006 Company of Heroes
2006 LotR: Middle Earth 2
2007 C&C 3
2007 Supreme Commander
2007 World in Conflict
2008 C&C: Red Alert 3
2009 Dawn of War 2
2010 StarCraft 2
2012 Wargame
RTT definition:
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http://en.wikipedia.org/wiki/Real-time_tactics
![[image loading]](http://i.imgur.com/cFeLiSa.png)
cRTS ..................... classical RTS
RTT ....................... real-time tactics
Dev Studios:
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![[image loading]](http://i.imgur.com/ZWDfhdU.png)
Poll:
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Related Links:
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Articles:
Is the RTS genre dying? - 16BitKings
Ironclad On Why RTS Is Dying
Is Change Inherently Good?
RTS - A Dying Market - Culture Mass
Is the RTS Genre Dying? - PC Gamer
Khaldor's Thoughts On the Future of RTS
The RTS is dead! - Malaysian Gamer
Reddit threads:
The Decline of RTS Games
The Future of RTS Games
The Future of Competitive RTS Games
The Future of Competitive RTS Games - Part II
How Does Reddit Feel About RTS Games?
What Is the Future of RTS Gaming?
Is Dota the Successor to the RTS Genre?
Upcoming RTS games:
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Meridian
Planetary Annihilation - Early Access Review
Subterfuge
Etherium
0 A.D.
Stonehearth
Universum Warfront
Legacy of the Void
Stronghold Crusader 2
Wargame - Red Dragon
Artillery's HTML5 Game
Grey Goo
CoH 2: The Western Front Armies
Blitzkrieg 3
World Zombination
Starship Corporation
UNSC Warfare
Archamon
Ultimate General: Gettysburg
Mech Marines
The Ember Conflict
Rising Generals
List of ideas mentioned in this thread:
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- Improve team play maps
- Have battles last longer
- Reduce the amount of multitasking required
- Introduce hero units
- Improve the social/chat experience
- Create a constantly changing environment that keeps players engaged
- Speed up the initial phase
- Create a universally accepted "BGH" mode
- Have slower games with more time to react
- Allow better chances for comebacks
- Simplify unit control and UI
- Remove the importance of well-defined builds
- Let it have an easier learning curve
- Make laddering less "hard work" and less stressfully competitive
- Allow for more positional tactics
- Eliminate the boring phases of reaching supply cap and remaxing supply
- Make players find resources by exploring the map
- Create two entirely different games for hardcore and casual players
- Improve plot and writing of the single player campaign
- Make the game free-to-play, with microtransactions
- Make team play the default mode
- Put less emphasis on big explosive units, more on light and fast units
- Make the design of the units more interesting
- Allow the players to customize their units/buildings/race
- Make ladder games shorter (~20min)
- Get rid of base-building
- Let players develop characteristic playstyles / have favorite units
- Allow players to be good at one thing and horrible at another
- Have a LOT more different races (Civ like)
- Place more emphasis on arcade multiplayer
- Have a more complex resource system: food, wood, gold, gas etc..
- Emphasize tactics with good map/unit design
- Create a massive, large scale MMMORTS that spans the whole globe
- Devote your resources into a revivable, upgradeable 'hero' unit
- Make RTS games less fixated on keyboard/mouse input methods
- Bring RTS games to other platforms (browser, mobile)
- Avoid concentrated resource spots, spread them across the map
- Make the game start at stone age and progress toward the future (Civ like)
- Find better ways to select and command units / buildings
- Let units have defensive stances, formations, inventories and loadouts
- Have fewer units per player (less learning curve)
- Disallow massive hard counters
- Have upgrades for units that are mutually exclusive
- Include early base defenses at the spawning locations to avoid rushes
- Scouting should be less of a choice and more of a requirement
- Make the games less of a click-orgy
- Team games: let players control specific types of units
- Team games: have one master strategist responsible for building stuff
- Let AI take care of economy, let the player focus on strategy/tactics
- Make sure that beginners only face other beginners on the ladder
- Include diplomacy, building wonders, gaining territory
- Remove the supply cap
- Make the RTS genre "trendy" again
- FFA games: On defeat, respawn as an ally of the defeater
- Make it possible for spectators to join in the middle of a game
- Let players start on two bases
- Randomize the buildings/units/resources the players start with
- Have matches with different objectives (a la Counter Strike)
- Let players pick from units to forge their own race at the start of the game
- Instant Action from the get-go
- Let each unit have more space, avoid "clumping up"
- Lessen the downtime, increase the "action time".