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[Q] How did other RTS games fail?

Forum Index > SC2 General
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SWPIGWANG
Profile Joined June 2008
Canada482 Posts
January 03 2009 03:58 GMT
#1
Well, we all know that Starcraft worked and many others didn't. Perhaps there ought to be a thread reviewing known errors as opposed to throwing pure theory craft (eg. zomg that has too much mobility) about things that is not fully understood.

My question here is what is decisions that caused other games to fail (as a casual or competitive game), focused on game design. Be specific, like Heavy Tank rush broke game Y or that Race 1 vs Race 2 is unbalanced in game W and the patches failed because of Z and so on and how it could be avoided without completely gutting the game (its not starcraft isn't a good answer to everything) and what core concept result in broken-ness in all iterations of its implementation.
Dgtl
Profile Blog Joined December 2008
Canada889 Posts
January 03 2009 04:05 GMT
#2
Most RTS's fail because either the untis are too slow, the game is too slow or there is just not a big enough fan base.
^______________^
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
January 03 2009 04:07 GMT
#3
On January 03 2009 13:05 Dgtl wrote:
Most RTS's fail because either the untis are too slow, the game is too slow or there is just not a big enough fan base.


Or the gameplay is just flat out boring. (Dawn of war)
Hi.
Entertaining
Profile Joined September 2007
Canada793 Posts
January 03 2009 04:07 GMT
#4
they fail just like FPS games fail, while you play them your comparing them to the best. when i play fps most of the time i think to myself, "i could be playing halo3 right now". while playing rts like supreme commander i think "i could be cutting my wrists right now" lol jk, id rather play STARCRAFT
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
January 03 2009 04:18 GMT
#5
Armies of Exigo: Not advertised, not supported enough (multiplayer sucked to begin with, then EA removed it completely), not hyped up enough.
Krigstar
Profile Joined August 2008
Sweden77 Posts
January 03 2009 04:19 GMT
#6
On January 03 2009 13:07 Entertaining wrote:
they fail just like FPS games fail, while you play them your comparing them to the best. when i play fps most of the time i think to myself, "i could be playing halo3 right now". while playing rts like supreme commander i think "i could be cutting my wrists right now" lol jk, id rather play STARCRAFT


The comparison to FPS doesn't really work since there have been hundreds of FPSs that has been played competitively. You have Halo, Quake, Unreal Tournament, Counter-Strike, Battlefield and a shitload of others. We have only Starcraft and Warcraft 3 really and have only had them since the beginning of time.

The reason is that FPS doesn't need to be balanced in the same way an RTS does. Starcraft (and Warcraft 3) are the only games that still after 5 million hours of analyzing every little detail, no race is better than the other and no super-own-all strategy exist.

I'm pretty sure the most important aspect of creating a successful RTS in a competitive way is to take it slow and support it until it's perfect. Many other RTS-makers out there makes good games, but just don't give a shit after the user has bought the game. Why bother working on a game years after the release when you can just make a huge marketing campaign to show of explosions and shadow-effects, sell a ton and never have to worry about it again.

So basically the problem is that all other RTS-makers aren't Blizzard
doubleupgradeobbies!
Profile Blog Joined June 2008
Australia1288 Posts
Last Edited: 2009-01-03 04:28:19
January 03 2009 04:22 GMT
#7
Many RTS's fail simply due to lack of sufficient multiplayer support, single player and playing only against your friends is fun for only so long.

Many RTS's have fallen whereas games like war3 which, (imo at least) are pretty crappy have stood up.

edit: and by crappy, I don't mean not well polished, just inherently flawed gameplay...
MSL, 2003-2011, RIP. OSL, 2000-2012, RIP. Proleague, 2003-2012, RIP. And then there was none... Even good things must come to an end.
gravity
Profile Joined March 2004
Australia2189 Posts
January 03 2009 04:27 GMT
#8
I think the two most important issues are the economic system and the the control/responsiveness of units. The economy is important because you want to have a good balance between harassability and defensibility, and between expanding and focusing on units, and control is important because it allows for skillful and non-frustrating micro.
hazz
Profile Blog Joined January 2009
United Kingdom570 Posts
Last Edited: 2009-01-03 04:30:50
January 03 2009 04:29 GMT
#9
the reason is only blizzard can make good RTS games. Name one game that hasn't been incredibly successful. Hell even lost vikings was fun as fuck, the only blizzard game I haven't played is rock n roll racing lol.
edit: and by crappy, I don't mean not well polished, just inherently flawed gameplay...

Like? I'm guessing its to do with how you don't like heroes
Frits
Profile Joined March 2003
11782 Posts
Last Edited: 2009-01-03 04:51:23
January 03 2009 04:49 GMT
#10
I haven't played a lot of other rts games online but Ill say this about dawn of war:

-Way too many races, impossible to maintain balance and the actual mechanics of some races were so simple it's comparable of playing with sc2 interface against a sc player.
-Terrible support from the creators, put some effort in patches and don't give up after a year or so.
-Superunits, this just blows in online rts, it deals incredible damage to the strategy and tactics part of a game and makes it almost exclusively based on micro, which WC3 has pretty much proven to be boring as fuck. There needs to be a healthy amount of tactics and strategy, people need to be able to be creative, I think this is the fatal flaw of most online games.

Just look at sc, even these days there's so much variation and innovation in the matchups.

Supreme commander sucked online because it's incredibly slow paced, same with the total war series. On top of that the strategical aspects of the games just seem so shallow compared to sc. The fact that SC has a dropship unit that is viable, stuff like cliffdrops and balanced air units puts it rediculously far ahead of the other games, it's sad really. Most new games promise so much and deliver so little, all their features end up as stupid gimmicks.

Oh and then there's the c&c series, the gameplay mechanics of all the races in these games are completely the same which makes it completely inferior to sc in terms of variation and amount of fun to play.
doubleupgradeobbies!
Profile Blog Joined June 2008
Australia1288 Posts
January 03 2009 04:53 GMT
#11
On January 03 2009 13:29 Hazz wrote:
Show nested quote +
edit: and by crappy, I don't mean not well polished, just inherently flawed gameplay...

Like? I'm guessing its to do with how you don't like heroes


More the absence of any meaningful macro. It's not like choosing to cut troops in favour of econ is all that valid in any way in war3. I don't think heros are as bad as people make it out to be, in a game with more macro they'd probably just play like reaver/shuttles play out in pvps
MSL, 2003-2011, RIP. OSL, 2000-2012, RIP. Proleague, 2003-2012, RIP. And then there was none... Even good things must come to an end.
Loanshark
Profile Blog Joined December 2008
China3094 Posts
January 03 2009 05:04 GMT
#12
RTS games are just simply harder to make. Starcraft was successful because
1) the races are balanced
2) the races have many diverse builds possible on each one
3) it has micro AND macro.

You need these 3 things to actually make something similar to Starcraft. Balance trips up many RTS games, and micro with macro is rare. If one of these things are missing, you end up either with an imbalanced game or a run-of-the-mill RTS where people just try to out-macro each other and mass more units in a slugfest.

Really, can someone come up with a RTS besides Starcraft that accomplishes all 3 of these criteria?
No dough, no go. And no mercy.
naventus
Profile Blog Joined February 2004
United States1337 Posts
Last Edited: 2009-01-03 05:12:10
January 03 2009 05:11 GMT
#13
I want to point out this question could be asked by the community of any competitive game of any other game.

The fact is that very few games are made to be competitive. And the ones that are competitive today, were not made with the intent of being competitive, but were pushed that way by the community.

Now since there are competitive games in place, it's not enough to be grab a community out of nothing - you really have to design a new game to be competitive AND better.

Most game studios/games have no intention of going this route (it's not necessarily more cost-efficient/profitable), and therefore their games "fail".
hmm.
NuB.xE
Profile Joined September 2008
United States131 Posts
January 03 2009 05:15 GMT
#14
Most rts fail because they're not competitive enough imo
Pwnage
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
January 03 2009 05:27 GMT
#15
I'm not sure if this should be in the SC2 section or Sports & Games or Brood war, but it's an interesting thread.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
January 03 2009 05:31 GMT
#16
Well, I'll throw something out:
Relic games: (being the other RTS maker to grab my attention)

Homeworld: Difficult learning curve due to genre breaking nature, and broken strategically as games devolve to literal formation-behaviour key spam to out dance opponents by "glitching" fighter units that wasn't fully intended.

DoW: Impossible balance model and impossible to statistically understand due to having a ton of races, 7+ armor classes and weapon classes, tons of unique modifiers involving interaction just about every two unit. Memorizing all the semi-hidden interactions as opposed to easy to understand concepts becomes more important than intuitive generalized ones. Immense complexity also means bugs and impossible balance issues that could not be resolved easily, let alone make all races internally balanced and deep.

CoH: No mirror matches allowed by design! The same miserable tangled mass of modifiers remain from DoW. Despite being a heavily map dependent game, there is few official maps and insufficient support for outside map packs. Balance issues are also plagued by the "historical accuracy brigade" on top of the usual whiners.

----
SupCom: When build orders takes an entire book to write down, one wonders.....
liger13
Profile Blog Joined February 2008
United States1060 Posts
January 03 2009 05:32 GMT
#17
On January 03 2009 14:15 NuB.xE wrote:
Most rts fail because they're not competitive enough imo

lol...
alot of RTS are fun.. but just doesnt have the community...
Im not sure why SC was picked up but thankfully Blizzard actually develops games and continues to develop them...
but one of the reason's why i personally stuck with SC is because the community was already there and Korea... well... their Korea
I feel like pwning noobs
lwstupidus
Profile Blog Joined August 2008
United States74 Posts
Last Edited: 2009-01-03 05:46:42
January 03 2009 05:40 GMT
#18
On January 03 2009 13:07 Entertaining wrote:
they fail just like FPS games fail, while you play them your comparing them to the best. when i play fps most of the time i think to myself, "i could be playing halo3 right now". while playing rts like supreme commander i think "i could be cutting my wrists right now" lol jk, id rather play STARCRAFT


Aside from the game selling well, Halo 3 was a horrible failure, so really bad comparison.

The reason is that FPS doesn't need to be balanced in the same way an RTS does. Starcraft (and Warcraft 3) are the only games that still after 5 million hours of analyzing every little detail, no race is better than the other and no super-own-all strategy exist.


You must be unfamiliar with Orc.

which WC3 has pretty much proven to be boring as fuck. There needs to be a healthy amount of tactics and strategy, people need to be able to be creative, I think this is the fatal flaw of most online games.


And you must be unfamiliar with WC3 completely, which has infinitely more strategy at all levels of play, whereas in SC, the player who masses more units through macro at B or below is just going to win with A click.
a penne saved is a penne earned
hazz
Profile Blog Joined January 2009
United Kingdom570 Posts
Last Edited: 2009-01-03 05:46:12
January 03 2009 05:45 GMT
#19
On January 03 2009 13:53 doubleupgradeobbies! wrote:
Show nested quote +
On January 03 2009 13:29 Hazz wrote:
edit: and by crappy, I don't mean not well polished, just inherently flawed gameplay...

Like? I'm guessing its to do with how you don't like heroes


More the absence of any meaningful macro. It's not like choosing to cut troops in favour of econ is all that valid in any way in war3. I don't think heros are as bad as people make it out to be, in a game with more macro they'd probably just play like reaver/shuttles play out in pvps

Is there any game apart from starcraft with such diverse economy management? Every other RTS seems to devolve into unit spam and basic micro. I don't think its fair to say warcraft 3 has inherently flawed gameplay because macro isn't the focus
Puosu
Profile Blog Joined April 2007
7017 Posts
Last Edited: 2009-01-03 05:52:16
January 03 2009 05:49 GMT
#20
Many of the new RTS never become really competitive because they were never made to be competitive, I believe many games like Supreme Commander were just made for the audience that likes switching games every other month and picking up the games with the best graphics and story and not caring about the actual gameplay that much.

On January 03 2009 14:40 lwstupidus wrote:
Show nested quote +
On January 03 2009 13:07 Entertaining wrote:
they fail just like FPS games fail, while you play them your comparing them to the best. when i play fps most of the time i think to myself, "i could be playing halo3 right now". while playing rts like supreme commander i think "i could be cutting my wrists right now" lol jk, id rather play STARCRAFT


Aside from the game selling well, Halo 3 was a horrible failure, so really bad comparison.

Show nested quote +
The reason is that FPS doesn't need to be balanced in the same way an RTS does. Starcraft (and Warcraft 3) are the only games that still after 5 million hours of analyzing every little detail, no race is better than the other and no super-own-all strategy exist.


You must be unfamiliar with Orc.

Show nested quote +
which WC3 has pretty much proven to be boring as fuck. There needs to be a healthy amount of tactics and strategy, people need to be able to be creative, I think this is the fatal flaw of most online games.


And you must be unfamiliar with WC3 completely, which has infinitely more strategy at all levels of play, whereas in SC, the player who masses more units through macro at B or below is just going to win with A click.

First of all, Halo 3 is far from being a "failure" in any aspect, it still is the biggset e-Sport game in USA thanks to MLG and their newest sponsor Dr. Pepper they're growing at a fast speed and already have shitloads of professional players.

And what the fuck are you saying, WC3 more strategy than SC?

Uh.. okay, so because macro matter in SC it has no strategy in it? Oh my my you don't know anything.
hazz
Profile Blog Joined January 2009
United Kingdom570 Posts
January 03 2009 05:52 GMT
#21
halo IS a failure - its boring and easy
Puosu
Profile Blog Joined April 2007
7017 Posts
Last Edited: 2009-01-03 05:55:42
January 03 2009 05:54 GMT
#22
On January 03 2009 14:52 Hazz wrote:
halo IS a failure - its boring and easy

Ugh that is just ignorant, name one non-PC fps that would be a better e-Sport? +.+

And I do know that part of the success is just Microsofts clever marketing but it still is the biggest succesful e-Sport in the states and it really can't be said otherwise.
DeepGray
Profile Joined October 2008
United States214 Posts
Last Edited: 2009-01-03 06:06:26
January 03 2009 06:06 GMT
#23
On January 03 2009 14:54 Puosu wrote:
Show nested quote +
On January 03 2009 14:52 Hazz wrote:
halo IS a failure - its boring and easy

Ugh that is just ignorant, name one non-PC fps that would be a better e-Sport? +.+

There's the problem. Nothing good can come out of an FPS without a mouse and keyboard.
RaiZ
Profile Blog Joined April 2003
2813 Posts
January 03 2009 06:08 GMT
#24
Let's not make another flame thread with sc players vs w3 players or else you'll seriously get banned in no time.

Fuk w3 though.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
hazz
Profile Blog Joined January 2009
United Kingdom570 Posts
January 03 2009 06:10 GMT
#25
On January 03 2009 15:06 DeepGray wrote:
Show nested quote +
On January 03 2009 14:54 Puosu wrote:
On January 03 2009 14:52 Hazz wrote:
halo IS a failure - its boring and easy

Ugh that is just ignorant, name one non-PC fps that would be a better e-Sport? +.+

There's the problem. Nothing good can come out of an FPS without a mouse and keyboard.

Loanshark
Profile Blog Joined December 2008
China3094 Posts
Last Edited: 2009-01-03 06:31:20
January 03 2009 06:29 GMT
#26
On January 03 2009 14:54 Puosu wrote:
Show nested quote +
On January 03 2009 14:52 Hazz wrote:
halo IS a failure - its boring and easy

Ugh that is just ignorant, name one non-PC fps that would be a better e-Sport? +.+

And I do know that part of the success is just Microsofts clever marketing but it still is the biggest succesful e-Sport in the states and it really can't be said otherwise.


There isn't a non-PC fps that can be an e-Sport, except possibly COD4.

Sure I wouldn't say Halo is bad, it just isn't good. Any person with half a brain can make a decent FPS that people like. Take Halo: characters with same health, nearly symmetrical maps, respawning, weapons scattered around map, nothing revolutionary, it's kinda obvious they didn't spend time on balance and relied on everything else to make a game that would appear great.

It's like a RTS with only macro.

Back to Starcraft.
No dough, no go. And no mercy.
CommanderFluffy
Profile Joined June 2008
Taiwan1059 Posts
Last Edited: 2009-01-03 06:38:46
January 03 2009 06:37 GMT
#27
i was just about to vouch for CoD4.

anyway, i think a major problem with other RTS games i've played is game speed. Not just how long it takes shit to die, but game pace in general is very important to me. SCBW, we all know is fast, ruthless, and of course if you can't keep up, unfor-fucking-giving. Many games fail to deliver streamlined, fast paced gameplay.

These days when i see other RTS games like CnC 3, DoW series, i think the devs are too focused on hyping how pretty stuff looks. I don't wanna admire the units/terrain, i don't want to zoom in and out of a battle to watch how it goes.

No matter how you sugar coat shit, it's still shit.
Pain is temporary, but glory is forever.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 03 2009 06:38 GMT
#28
The three most important things are Balance, Depth and Support.

Balance - Obviously a game wont be perefectly balanced on release, but it is soo important that it is relatively balanced shortly after release. Ive been playing RA3 recently and the balance is terrible, (there are actually rushes that are physically impossible to stop). If you cant get balance right early, then people are going to give up on the game and remember it as the game where strategy x or unit x destroyed the game.

Depth - It seems every game that comes out these days has a very linear and standard way of playing, then you have your cheese and thats it. There is no developing interesting strategy because the game designers have chosen exactly how the game should be played out and designed it around this concept. Instead of giving players unique and interesting units and let them discover interesting ways to use them, we get 2 generic tanks, an anti-air unit, an anti-infantry unit and a gl hf by developers. Strategy will never get deep if thats all we are given.

Support - The amount of games that have been plagued by hackers, cheaters and nothing has been done about it is unbelievable. Also, the amount of games in which crashes or game breaking bugs go unfixed is terrible. RTS games need nurturing, you cant just throw them out on the market and think they will survive without support.

Gladly, Blizzard have shown in the past that they own on all three fronts. So Im looking forward to seeing what SC2 becomes.
anotak
Profile Blog Joined March 2008
United States1537 Posts
January 03 2009 06:45 GMT
#29
Total Annihilation: Ass networking support. Badly balanced units. Both races have 200+ units. Guess what, about 5 are ACTUALLY USEFUL.

Warhammer 40k: Autobuild. What the hell? Not even talking about automine here, we're talking AUTO FUCKING BUILD. Second: 9 races in 45 matchups. I'd love to see someone make a game like that balanced. And some of the races violate the inherent setup of races (ex. Necron needing only 1 of the 2 resources unlike every other race in the game). Other mechanics are insane as well (free units for some of the races). Detection is confusing. Imagine having to fight dark templar but not having any obvious way of knowing what unit detects or what to build. And on the other hand some races THEIR WORKERS DETECT. WHAT????

Command & Conquer 3: In the amount of time it takes a missile to travel from the weapon it is fired to the target gives me enough time to go, get up, make a sandwich and come back and then micro my unit to dodge successfully. Extremely boring. Detection is unclear how it works... apparently units only detect in certain directions and other things? not sure. Plus a lot of people have anti-brand name recognition with EA. Plus the people interested in the plot of the game are confused as shit when half the stuff got retconned randomly. Too much focus on superweapons. Early builds were terribly balanced. I watched some WCG2007 vids of this game, the finals bo5 consisted of this: Scrin Vs. Scrin. Game 1: Player 1 does Seeker rush, Player 2 does slightly slower seeker rush. Player 1 wins. Game 2: Same as Game 1. Game 3: Same as game 1. ETC. utterly retarded.

Red Alert 2: succeeded imo. Not on the level of SC, but sold very well. Too much focus on superweapons, thankfully they can be turned off.

Generals: Slow, boring. Haven't played it much tbh. I do know that it heavily disappointed C&C players with it's more SC-like interface but at the same time SC players don't like it because it's quite obviously C&C. Too much focus on superweapons.

Supreme Commander: I don't play it but I watched the best player in my town play it for about 2 minutes (literally) at a local tournament that he won. His actions consisted of the following: Zoom in. Zoom out. Select a group of units. Zoom out more. Click on the opposite side of the map. Zoom in. Sit and watch for about 30 seconds. Zoom out. Zoom in. Zoom out. site there for a little longer. At this point I got bored and decided to go play Street Fighter because my friend had showed up.

WC3: Too complicated. I watch it and all I understand is shiny shit just got cast by one dude and then the other dude cast shiny shit and then town portal. Hell, I even play this with my friend and that's all I understand really. I've even beaten some of my worse friends at it and I DONT KNOW WHAT ANYTHING DOES. I've had this game for YEARS. And I don't UNDERSTAND ANYTHING. what the hell. Kinda slow too.

Myth 2: No base management, I never tried multiplayer. I wouldn't be surprised if this game is kinda good multiplayer but idk. Also perhaps too obviously violent and it hurt sales probably. Like it's got a guy with his face mangled on the cover. And sure when I was a kid my mom bought me all sorts of violent games like UT and stuff but the game with the guy's face ripped off on the cover was a no-no.

WC2: Mostly succeeded. Perhaps not deep enough. Also very hard to control, even at the time. The UI was lacking even when it came out.

C&C tiberian sun: art style didn't stand out too much in most people's heads. very cheesy cutscenes. I loved the way this game felt, musically and in control but i was terrible at it. most people thought this game was worse than the previous ones just because it was "too futuristic" might as well be "starcraft 2 or something" c&c players said. kinda like how sc players have said that sc2 is like wc3???
CommanderFluffy
Profile Joined June 2008
Taiwan1059 Posts
January 03 2009 06:52 GMT
#30
lol i too have owned WC3 for a long ass time, i have to say sometimes i have no fucking idea wats going on:

Game starts, both players pick heroes and build some tier one units, scout each other, go creeping, skirmish - player 1 retreats and eats candy, player 2 goes MFing with army, huge battle, player 1 retreats again, eats more candy, announcer says hes ahead.
Pain is temporary, but glory is forever.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
Last Edited: 2009-01-03 06:57:46
January 03 2009 06:54 GMT
#31
The reason Starcraft and Warcraft III are better is in the little things. It isn't that there is a grand difference, a brilliant master plan that made these two games great.

Its that the units look and feel right. That when you move them, they do it how you would expect, that they feel fluid when they move, that they look sharp and distinctive, that they are varied and (mostly) balanced. Its that they have faces you remember, voices that fit into the combat, and they all have abilities that are just plain fun to watch unfold.

Its the music, its the simple to watch graphics, its the sharp and clear gameplay.

Blizzard polishes their games to perfection, they make (mostly) every unit fit and work and most of all fun. The difference between a Blizzard game and any other is that they give you units that you fall in love with and want to spend hours with. They give you control that makes you want more. Blizzard packages addiction in a box, and that's the foundation of a competitive game.

Because they are so much fun to play, people do, and they play them a lot, and a competative scene just springs naturally out of so many people playing the game. Then Blizzard supports it and fine tunes it until the balance is perfect.

On January 03 2009 15:29 Loanshark wrote:
Sure I wouldn't say Halo is bad, it just isn't good. Any person with half a brain can make a decent FPS that people like. Take Halo: characters with same health, nearly symmetrical maps, respawning, weapons scattered around map, nothing revolutionary, it's kinda obvious they didn't spend time on balance and relied on everything else to make a game that would appear great.
.


This is so wrong.

While the map set up and weapons are important components of a game, they aren't the true components that make a game great or not. It's like saying the reason that starcraft is great is because of the units numbers, without taking into account how the units move, they way they control, that they are distinctive and feel right.

The same is true in Halo. The weapons (mostly) look and fire the way a player intuitively expects them to. They have a satisfying effect, they are diverse and (mostly) balanced. The characters movement and jumping is carefully tuned, and the graphics make it (mostly) easy to tell what is going on.

This is the reason why Counter Strike is an international success story and similar half-life mod Firearms is a forgotten footnote.

¯\_(ツ)_/¯
hazz
Profile Blog Joined January 2009
United Kingdom570 Posts
January 03 2009 07:09 GMT
#32
On January 03 2009 15:45 anotak wrote:
Total Annihilation: Ass networking support. Badly balanced units. Both races have 200+ units. Guess what, about 5 are ACTUALLY USEFUL.

Warhammer 40k: Autobuild. What the hell? Not even talking about automine here, we're talking AUTO FUCKING BUILD. Second: 9 races in 45 matchups. I'd love to see someone make a game like that balanced. And some of the races violate the inherent setup of races (ex. Necron needing only 1 of the 2 resources unlike every other race in the game). Other mechanics are insane as well (free units for some of the races). Detection is confusing. Imagine having to fight dark templar but not having any obvious way of knowing what unit detects or what to build. And on the other hand some races THEIR WORKERS DETECT. WHAT????

Command & Conquer 3: In the amount of time it takes a missile to travel from the weapon it is fired to the target gives me enough time to go, get up, make a sandwich and come back and then micro my unit to dodge successfully. Extremely boring. Detection is unclear how it works... apparently units only detect in certain directions and other things? not sure. Plus a lot of people have anti-brand name recognition with EA. Plus the people interested in the plot of the game are confused as shit when half the stuff got retconned randomly. Too much focus on superweapons. Early builds were terribly balanced. I watched some WCG2007 vids of this game, the finals bo5 consisted of this: Scrin Vs. Scrin. Game 1: Player 1 does Seeker rush, Player 2 does slightly slower seeker rush. Player 1 wins. Game 2: Same as Game 1. Game 3: Same as game 1. ETC. utterly retarded.

Red Alert 2: succeeded imo. Not on the level of SC, but sold very well. Too much focus on superweapons, thankfully they can be turned off.

Generals: Slow, boring. Haven't played it much tbh. I do know that it heavily disappointed C&C players with it's more SC-like interface but at the same time SC players don't like it because it's quite obviously C&C. Too much focus on superweapons.

Supreme Commander: I don't play it but I watched the best player in my town play it for about 2 minutes (literally) at a local tournament that he won. His actions consisted of the following: Zoom in. Zoom out. Select a group of units. Zoom out more. Click on the opposite side of the map. Zoom in. Sit and watch for about 30 seconds. Zoom out. Zoom in. Zoom out. site there for a little longer. At this point I got bored and decided to go play Street Fighter because my friend had showed up.

WC3: Too complicated. I watch it and all I understand is shiny shit just got cast by one dude and then the other dude cast shiny shit and then town portal. Hell, I even play this with my friend and that's all I understand really. I've even beaten some of my worse friends at it and I DONT KNOW WHAT ANYTHING DOES. I've had this game for YEARS. And I don't UNDERSTAND ANYTHING. what the hell. Kinda slow too.

Myth 2: No base management, I never tried multiplayer. I wouldn't be surprised if this game is kinda good multiplayer but idk. Also perhaps too obviously violent and it hurt sales probably. Like it's got a guy with his face mangled on the cover. And sure when I was a kid my mom bought me all sorts of violent games like UT and stuff but the game with the guy's face ripped off on the cover was a no-no.

WC2: Mostly succeeded. Perhaps not deep enough. Also very hard to control, even at the time. The UI was lacking even when it came out.

C&C tiberian sun: art style didn't stand out too much in most people's heads. very cheesy cutscenes. I loved the way this game felt, musically and in control but i was terrible at it. most people thought this game was worse than the previous ones just because it was "too futuristic" might as well be "starcraft 2 or something" c&c players said. kinda like how sc players have said that sc2 is like wc3???


Agree with everything, have played all games save for Myth 2, and warcraft 3 extensively on a competitive level and I do agree. Unlike starcraft, you can't be a newbie and understand everything in warcraft 3 (which hurts eSports potential) China seems to have embraced it however. Red Alert 2 could have used some better online support imo, though it was pretty decent for its time.
Drium
Profile Blog Joined December 2008
United States888 Posts
January 03 2009 07:22 GMT
#33
A lot of posts in this thread have been about balance and how Starcraft is 'more balanced' than every other rts out there. I think it's more that the way the game is played mitigates the importance of balance.

Most other rts games, whether it's due to their slower pace, some design flaw, or the developer's attempt to give the game more casual appeal, have lower mechanical requirements. BW demands a great deal of speed, accuracy and multitasking from the players before strategy even really becomes an issue, which makes it a lot harder to get easy wins by abusing small imbalances.

Maybe with perfect or near perfect mechanics from both players, Starcraft is unplayable. It's possible that terran has some uber strat against protoss or that with perfect micro 4 pool is always insta-win. These problems will never come up for us because no game is just one players strategy against another's with an even starting point, but they will come up for games with lower execution requirements.
KwanROLLLLLLLED
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
January 03 2009 07:24 GMT
#34
Comment About macro-thingys: Almost all the games listed here are micro games. There is no talk of games like Rise of Nations, or even more crazy european econ RTS (aka simcity with troops) like settlers or seven kingdoms, or even Age of Empire series.....

Where are the macro-strategy supporters on this forum??? When someone said that Starcraft had the most macro strategy, I felt dizzy~~~~

Though to be frank, I don't think any of those macro strategy games ever came close in market penetration or audience to micro ones. I guess build orders complicated enough to fill a book just lacks mass market appeal....
[X]Ken_D
Profile Blog Joined May 2005
United States4650 Posts
January 03 2009 07:31 GMT
#35
RTS are a lot harder to get into than other games. They require a bigger commitment for the initial learning curve whereas games like FPS are a lot more accessible. As a result there are less people trying out new RTS. Unless they have a big company or brand backing them up, most don't have the financial support to make their RTS to succeed and even get noticed.
[X]Domain - I just do the website. Nothing more.
Fontong
Profile Blog Joined December 2007
United States6454 Posts
January 03 2009 07:40 GMT
#36
On January 03 2009 16:31 [X]Ken_D wrote:
RTS are a lot harder to get into than other games. They require a bigger commitment for the initial learning curve whereas games like FPS are a lot more accessible. As a result there are less people trying out new RTS. Unless they have a big company or brand backing them up, most don't have the financial support to make their RTS to succeed and even get noticed.

Yeah teaching SC to people who have never in their lives played video games is kind of teaching a rock to read and write.

On the occasions we had people who were new to gaming in general come to out LANs(whether they be girls or non-gaming guys) it was so hard to get them to get even a basic understanding of the game. I remember how hard it was to teach people to attack-move rather than right clicking 1 unit while their units run confused clumping around.

Whereas games like SSBB they can pick up a controller and immediately get the idea that the character will move in the direction they point the stick and they should press A to make an attack but I guess you don't need to do that, just press B to spam Fox's laser.
[SECRET FONT] "Dragoon bunker"
Shadowfury333
Profile Blog Joined March 2008
Canada314 Posts
January 03 2009 07:42 GMT
#37
@anotak: Myth 2 was meant to be a tactics game, and it was rather hard to micro well with decently large armies, as projectiles could hit friendlies, and all units pretty much had to be babysat in order to really deal a ton of damage. That game didn't do too poorly either, it was supported well, it was fun to play, and it's only big downside was lack of marketing, but back then Bungie was a Mac-focused company, which explains that (Myth 2 was their first Windows game since Marathon 2 IIRC)
Darkness called...but I was on the phone, so I missed him. I tried to *69 darkness, but his machine picked up. I yelled "Pick up the phone, Darkness", but he ignored me. Darkness must have been screening his calls.
anotak
Profile Blog Joined March 2008
United States1537 Posts
Last Edited: 2009-01-03 07:52:27
January 03 2009 07:47 GMT
#38
On January 03 2009 16:24 SWPIGWANG wrote:
Comment About macro-thingys: Almost all the games listed here are micro games. There is no talk of games like Rise of Nations, or even more crazy european econ RTS (aka simcity with troops) like settlers or seven kingdoms, or even Age of Empire series.....

Where are the macro-strategy supporters on this forum??? When someone said that Starcraft had the most macro strategy, I felt dizzy~~~~

Though to be frank, I don't think any of those macro strategy games ever came close in market penetration or audience to micro ones. I guess build orders complicated enough to fill a book just lacks mass market appeal....

Rise of nations: I haven't played it but i watched someone else play it. I didn't like the way the borders mechanic worked, haven't really played it.

here's some others i thought of:

Earth 2150: Design-your-own unit is a bad game mechanic imo. looks cool on paper, boring in practice. In the end very few designs will be that competitive. Visuals are very lacking.

Battle Realms: SLOWWWWW SO SLOW. And the combat is really not that interesting to look at. The whole game looks kinda bland.

Populous: doesn't really feel right. the game controls funny and just generally not what people are looking for.

Sins of a Solar Empire: Every game plays the same way, builds are the same every game, and games are 4 hours long.

Universe at war: SO SLOWWWWWW MOVE FASTER. and NO HOTKEYS??? WHATTTTTTTTT??? mind. blown.

Perimeter: Haven't really played it, just my friends were playing it lately. Looks very slow. Apparently is entirely about base building. Idk it might be a good game but it also looks very slow. The single player the gameplay speed can be changed but for some braindamaged reason multiplayer is stuck at normal speed. Imagine if starcraft multiplayer was STUCK on "slower" speed.

On January 03 2009 16:42 Shadowfury333 wrote:
@anotak: Myth 2 was meant to be a tactics game, and it was rather hard to micro well with decently large armies, as projectiles could hit friendlies, and all units pretty much had to be babysat in order to really deal a ton of damage. That game didn't do too poorly either, it was supported well, it was fun to play, and it's only big downside was lack of marketing, but back then Bungie was a Mac-focused company, which explains that (Myth 2 was their first Windows game since Marathon 2 IIRC)

ahh
i only ever had the demo of it, i was mainly going on memory.
doubleupgradeobbies!
Profile Blog Joined June 2008
Australia1288 Posts
January 03 2009 07:54 GMT
#39
On January 03 2009 14:45 Hazz wrote:
Show nested quote +
On January 03 2009 13:53 doubleupgradeobbies! wrote:
On January 03 2009 13:29 Hazz wrote:
edit: and by crappy, I don't mean not well polished, just inherently flawed gameplay...

Like? I'm guessing its to do with how you don't like heroes


More the absence of any meaningful macro. It's not like choosing to cut troops in favour of econ is all that valid in any way in war3. I don't think heros are as bad as people make it out to be, in a game with more macro they'd probably just play like reaver/shuttles play out in pvps

Is there any game apart from starcraft with such diverse economy management? Every other RTS seems to devolve into unit spam and basic micro. I don't think its fair to say warcraft 3 has inherently flawed gameplay because macro isn't the focus


Just to clarify, I'm not saying it's flawed because it's not focused on macro.
I'm saying it's flawed cos macro isn't even really an option. There are basically no macro decisions to be made once you pass a certain(relatively low) level of play.

And macro being what is normally considered a fundamental part of RTS's as opposed to RTT such as the battle mode for total war series games. Means if the macro side of a game is fundamentally flawed, then so is the game itself.
MSL, 2003-2011, RIP. OSL, 2000-2012, RIP. Proleague, 2003-2012, RIP. And then there was none... Even good things must come to an end.
Ancestral
Profile Blog Joined August 2007
United States3230 Posts
January 03 2009 08:12 GMT
#40
Man reading this thread reminds of the sheer number of BAD RTS games. Several of the ones mentioned are pretty weak, but have any of you ever played any of: Tzar, Warbreeds, Outlive, Fate of the Dragon, Cossacks...

Now I realize the reason these particular games didn't succeed is because they were total jive ass crap, but there was a time when everyone and his brother was making an RTS game, and they were all so much worse than the games mentioned here.

It really shows at least to me that SC is the standard, and any feature that is in an RTS game that was not in StarCraft is set to come under intense scrutiny, because it probably sucks and is unnecessary. In my opinion however, that's good, and an RTS e-sports scene with tons of random games and a largely divided community wouldn't be so cool.

I think having two games that have withstood the test of time is good, I'm not as much a fan of WCIII, but I guess there is something about it that doesn't suck. The battles are intense, to say the least.
The Nature and purpose of the martial way are universal; all selfish desires must be roasted in the tempering fires of hard training. - Masutatsu Oyama
BanZu
Profile Blog Joined June 2008
United States3329 Posts
January 03 2009 08:32 GMT
#41
On January 03 2009 14:40 lwstupidus wrote:
Show nested quote +
On January 03 2009 13:07 Entertaining wrote:
they fail just like FPS games fail, while you play them your comparing them to the best. when i play fps most of the time i think to myself, "i could be playing halo3 right now". while playing rts like supreme commander i think "i could be cutting my wrists right now" lol jk, id rather play STARCRAFT


Aside from the game selling well, Halo 3 was a horrible failure, so really bad comparison.

Show nested quote +
The reason is that FPS doesn't need to be balanced in the same way an RTS does. Starcraft (and Warcraft 3) are the only games that still after 5 million hours of analyzing every little detail, no race is better than the other and no super-own-all strategy exist.


You must be unfamiliar with Orc.

Show nested quote +
which WC3 has pretty much proven to be boring as fuck. There needs to be a healthy amount of tactics and strategy, people need to be able to be creative, I think this is the fatal flaw of most online games.


And you must be unfamiliar with WC3 completely, which has infinitely more strategy at all levels of play, whereas in SC, the player who masses more units through macro at B or below is just going to win with A click.


1. It's not about how good Halo 3 is, he's making a point and you can understand it. Don't nitpick at every individual detail.
2. You have NOT read the Strategy section have you? Even though this is an extreme example, according to you massing pure lings will win against BCs. lawls
Sun Tzu once said, "Defiler becomes useless at the presences of a vessel."
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
January 03 2009 08:34 GMT
#42
On January 03 2009 15:45 anotak wrote:
Total Annihilation: Ass networking support. Badly balanced units. Both races have 200+ units. Guess what, about 5 are ACTUALLY USEFUL.

Not to mention the 2000 units released by the community....
Horrible game , terrible slowdown when too many units on screen.
I have no idea why gamespy put it above starcraft in their 'best RTS games ever' feature a few years back.

The main reasons RTS games fail now is because of poor programming and graphics.You can't see what you are controlling most of the time or it's just a choppy mess.

There were plenty of great RTS games in the 90s - War2 (still superior to War3) , SC , Lords of The Realm 2 (3 was horrible) , Stronghold (the 3D versions were terrible), AOE was well respected for it's time.All these games were 2d.It's extremely hard to make an awesome 3D RTS , 3D can limit the number of units on screen (causing slowdowns) , make things harder to see , understand or control and have issues with camera angles etc.Also more prone to crashing.
Once again back is the incredible!
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
January 03 2009 09:36 GMT
#43
I realize this is an Starcraft forum, but I don't think simply dismissing via "lol they play TA" is really an explanation how it failed.

TA followed a different design path that give it an extremely loyal fan base. For that I would not call it a failure, just one that didn't cater to this market. Sure, the graphics looked like stacks of cardboard boxes, the plot is less interesting than white noise and units come out lego thrown in a blender, the engine did allow combat at an scale unseen before, and the game allows all the land-air strategy people would want to try and constant combat. I do wonder if it is a game where winning plays second fiddle to doing something that player wants. The players wanted massed fighter swarms, huge nukes, shoot anywhere artillery and every other trick and the game gave it to them. (in some sense, if might be a sandbox with guns, which is a mindset alien to TL but could possibly find support in the fastest/bgh community)

The TA community threw in probably as much effort as the SC community, if not more, in support of the game, and to me that is not a sign of failure. One does not get an entire community built engine (TA spring) and ludicrous number of unit and mods without passion.
Velr
Profile Blog Joined July 2008
Switzerland10886 Posts
January 03 2009 09:46 GMT
#44
I think Dawn of War was the only game with some sort of *chance* to get competetive.


Then Relic did not patch it fast enough.
Then Relic put out the first Addon and ruined everything that made Dawn of War interesting.
Then Relic put out more Addons and it did not get any better.
gravity
Profile Joined March 2004
Australia2189 Posts
Last Edited: 2009-01-03 10:24:42
January 03 2009 10:15 GMT
#45
On January 03 2009 16:24 SWPIGWANG wrote:
Comment About macro-thingys: Almost all the games listed here are micro games. There is no talk of games like Rise of Nations, or even more crazy european econ RTS (aka simcity with troops) like settlers or seven kingdoms, or even Age of Empire series.....

Where are the macro-strategy supporters on this forum??? When someone said that Starcraft had the most macro strategy, I felt dizzy~~~~

Though to be frank, I don't think any of those macro strategy games ever came close in market penetration or audience to micro ones. I guess build orders complicated enough to fill a book just lacks mass market appeal....

The problem with these types of games is what I call "Settlers syndrome". Settlers syndrome is when you have a game with a really complicated economy with tons of resources and resource buildings that need combining in various ways, and it's fun to play around and figure it out at first, but once you figure out how to build it up efficiently, you end up doing the exact same thing every game (barring the effects of any harassment - non-existent in Settlers, but possible in RoN or the like), which becomes boring and repetitive. Basically, going through a build-order isn't interesting unto itself, so games which have very long build orders aren't interesting either, even if you can remember them. This is obviously much worse in games where you can't really rush or harass effectively than in games where you can.
stack
Profile Blog Joined March 2006
Canada348 Posts
January 03 2009 10:16 GMT
#46
its been said here already but: any game site could be asking the same about their game(s).
Lets not forget that starcraft has people constantly making new and fairly balanced pro maps (remember when you began with bgh or fastest? without the maps we have sc would be seen as any other massing rts); constant patches that are STILL being done after the game's release, and the dedicated channels/shows/pros in korea which enthused the majority of us to commit to the game and scene (I know it did for me anyhow).

I say other rts games could be as big competitively if they were as nurtured as sc...
though I dont believe that 100%...but I think it could be true for some games...though not wc3, that game's jank.
life is short, dont F it up
Centric
Profile Blog Joined March 2008
United States1989 Posts
January 03 2009 10:33 GMT
#47
On January 03 2009 16:22 Lysdexia wrote:
A lot of posts in this thread have been about balance and how Starcraft is 'more balanced' than every other rts out there. I think it's more that the way the game is played mitigates the importance of balance.

Most other rts games, whether it's due to their slower pace, some design flaw, or the developer's attempt to give the game more casual appeal, have lower mechanical requirements. BW demands a great deal of speed, accuracy and multitasking from the players before strategy even really becomes an issue, which makes it a lot harder to get easy wins by abusing small imbalances.

Maybe with perfect or near perfect mechanics from both players, Starcraft is unplayable. It's possible that terran has some uber strat against protoss or that with perfect micro 4 pool is always insta-win. These problems will never come up for us because no game is just one players strategy against another's with an even starting point, but they will come up for games with lower execution requirements.

I'm inclined to agree. I don't think StarCraft's balance is what makes it such a great game...in fact, as some have wisely pointed out, even if you take the latest patched version and play it on the old "standard" maps, the game is still unbalanced. It was the maps which sparked balance, and in order for there to be enough depth in a game to encourage that kind of community balancing, you need a lot of the things mentioned in this thread. I think the big one for me is a streamlined UI - for any game to have success, you need a simple UI that is quick to learn but is impossible to master. For example, CoD4 (the latest, most successful FPS in a while) is pretty as hell (I could literally watch someone play all day), but if it didn't have its streamlined UI, no one would play it. Ultimately, for me, the UI determines whether the game will work or not.
Super serious.
vanVidd
Profile Joined December 2008
Norway38 Posts
January 03 2009 10:44 GMT
#48
I'm starting to feel this is turning into another WC3 vs SC thread... and that's because those two are almost the only two successful rts games that have made it.
BY THE POWER OF GREYSKULL!
[DUF]MethodMan
Profile Blog Joined September 2006
Germany1716 Posts
January 03 2009 11:24 GMT
#49
I think one big big (if not biggest) factor ist the community. If you look at SC:BW, it's the community which partly made the game better (Maps, Tools etc).
All other RTS, except maybe WC3 which I don't know shit about I never played it online cause the single player already was too gay for me _personally_, lack a mature and active community which can actually patch the game theirself.

If you look at FPS, it's also the games being successful where most effort was and still is put in by the community, look at all the antihack tools, mods and shit in CS, Q3, UT. I for for myself wouldn't consider any of the Halo titles a success but i might be biased cause i hate console FPS. It's just too inaccurate in my oppinion.
b_unnies
Profile Blog Joined March 2006
3579 Posts
January 03 2009 11:25 GMT
#50
another reason why sc and wc3 are so good which isnt posted in this thread is the hotkeys. for the most part, hotkeys are easy to remember and close together for the most part(there are exceptions like the probe)

games like CNC uses F1-12 to macro, which is incredibly frustrating and stupid
rob3dj
Profile Joined October 2008
39 Posts
January 03 2009 11:37 GMT
#51
On January 03 2009 14:31 SWPIGWANG wrote:
DoW: Impossible balance model and impossible to statistically understand due to having a ton of races, 7+ armor classes and weapon classes, tons of unique modifiers involving interaction just about every two unit. Memorizing all the semi-hidden interactions as opposed to easy to understand concepts becomes more important than intuitive generalized ones. Immense complexity also means bugs and impossible balance issues that could not be resolved easily, let alone make all races internally balanced and deep..


How is having weapon classes and unique modifiers going to make LESS of a pro scene? thats exactly what you want, mechanics that to a noob they can sort of pick up without understanding "oh wow grey knights seem to be awesome against these banshees for some reason". While the pro player understand why this is and what other units they are good against.


The main problem with DOW is that it doesn't have the control of starcraft, alot of the skill from starcraft comes from beign able to control individual untis, and do things such as hold position ect to break the engine. DOW has a hideious Artificail (un)Inteligence in dealing with the movement of squauds. There can be almost 20% luck in a fight, depending on how many of your units bug in a massive fight, or get stuck behind others, and as you have no manual control you can't change this. So it basicly becomes a massive a-attack game as you can't really micro the actual movement of your sqauds at all, all the micro comes from the spells. Also the animations they do also detracts from the mciro, where a chaos sorceror will be in the middle of a killing animation on a space marine, meaning when his unit of khorne beserkers are told to move back to avoid fire, he'll stay there and finish his animation.

Also the maps released with the game are awefull, they just encourage sitting in your base and teching straight to your best units, the control points should be in the middle, and you should constantly be fighting for them. Also the whole suepr untis ruin the game. The many races also breaks the game, it means that rather than having multiple counters to an enemy build, you just have to stick to one or two builds, due to the randomness of what your facing, adn with 2 enemies the combination of thier untis are so limitless that you just want the best anti infantry anti tank balance of an army as possible. Also the whole seperate unti cap for veichles and untis is stupid, it means that you build your army as anti-infantry, just taking into account the exact number of anti veichle you need against all armies.
jjun212
Profile Joined December 2004
Canada2208 Posts
Last Edited: 2009-01-03 12:02:59
January 03 2009 12:01 GMT
#52
I just know why StarCraft became big for me.

It was easy to burn and there were a lot of cd keys on the net. =D

Of course I have bought it legitimately since then but it was like a free trial that a ton of people had access to.

I wasn't willing to pay money for games when I was younger I guess.

**Also, TL-net wasn't the first forum that I was dedicated to when it came to StarCraft. I actually forgot how I came to this forum. But the forum that really brought me into the StarCraft community was Team Areola. Man.. I wanted to join that clan so much back then lol. It was when I first started playing normal maps and leaving the money map thing.
iD.NicKy
Profile Blog Joined October 2003
France767 Posts
January 03 2009 12:16 GMT
#53
I had a lot of fun playing AoE3 with Skew / Artosis / Gentho.
the community was nice
meegrean
Profile Joined May 2008
Thailand7699 Posts
January 03 2009 12:25 GMT
#54
One big thing that I really like about Starcraft is that all three races feel completely different from each other and yet they are quite balanced. No other RTS game comes even close to having at least 3 different races without upsetting the balance.
Brood War loyalist
zer0das
Profile Blog Joined May 2007
United States8519 Posts
Last Edited: 2009-01-03 13:16:50
January 03 2009 13:00 GMT
#55
On January 03 2009 20:37 rob3dj wrote:
Show nested quote +
On January 03 2009 14:31 SWPIGWANG wrote:
DoW: Impossible balance model and impossible to statistically understand due to having a ton of races, 7+ armor classes and weapon classes, tons of unique modifiers involving interaction just about every two unit. Memorizing all the semi-hidden interactions as opposed to easy to understand concepts becomes more important than intuitive generalized ones. Immense complexity also means bugs and impossible balance issues that could not be resolved easily, let alone make all races internally balanced and deep..


How is having weapon classes and unique modifiers going to make LESS of a pro scene? thats exactly what you want, mechanics that to a noob they can sort of pick up without understanding "oh wow grey knights seem to be awesome against these banshees for some reason". While the pro player understand why this is and what other units they are good against.


It's pretty simple... if you have a ton of different damage and armor types, it is much harder to figure how much damage you are going to do in a battle versus an army of varying composition. The number of permutations is huge. It might not even be readily apparent the optimal way to micro your stuff. Warcraft 3 has 4 damage types, and I can't even keep track of those. In Dawn of War it is next to impossible to tell how much damage your units are doing. The Baneblade has a main gun that does an insane amount of damage, and then two small machine guns that also do a rather substantial amount of damage. But the "damage" icon says "200-300" (or something like that), but it doesn't specify whether that is the main gun, a composite of all the guns, or what. And the guns probably don't even do the same type of damage... then you have squads which can have like 5-6 different weapon types (the Space Marines anyways... including melee ones), and it's just out of hand.

I think a huge part of why Starcraft is so successful is because it is really transparent... you know what your units are capable of because the damage system is easy to comprehend. And even if you can't, units die very quickly so even if you don't know the specifics you can figure out what works against what pretty quickly. More importantly, it is almost always readily apparent why you lost a battle, or the game. Transparency also lets you react to what your opponent is doing to minimize any edge they might gain from it. And you can try to maximize your own.

Playing Warcraft 3, one of the things I noticed is often times I finish a game and don't have a clue what I could have done better other than "micro better." Transparency is good.
maybenexttime
Profile Blog Joined November 2006
Poland5812 Posts
January 03 2009 13:13 GMT
#56
"Playing Warcraft 3, one of the things I noticed is often times I finish a game and don't have a clue what I could have done better other than "micro better." Transparency is good."

Yes, that's very true. Mostly because of all the random factors.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
January 03 2009 13:24 GMT
#57
Just out of curiosity, has anyone ever played NetStorm? I thought that the concept was quite fun and unique, although I haven't played it in a while. It was made around the same time as Starcraft. Apparently it still has a community around.

http://www.netstormhq.com/download.php?list.10

Download of the full version of the game if you want to try it
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
HaFnium
Profile Blog Joined December 2006
United Kingdom1078 Posts
January 03 2009 13:26 GMT
#58
I'll talk about AoE/AoC

First flaw is the lack of control of units. The computer AI is pretty stupid, the unit formation is very annoying in microing. Also it lacks pace (even in fast game mode)

Second flaw is the resources system (Map design). The resrouces are spreaded everywhere and there are simply too much resources. You can trade for different resrouces so it is quite hard to run out resources. There are less strategic sites/chokes around the map which makes battle boring.

The races are also pretty similar and they play generally in the same way.
BW forever!
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
January 03 2009 13:31 GMT
#59
On January 03 2009 22:00 zer0das wrote:
It's pretty simple... if you have a ton of different damage and armor types, it is much harder to figure how much damage you are going to do in a battle versus an army of varying composition. The number of permutations is huge. It might not even be readily apparent the optimal way to micro your stuff. Warcraft 3 has 4 damage types, and I can't even keep track of those. In Dawn of War it is next to impossible to tell how much damage your units are doing.

I think a huge part of why Starcraft is so successful is because it is really transparent... you know what your units are capable of because the damage system is easy to comprehend. And even if you can't, units die very quickly so even if you don't know the specifics you can figure out what works against what pretty quickly. More importantly, it is almost always readily apparent why you lost a battle, or the game. Transparency also lets you react to what your opponent is doing to minimize any edge they might gain from it. And you can try to maximize your own.

doesn't starcraft have 4 damage types too though?
splash , normal , concussive and explosive
Once again back is the incredible!
Odds
Profile Joined May 2008
Canada1188 Posts
January 03 2009 13:42 GMT
#60
Supreme Commander has been mentioned a couple times in this thread, so I'll expound on that a little bit.

Long story short, I was one of the top 5 players-- in fact, I'd argue that at one point I was the strongest online player, having consistently beaten the #1 and #2 ladder ranked players. My name was _PINK, if there are any other former SupCom players hanging around here. Obviously, this doesn't mean a hell of a lot, as I've been playing Starcraft for about a month now and can only barely scratch D+ on ICCUP.

The problem with the game wasn't necessarily that it was too slow (though, it was that), the problem was simply poor design from the ground up. Huge overlaps in unit roles meant that the vast majority of the units were not used- and poor faction design included small differences between specific equivalent units (most of the tech tree was basically identical between factions) for NO APPARENT REASON. Balance patching was basically nonexistent, and the existing barely-tolerable balance between the factions (in the expansion, anyways- the original is now completely broken) is the result of nothing short of a fluke.

Basically, it seemed that the entire game was designed haphazardly, as if, every once in a while, the design team thought "hey, this would be cool, let's make this idea work somehow" instead of sticking to an actual workable plan.

An ENFORCED lag of 500ms didn't help, nor did the incredibly badly thought-out super-unit given to each player at the beginning of the game.

The basic gameplay wasn't thought out at all, much less the matchups, micro, etcetera.
Odds.633, AM. Plat level currently. Would love more practice partners, add me, let's play!
zer0das
Profile Blog Joined May 2007
United States8519 Posts
January 03 2009 13:46 GMT
#61
Splash damage isn't a specific damage type. It is either normal, concussive, or explosive. Each unit that does splash damage has one of these types of damage. The means of splash is different, but they are all fairly intuitive... the animations show how they work simply enough.

Splash damage is also kind of nice because it gives the illusion of randomness when it isn't at all random.
lakrismamma
Profile Joined August 2006
Sweden543 Posts
January 03 2009 13:49 GMT
#62
Dungeon keeper was hell of a fun game to play. But it was too much luck and no net support.
I hear thunder but theres no rain. This type of thunder breaks walls and window panes.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
January 03 2009 14:26 GMT
#63
On January 03 2009 22:46 zer0das wrote:
Splash damage isn't a specific damage type. It is either normal, concussive, or explosive. Each unit that does splash damage has one of these types of damage. The means of splash is different, but they are all fairly intuitive... the animations show how they work simply enough.

Splash damage is also kind of nice because it gives the illusion of randomness when it isn't at all random.

There are different kinds of splash damages, like Line splash(Lurkers, Firebats) and umm what was it called... well, the splash damage type that Tanks and Reavers do. Also, splash damage isn't affected by Dark Swarm even if it's ranged.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Mora
Profile Blog Joined October 2002
Canada5235 Posts
January 03 2009 14:46 GMT
#64
the most important points to a successful RTS:

1) design allowing for emerging gameplay. (ie: from engineering bays being floated in front of tanks to further their range, and bugs like 'mineral pushing', to bisu-like mastery of multi-tasking, all pushing the limits of 'what's possible' and what is seen.) This, unfortunately, is hard to 'get right'. The good news is, if you capitalize on the next 2 points, you don't have to 'get it right'. (ie: warcaft 3).

2) an accomodating online lobby. the multiplayer system must be able to facilitate gaming between players in a timely manner, and needs to be bug free!

3) proper post-release support. probably the biggest reason why non-blizzard companies' games 'fail'. The 2 biggest factors to proper post-release support are a) providing tools to the community. With tools they are able to provide better support than can be provided from the host company - as a community has far more passion, talent, money, and time, to invest in such projects than developers can afford (this includes Blizzard). and b) having some form of open communication between developers and their communities. This requires a moderate amount of humility from developers, and a tremendous amount of patience and skill to correctly interpret community feedback. Considering that i've never met someone i've considered 'brilliant' at this skill set, i'm hoping to establish myself as such an individual over the course of my career. good luck to me!

my thoughts.
Happiness only real when shared.
heyitsme
Profile Joined June 2008
153 Posts
Last Edited: 2009-01-03 15:15:28
January 03 2009 15:15 GMT
#65
On January 03 2009 23:46 Mora wrote:

3) proper post-release support.


Yes.

Blizzard turned RoC into a decent game.
NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
January 03 2009 15:52 GMT
#66
As mentioned before the lack of balance and/or support, slow gameplay etc. are main reasons for others to fail. Aside from Blizz's games only the current generation of C&C has started to gear towards potential e-sport game, with all the economy management (read expanding) and simplicity.
Compare Red Alert 3 to many other non-Blizz games and you'll see it has some potential, though Empire vs Allied MU is still favoring Allied player.

I really hope someone would pick up some older RTS's and make a open source project or something to improve their online play, some games that had potential were killed back in time with insufficient experience in setting up proper online interface.
darkemperor
Profile Blog Joined August 2008
Turkey725 Posts
January 03 2009 16:25 GMT
#67
Conquerors don't fail >.>
#1 Kim Taek Yong Fan <3 || Legend of the Fall // Fall of the Legend
Dalroti
Profile Joined October 2008
Canada70 Posts
January 03 2009 17:20 GMT
#68
On January 03 2009 13:19 Krigstar wrote:
Show nested quote +
On January 03 2009 13:07 Entertaining wrote:
they fail just like FPS games fail, while you play them your comparing them to the best. when i play fps most of the time i think to myself, "i could be playing halo3 right now". while playing rts like supreme commander i think "i could be cutting my wrists right now" lol jk, id rather play STARCRAFT


The comparison to FPS doesn't really work since there have been hundreds of FPSs that has been played competitively. You have Halo, Quake, Unreal Tournament, Counter-Strike, Battlefield and a shitload of others. We have only Starcraft and Warcraft 3 really and have only had them since the beginning of time.

The reason is that FPS doesn't need to be balanced in the same way an RTS does. Starcraft (and Warcraft 3) are the only games that still after 5 million hours of analyzing every little detail, no race is better than the other and no super-own-all strategy exist.

I'm pretty sure the most important aspect of creating a successful RTS in a competitive way is to take it slow and support it until it's perfect. Many other RTS-makers out there makes good games, but just don't give a shit after the user has bought the game. Why bother working on a game years after the release when you can just make a huge marketing campaign to show of explosions and shadow-effects, sell a ton and never have to worry about it again.

So basically the problem is that all other RTS-makers aren't Blizzard


Absolutely right.

Also doesn't anyone feel that when you buy a Blizzard game (like when I bought SC Battlechest a few months ago), you get this tingle inside? like you know this is the best game ever o_0. Idk could be just me, or I think this is scientific fact. Fun = (Blizzard)(Tingle in your tummy)^2

XD.

Anyway yeah i think just being from Blizzard has a big difference. Also to add on to his/her point about the slow thing, it took Blizzard atleat 8 patches to get the game almost perfect (patch 1.08)

http://ca.youtube.com/watch?v=r4ijwtGCaRg&feature=related

The history of starcraft!
My great grand father was a magic penguin
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2009-01-03 17:24:31
January 03 2009 17:21 GMT
#69
On January 03 2009 22:26 HaFnium wrote:
I'll talk about AoE/AoC

First flaw is the lack of control of units. The computer AI is pretty stupid, the unit formation is very annoying in microing. Also it lacks pace (even in fast game mode)

Second flaw is the resources system (Map design). The resrouces are spreaded everywhere and there are simply too much resources. You can trade for different resrouces so it is quite hard to run out resources. There are less strategic sites/chokes around the map which makes battle boring.

The races are also pretty similar and they play generally in the same way.

Curiously, I think Age of Empires II is one of the two non-Blizzard RTS games that could have developed a competitive sphere (the other being Red Alert 2). the formation system is a bit annoying, but I'm pretty sure different or no formations can be toggled in AoE2.

As far as the pace goes' I don't think you could be more wrong. Build times on units are faster than in Starcraft, and units die in combat only a little more slowly than SC. If you're referring to the time required to tech between ages, it becomes part of the natural part of the flow of the game after a few games, and it adds to some of the economic strategy, since having your worker production cut off for a long time while you're teching up to the feudal age means you're making a HUGE economic tradeoff for a technological one.

The resource system is actually a lot less convoluted than it looks. Yes, you've got 4 resources to deal with, but wood is ubiquitous, food can be farmed, and stone gets only used for a few key structures in the game. That leaves people to fight over gold. Resources can be traded with a market, but using it more than a few times ruins the efficiency of trading, so its an option that you don't want to overuse.

The races are similar, but thats part of the style of the game. Given the number of units and unit interactions, I don't consider it a bad thing.
Moderator
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 03 2009 17:25 GMT
#70
I also like how blizzard games give you very clear info about a unit and what it does.

A marine for example has 40 health and does 5 damage (its unit size and damage type could have been outlined better but this was fixed in warcraft 3). This allows me to look at a marine and say, ok I need 7 marines to kill a zergling in 1 volley. How many games give you this statistical information?
Jayson X
Profile Blog Joined November 2006
Switzerland2431 Posts
January 03 2009 17:38 GMT
#71
On January 03 2009 18:46 Velr wrote:
I think Dawn of War was the only game with some sort of *chance* to get competetive.


Then Relic did not patch it fast enough.
Then Relic put out the first Addon and ruined everything that made Dawn of War interesting.
Then Relic put out more Addons and it did not get any better.


I agree. Dawn Of War was the only game that pulled me away from starcraft (was on a break there). I did like the gameplay and gory units. Intro anyone? But Relic simply couldn't handle their baby. I remember patch after patch with new, dramatic holes in it. Sometimes shifting the balance like a pendulum because they never saw the big picture of their system.

I did like the first one. Problem here was laying a competitive groundbase vs milk the warhammer universe. And you just make more money if you feed the countless warhammer fans. The universe is huge enough and nothing has to be invented basicaly.

It's a real pitty. It had the drive and i played it quite alot. But then you think about all the good stuff you miss from starcraft and turn away. I wonder if i feel the same with starcraft 2...
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
January 03 2009 18:12 GMT
#72
Remeber that Starcraft is actually not perfectly balanced either. It is balanced to the point that maps can tweak the balance to one side or another, and a players skill can cover the rest of the gap. It has become more balanced over time, thanks to Blizzard's patching efforts (except for the bs 1.16 -.-), but is not, and cannot be perfectly balanced without sacrificing the individuality of the races. This is one of the reasons it is successful.
The other reason is that it is an entertaining game to watch. While many other rts games are boring, slow, or completely confusing to watch, starcraft is fairly clear cut, and fast paced. Once a spectator understands the basic ideas of the game, he/she can follow the game without knowing exactly what stimming marines does, or the difference between a ranged or unranged dragoon.
more weight
liquorice
Profile Joined August 2008
United States170 Posts
January 03 2009 18:18 GMT
#73
lol, age of empires 3
some races constantly win against others, there are about 10 (?) now, they keep adding more from expansion packs

the original AoE and AoE II were good games, the only problem was that they were too slow.

On another note, starcraft also has a very good mechanic for bases going. Often in other games, resources will be spread across the map, and you set up mini bases to gather from them. The problem with this is that there's no meaningful "expansion" and you can't really focus on taking down a "base." Starcraft's strange bases let them have more strategic importance, instead of choosing whether to chop down more trees, you're deciding to move out to a new base, meaning that you have to defend it and everything.
fuck yeah zerglings!
lololol
Profile Joined February 2006
5198 Posts
January 03 2009 18:55 GMT
#74
On January 04 2009 02:25 Fen wrote:
I also like how blizzard games give you very clear info about a unit and what it does.

A marine for example has 40 health and does 5 damage (its unit size and damage type could have been outlined better but this was fixed in warcraft 3). This allows me to look at a marine and say, ok I need 7 marines to kill a zergling in 1 volley. How many games give you this statistical information?


Seriously, they deal 6.
I'll call Nada.
Jonoman92
Profile Blog Joined September 2006
United States9109 Posts
January 03 2009 19:01 GMT
#75
Maybe I'm spoiled because Starcraft was the first RTS I encountered. But upon trying Red Alert 2: Yuri's Revenge it just seemed slow and I didn't really know what was going on. I onyl ventured to multiplayer briefly and the soviet tank rush seemed imba but I really had no clue what was going on.

WC3 definitely had a better feel to it than Red Alert 2 and I bet if i'd started with WC3 I might've gotten really into it but I just wasn't interested enough in it and from watching some replays and VODs of WC3 matches it looked like it was confusing and not as clean as SC.
PH
Profile Blog Joined June 2008
United States6173 Posts
January 03 2009 19:04 GMT
#76
To be completely honest...I think many people here are being too forgiving of other games. I think the two biggest factors are infrastructural support and quality/depth of gameplay, with the latter being more important.

The first refers to things like the online lobby, ladders, etc. Players need a place to play, and no one is going to make some independent server (like the iccup we have now) for a game that just came out. The publisher/developer needs to support the community first.

The second...SC is what it is, especially in Korea, because it isn't just a testament of how well you can play a game. SC requires that you know the ins and outs of the game, but players are also respected for the immense amount of mental and physical dexterity they possess to be able to play the game.

Most other RTSs out there lack the mechanical aspect that SC has, which is what I honestly think sets SC apart from other games more than anything else.

One MAJOR aspect of mechanics in an RTS is APM, and the button clicking that goes along with it. Many, many games out there try to streamline the UI to be as mouse-friendly and low-APM as possible, it would seem. SC balances between the keyboard/mouse a bit more I guess you could say. You want to do the least with your mouse, and the most with your keyboard. You want higher and higher APM so you can do more at once. Your hand speed is your limit once you've begun to understand the game. SC's UI was not designed to be convenient, but was designed to be functional.

Another major aspect are macro/micro stuffs...from the perspective of mechanics, I refer specifically to the execution of micro and macro. This also has a very steep learning curve. Even between progamers there are huge gaps, and you can plainly see differences between the more macro and micro-oriented players. The UI gives no breaks or cute little gimmicks to streamline this for you. You have to take control and set all your units up yourself: keeping marines tight, or spreading them against lurkers; sending in goons to take the first tank volley, then rushing in your zealots; etc. This sets apart the practicing player that much more. Even macro...I don't want to start an MBS topic, but it is undeniable that a huge part of BW, especially at the competitive level, comes down to macro. This is what sets apart players like Best, forGG and Flash. Once again, SC does not cut corners here, and the UI is functional, not convenient. HUGE differences between players, or perhaps just games, can be seen based on their attention to macro. I mean...there's no easy sidebar like in C&C, or MBS like SC2 will have (sry...I couldn't help it T_T ), or whatever.

The point is, making the game require this level of attention to simply executing whatever you want to do opens up a whole 'nother level of competition that most other RTSs simply lack.

Add that on top of the humongous amount of strategical depth inherent in the game, good pacing/graphics/etc, is not too hard to follow even if you're a beginner, and you have a game that has potential as a competitive esport.

On January 04 2009 02:25 Fen wrote:
I also like how blizzard games give you very clear info about a unit and what it does.

A marine for example has 40 health and does 5 damage (its unit size and damage type could have been outlined better but this was fixed in warcraft 3). This allows me to look at a marine and say, ok I need 7 marines to kill a zergling in 1 volley. How many games give you this statistical information?

Marines do 6 damage, and you only need 6 to kill a zergling in one volley. (:
Hello
Xenixx
Profile Joined June 2008
United States499 Posts
January 03 2009 19:29 GMT
#77
Balancing, I think this is the one thing that StarCraft has that no other RTS has without compromising features.
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
January 03 2009 19:35 GMT
#78
The main problem with DOW is that it doesn't have the control of starcraft, alot of the skill from starcraft comes from beign able to control individual untis, and do things such as hold position ect to break the engine.

It can easily go the other way. In the game preceding it, Relic's Homeworld, had individual unit control and glitches is in full bloom, and this resulted in a degenerate game where the only units are scouts, interceptors, L.corvette, Heavy Vett, Mutigun Vett and Support frigate. The entire game is broken because of the power of scout micro, which is a pattern of: F2-F3-F4-k-z-F9-F6-F2.....which allows fighters to circle strafe. This allowed scouts to beat everything larger than a corvette and the entire thing ends up like ZvZ in starcraft, except in this case the mutalisk can be built at the very beginning of the game. I remember reading "strategy" guides on Homeworld and Homeworld Cata and "mastering the rhythm of f2345" is considered a critical skill. While it might be a "skill", if 95% of the game is decided on the skill of unit micro of a single unit type and in a very uninteresting manner of hotkey spam, it would rightly turn many people off from MP and make matches rather boring. (just like ZvZ !)

Having just created a game that reduces to muta-island UMS, and the 40k background, it is understandable why they would want to lockdown unit controls to prevent that sort of thing. Whether they've gone overboard is unknown due to balance issues.

Intense unit micro in Starcraft is useful but not necessary....

How is having weapon classes and unique modifiers going to make LESS of a pro scene?

Sufficient numbers of semi-casuals wanting to watch others play is more important than the hyper competitive gamers to a the pro scene..... If no one could understand wtf is going on, that group won't exist.
JudgeMathis
Profile Blog Joined July 2006
Cuba1286 Posts
January 03 2009 20:41 GMT
#79
Warcraft 3 is the closes thing to Starcraft. Where Warcraft lacks, it makes up for. Yes, you can't macro that much. But, to replace that a Warcraft 3 player has to think about where the player is creeping, if he has an expansion. You can't really sit here, and say "SHIT BECAUSE WC3 MACRO IS LIMITED, SHIT SUCKS."

Btw, Wc2 was very imbalanced. Everyone plays Orc. -_-; Also, the fan base is the real reason why some RTS succeed or not.
Benching 225 is light weight. Soy Cubano y Boricua!
ManWithCheese
Profile Joined July 2007
Canada246 Posts
Last Edited: 2009-01-03 21:07:04
January 03 2009 20:52 GMT
#80
On January 04 2009 05:41 JudgeMathis wrote:
Warcraft 3 is the closes thing to Starcraft. Where Warcraft lacks, it makes up for. Yes, you can't macro that much. But, to replace that a Warcraft 3 player has to think about where the player is creeping, if he has an expansion. You can't really sit here, and say "SHIT BECAUSE WC3 MACRO IS LIMITED, SHIT SUCKS."

Btw, Wc2 was very imbalanced. Everyone plays Orc. -_-; Also, the fan base is the real reason why some RTS succeed or not.


Balance was simple and great in warcraft 2. If you take 2 players of high apm and equal skill and throw them into a large scale battle the human player will win, while you can bloodlust all your ogres it doesn't do any good when half of them couldn't attack till others died meanwhile the human player is spamming heal on his front line, the orc would then try to counteract this by increasing how big the front line is.

Shame more people didn't buy the battle.net edition as it was a blast to play.
JudgeMathis
Profile Blog Joined July 2006
Cuba1286 Posts
Last Edited: 2009-01-03 21:10:04
January 03 2009 21:09 GMT
#81
On January 04 2009 05:52 ManWithCheese wrote:
Show nested quote +
On January 04 2009 05:41 JudgeMathis wrote:
Warcraft 3 is the closes thing to Starcraft. Where Warcraft lacks, it makes up for. Yes, you can't macro that much. But, to replace that a Warcraft 3 player has to think about where the player is creeping, if he has an expansion. You can't really sit here, and say "SHIT BECAUSE WC3 MACRO IS LIMITED, SHIT SUCKS."

Btw, Wc2 was very imbalanced. Everyone plays Orc. -_-; Also, the fan base is the real reason why some RTS succeed or not.


Balance was simple and great in warcraft 2. If you take 2 players of high apm and equal skill and throw them into a large scale battle the human player will win, while you can bloodlust all your ogres it doesn't do any good when half of them couldn't attack till others died meanwhile the human player is spamming heal on his front line, the orc would then try to counteract this by increasing how big the front line is.

Shame more people didn't buy the battle.net edition as it was a blast to play.


Play on that private Wc2 server, and you'll find out that Human's get owned. Bloodlust is too strong.

edit:

Regardless it's a pretty fun game.
Benching 225 is light weight. Soy Cubano y Boricua!
FaCE_1
Profile Blog Joined December 2006
Canada6184 Posts
January 03 2009 23:06 GMT
#82
one of the biggest reason tha tI palyed more SC then Age o fEmpire 2 was because of Battle net.
n_n
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2009-01-03 23:13:37
January 03 2009 23:12 GMT
#83
i know cnc games fail because the devs half-assedly try to cater to two audiences: the mystical casual gamer, and the hardcore.

games are destined to fail much harder when u cater in ANY way to a casual audience. Was bw catered to casual/hardcores? i dun think so, I think they just wanted to make a good game, and they weren't bogged down with thinking about, "how will this be competitive for n00bs and pr0s?" Should we add in/ remove features to make it more accessible?

nope, they just made a kickass game, and it turned out good. Nowadays, devs are being pussies, and dumbing down RTS for these mythical casual gamer creatures that will suck either way. They dumbed down pingpong some with larger diameter of balls, they dumbed down tennis with slower balls at the aussie open (ok, these are exaggerations but there is truth in them), you can see this pattern of dumbing shit down for the casual human being everywhere. that is why RTS will continue to suck, SC2 may be the game to break the trend, but with shit like MBS/automining and things to cater to the casual, you can bet it won't have the same exact magic as bw. -.-
Sup
JudgeMathis
Profile Blog Joined July 2006
Cuba1286 Posts
Last Edited: 2009-01-04 00:00:26
January 03 2009 23:59 GMT
#84
On January 04 2009 08:12 avilo wrote:
i know cnc games fail because the devs half-assedly try to cater to two audiences: the mystical casual gamer, and the hardcore.

games are destined to fail much harder when u cater in ANY way to a casual audience. Was bw catered to casual/hardcores? i dun think so, I think they just wanted to make a good game, and they weren't bogged down with thinking about, "how will this be competitive for n00bs and pr0s?" Should we add in/ remove features to make it more accessible?

nope, they just made a kickass game, and it turned out good. Nowadays, devs are being pussies, and dumbing down RTS for these mythical casual gamer creatures that will suck either way. They dumbed down pingpong some with larger diameter of balls, they dumbed down tennis with slower balls at the aussie open (ok, these are exaggerations but there is truth in them), you can see this pattern of dumbing shit down for the casual human being everywhere. that is why RTS will continue to suck, SC2 may be the game to break the trend, but with shit like MBS/automining and things to cater to the casual, you can bet it won't have the same exact magic as bw. -.-


Any RTS that Blizzard comes up with is easy to learn, hard to master. =D

edit: The reason why I say this is because anyone can play SC, Wc3, and have fun. But, both games have pros and noobs.
Benching 225 is light weight. Soy Cubano y Boricua!
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
Last Edited: 2009-01-04 00:04:50
January 04 2009 00:03 GMT
#85
Casual gamers aren't mystical at all, just ask nintendo. Pokemon and Wii fit is ranks #2 and #3 on the Japanese sales chart.... (or zomg n00b games) Though it is open to debate about the casual crowd exists for RTS, I think spending some time on B-net without filters would probably show more than enough BGH and stacked cannon defense to show where they are.... Of course, it is another question whether to cater to them, but they sure are money. No matter how hardcore TL.net are, people are still gonna get one game like the dumbest mom that bought random games from the store as a gift.

It is actually not easy to make a good game for the casuals, just ask those that wished that they had nintendo profits and the set of design requirements is completely different from what most of TL cares about.
ZidaneTribal
Profile Joined September 2007
United States2800 Posts
January 04 2009 00:17 GMT
#86
we had BOXER
fuck lag
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
January 04 2009 00:18 GMT
#87
On January 04 2009 05:52 ManWithCheese wrote:
Show nested quote +
On January 04 2009 05:41 JudgeMathis wrote:
Warcraft 3 is the closes thing to Starcraft. Where Warcraft lacks, it makes up for. Yes, you can't macro that much. But, to replace that a Warcraft 3 player has to think about where the player is creeping, if he has an expansion. You can't really sit here, and say "SHIT BECAUSE WC3 MACRO IS LIMITED, SHIT SUCKS."

Btw, Wc2 was very imbalanced. Everyone plays Orc. -_-; Also, the fan base is the real reason why some RTS succeed or not.


Balance was simple and great in warcraft 2. If you take 2 players of high apm and equal skill and throw them into a large scale battle the human player will win, while you can bloodlust all your ogres it doesn't do any good when half of them couldn't attack till others died meanwhile the human player is spamming heal on his front line, the orc would then try to counteract this by increasing how big the front line is.

Shame more people didn't buy the battle.net edition as it was a blast to play.

naw , orc was still stronger
people didn't buy battle net edition because starcraft was a far superior game
also blizzard were too lazy to implement important UI upgrades like unit queueing
Once again back is the incredible!
lowlypawn
Profile Joined January 2009
United States241 Posts
January 05 2009 03:20 GMT
#88
I'm a long time lurker and I was hard core WC3 player. I recently started plying Supreme Commander (Forged alliance) and It’s actually not a bad game but there are lots of things that will keep it from becoming as popular as SC and WC3. I'll compare SupCom VS mostly WC3 and what I think the strengths and weaknesses are.

Learning the basics:
WC3 is easy to jump right into (as with most Blizzard games). SupCom has a steeper learning curve when first starting out. First time you play all the building & units look very similar, making it confusing and hard to find your engineers within the sea of other similar looking units (yes I know there is a little “E” when zoomed out but it’s so damn small I feel like I need reading glasses when playing). It also doesn’t help that after the first five minutes you can have hundreds of units on the map. The icons also seem smaller and less intuitive then WC3, maybe it’s just me but WC3 & SC seemed much easier to get past the total noob stage (thou I'm still noob at SC).

Zoom feature:
As neat as the zoom feature is in SupCom I believe the fixed camera is actually a better compromise for RTS games. It’s obvious Blizzard took a lot of time to scale the units in such a way that you can still see the details in them, not look like ants and show enough of the battle field that you can still see the entire fight (most of the time). In SupCom the entire battlefield is so huge you spend a lot of time looking at ants issuing attack move commands. I rarely stay zoomed in long enough to actually watch the pretty explosions. Watching aircraft is also nearly impossible in SupCom (except gunships) because by the time you zoom in close enough to start to see details they fly off screen (there is a camera track but you don't have time to use that in game). It dose make the aircraft seem more realistic but who cares, it's a video game right? Bottom line, I don't like looking at ants so I prefer the WC3 SC fixed camera. Yes I know you can zoom in WC3 but it's never used in game and is basically for a cinematic effect & cut scenes only. The only time I think I have ever use the zoom feature in WC3 was to see my ground units when there was a sea of air units above.

Micro:
Compared to WC3, SupCom has almost none. After the first few minutes you don’t give a dam about any single unit (except for the commander). In WC3 every unit is still important throughout the entire game. SupCom is mostly attack move, mass retreat, send units to raid. High AMP is not a requirement in Supcom, A person with 60 APM could still be a very strong player. So much of Supcom is gaining map control and then ramping up your economy until it’s an unstoppable juggernaut. Don't get me wrong, there is micro in SupCom but it's very different then WC3. For example you need to use the commander very effectively early on and some types of units can't hit moving targets very well, so by constantly moving your opening scouts you can effectively kite more powerful units. But once both players are streaming hundreds of units it's probably not an efficient use of time to just micro a few units.

Macro:
SupCom is basically all about Macro. Create a better economy and attack move your way to victory. You don’t give a damn about a single unit (except for the commander). You almost never see micro to save a single unit. Units for the most part don’t have spells, no dark swam, no blizzard, none of that stuff. You're not trying to pull off surrounds, Zeppelin drops, polymorph, ensnare, invisibility, no staff micro tricks ETC. In SupCom you build a super economy and flood your opponent with units. You can even set your building to auto build and they will churn out units to infinity as long you have the resources, which by the way never run out.

Victory conditions:
WC3/SC it’s destroy every building, in SupCom it’s destroy the Commander period... There are other victory conditions but this is the most popular. I personally like SupCom win conditions, reminds of chess. And like chess it creates some very tactical situations. You also can't just hide your commander in your base forever, early on you must use the commander because he is equal to about 20 tier one tanks. Later on you need to keep the commander on the run so he dose not get sniped or you can hide him somewhere like under the ocean . I like SupCom's balancing act between risk and reward but I can also see how this may not appeal to everyone.


Anti-slippery slope:
Most RTS have some kind of anti-slippery slope mechanism. Chess is a game that has NO anti-slippery slope, for example if you loose your queen early on it's nearly impossible to make a comeback against a good opponent. In WC3 the anti-slippery slope is "upkeep". Keeping a huge army will cost you more gold in an attempt to give your opponent a small economic boots and get back in the game. SupCom's anti-slippery slope is if you launch a huge attack and lose all your units in or near your opponents base he will reclaim all the mass and get a nice economic boost. SupCom is the only RTS I know of that has this kind of anti-slippery slope mechanism.

Epic games:
I like epic games, in WC3 usually the most epic games are FFA. One game I lost everything but a moonwell, few wisp and my hero, somehow I managed to hide & rebuild and take out the 3 remaining players. In SupCom you can get into truly epic standoff with walls, incredible amounts of towers and units (500 unit cap for each player). Luckily in SupCom there are also "super" weapons that eventually force victory, but they take a ridiculous amount of time to build (they have to). This also means games can last for hours. Where in WC3, rarely dose a game go over thirty minutes. What's the right balance for a RTS?

Economics & resources:
What's the best economic model? In WC3 you have wood and gold, SC you have crystals and gas. In SupCom you have mass and energy. Some RTS's have even more then two resources. The key difference in SupCom you can never deplete the resources. You can also never bank all the resources. You have to build buildings to increase your mass and energy storage. In WC3 you can bank gold and wood forever but will almost certainly lose if you don't spend your resources immediately. The only exception is to stay in low upkeep and bank a little gold while teching up. I don't know which model I prefer, probably limited resources if I had to choose.

Macro VS Micro:
What's the optimum amount of time a player should spend on each task? In WC3 Blizzard decided controlling the army was the most entertaining aspect of the game. In WC3 I would say only about 5-10% of APM is spent on base management. Every battle you really have to mange each unit and keeping your heroes safe is paramount, loosing a hero is often GG. In SC no one unit is as important and it seems players have to spend a lot more time managing their economy, maybe as much at 50% of their AMP or more? In SupCom at long as you keep your commander safe you can just throw the rest of the units at your opponent with attack move commands.

How much "strategy" should be in a RTS:
If Chess & Go are 100% strategy. I would say WC3 is 30% strategy and SupCom is maybe 50%. Yes unit choice is important but execution is even more important. With proper micro units that should lose will actually win. For example in WC3 archers should not stand a chance against ghouls in equal food. But with proper micro (FF, hide & retreat) they can usually win by a wide margin. This means there are certain cookie cutter strategies that will work on almost everything. But then again it is "real time" so certain units should lose if used poorly. I guess that falls under hard counters VS soft counters. WC3 is mostly soft counters.

Creeps (NPC) or not?
Creeping in WC3 means attacking computer controlled units to gain gold and experience. Personally I hate it and it's one of my grips with WC3. I prefer the SC / Supcom with no creeps

Should a single miss-click lose the game?
In WC3 clicking on a town portal (TP) one millisecond too late will lose you the game. This can be very frustrating. Should a RTS be decided by a single miss click?

Well as you can see there are a tons of factors a game designer must take into account. I've just scratched the surface and I'm sure you can come up with many. If you made it this far, thanks for reading.




hideo
Profile Blog Joined May 2007
Canada1641 Posts
January 05 2009 06:05 GMT
#89
http://spring.clan-sy.com/

This is a free open source 3d rts engine originally created by a group of Total Annihilation modders.

The Balanced Annihilation mod is honestly as challenging and as fun an experience as brood war for me. It's also a very interesting glimpse at what rts can be, with its extremely powerful UI supplemented by user-creatable "widgets", and continuous direct and indirect input from players with regards to new new maps, balancing gameplay, and graphics.

The community is very small, but there is a very healthy competitive segment, and 1v1 ladders and tournaments are held frequently.

Please check it out, but be aware that the learning curve is very steep, though if you've had any experience with online TA, you'll pick up the basics quickly.
KurtistheTurtle
Profile Blog Joined December 2008
United States1966 Posts
January 05 2009 08:48 GMT
#90
Most other RTS's fail because they aren't balanced and they don't have Battle.net. C&C Generals was a tight game I used to play, but its matchmaking was god-awful...

Basically, if you can get your game a battle.net-caliber matchmaking system then it will be semi-successful.
“Reject your sense of injury and the injury itself disappears."
anotak
Profile Blog Joined March 2008
United States1537 Posts
January 05 2009 09:02 GMT
#91
I really do not understand why people think balance is inherent in successful games.
I point to the examples of pretty much every fighting game ever except Guilty Gear and Street Fighter 4
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
January 05 2009 10:35 GMT
#92
On January 05 2009 15:05 hideo wrote:
http://spring.clan-sy.com/

This is a free open source 3d rts engine originally created by a group of Total Annihilation modders.

The Balanced Annihilation mod is honestly as challenging and as fun an experience as brood war for me. It's also a very interesting glimpse at what rts can be, with its extremely powerful UI supplemented by user-creatable "widgets", and continuous direct and indirect input from players with regards to new new maps, balancing gameplay, and graphics.

The community is very small, but there is a very healthy competitive segment, and 1v1 ladders and tournaments are held frequently.

Please check it out, but be aware that the learning curve is very steep, though if you've had any experience with online TA, you'll pick up the basics quickly.

my main gripe with TA is too many units
if you can build 100 different units whats the bet 95 of them will never be used?
im guessing this product is the same . with user added units etc?
Once again back is the incredible!
Pingvinen
Profile Joined August 2008
Sweden78 Posts
January 05 2009 12:17 GMT
#93
On January 05 2009 12:20 lowlypawn wrote:

Should a single miss-click lose the game?
In WC3 clicking on a town portal (TP) one millisecond too late will lose you the game. This can be very frustrating. Should a RTS be decided by a single miss click?

Well as you can see there are a tons of factors a game designer must take into account. I've just scratched the surface and I'm sure you can come up with many. If you made it this far, thanks for reading.



Wouldn´t that be like the same thing like losing your commander due to misplacing him, or the enemy get a lucky sniper or whatever? Risk and reward...


Topic:
I kind of like that in SC, or WC3 games dont take forever to finish, they are easy to learn hard to master (like most of sports around: anyone can kick a ball with your foot or run as fast as they can.. ) and i dunno, i like the feeling of total control when i play a game of sc or wc3, can´t explain it, but it feels good.
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
January 05 2009 14:54 GMT
#94
starcraft is the perfect rts or the closer one to perfection
by a stroke of luck of course
I've got a point, and i'm ready to kill or die for it.
Puosu
Profile Blog Joined April 2007
7017 Posts
January 05 2009 15:19 GMT
#95
On January 04 2009 05:52 ManWithCheese wrote:
Show nested quote +
On January 04 2009 05:41 JudgeMathis wrote:
Warcraft 3 is the closes thing to Starcraft. Where Warcraft lacks, it makes up for. Yes, you can't macro that much. But, to replace that a Warcraft 3 player has to think about where the player is creeping, if he has an expansion. You can't really sit here, and say "SHIT BECAUSE WC3 MACRO IS LIMITED, SHIT SUCKS."

Btw, Wc2 was very imbalanced. Everyone plays Orc. -_-; Also, the fan base is the real reason why some RTS succeed or not.


Balance was simple and great in warcraft 2. If you take 2 players of high apm and equal skill and throw them into a large scale battle the human player will win, while you can bloodlust all your ogres it doesn't do any good when half of them couldn't attack till others died meanwhile the human player is spamming heal on his front line, the orc would then try to counteract this by increasing how big the front line is.

Shame more people didn't buy the battle.net edition as it was a blast to play.

that is simply so wrong, orc is a lot better than human in WC2, if you''ve played it at a competitive level you'd know that you never encounter a human player unless its someone just fucking around.
liquorice
Profile Joined August 2008
United States170 Posts
January 05 2009 15:23 GMT
#96
On January 05 2009 21:17 Pingvinen wrote:
Show nested quote +
On January 05 2009 12:20 lowlypawn wrote:

Should a single miss-click lose the game?
In WC3 clicking on a town portal (TP) one millisecond too late will lose you the game. This can be very frustrating. Should a RTS be decided by a single miss click?

Well as you can see there are a tons of factors a game designer must take into account. I've just scratched the surface and I'm sure you can come up with many. If you made it this far, thanks for reading.



Wouldn´t that be like the same thing like losing your commander due to misplacing him, or the enemy get a lucky sniper or whatever? Risk and reward...


Topic:
I kind of like that in SC, or WC3 games dont take forever to finish, they are easy to learn hard to master (like most of sports around: anyone can kick a ball with your foot or run as fast as they can.. ) and i dunno, i like the feeling of total control when i play a game of sc or wc3, can´t explain it, but it feels good.


The reason that Starcraft (and WC3 I suppose) feel like that is because after a certain stage, you just can control everything that much more directly. Especially with hotkeys and everything. In many other RTSs, units are fairly laggy and don't follow your orders exactly. For example, Age of Empires II, although being an excellent game (<3 cavalry archers) is lacking in that you don't have attack move. This means that if you want a unit to attack another unit, you have to right click on it. This may seem simpler, but since you cannot A-move, if you have one army attacking another (this is especially problematic with archers) you end up focus firing on one unit before attacking the others. All of these things mean that you feel disconnected from the game.

Control is important. MOAR HOTKEYS

btw nethack wins because of this
fuck yeah zerglings!
hideo
Profile Blog Joined May 2007
Canada1641 Posts
January 05 2009 18:25 GMT
#97
On January 05 2009 19:35 PobTheCad wrote:
Show nested quote +
On January 05 2009 15:05 hideo wrote:
http://spring.clan-sy.com/

This is a free open source 3d rts engine originally created by a group of Total Annihilation modders.

The Balanced Annihilation mod is honestly as challenging and as fun an experience as brood war for me. It's also a very interesting glimpse at what rts can be, with its extremely powerful UI supplemented by user-creatable "widgets", and continuous direct and indirect input from players with regards to new new maps, balancing gameplay, and graphics.

The community is very small, but there is a very healthy competitive segment, and 1v1 ladders and tournaments are held frequently.

Please check it out, but be aware that the learning curve is very steep, though if you've had any experience with online TA, you'll pick up the basics quickly.

my main gripe with TA is too many units
if you can build 100 different units whats the bet 95 of them will never be used?
im guessing this product is the same . with user added units etc?


This is one of the primary focuses of several of the TA-oriented mods (which are the most popular), making every unit useful and serve a role. Better players learn to make effective use of more units, and it is part of the learning curve. There are more tactical aspects to the game than with starcraft, for example the role of radar/stealth/jamming on top of LOS, naval, subamrine, amphibious units, different types of aircraft such as transports, and varying complexity of terrain, so I really think the large unit count is warranted. The thing is maps favour some unit categories over others, and some play styles favour some unit categories over others. For example, on smaller maps, any kind of early air is heavily disadvantageous and cheap, high mobility units and rush/micro oriented gameplay is favoured over resource-expensive higher tech tier units. Some island maps might favour air or sea starts equally, while others might be biased towards amphibious unit crawls; really depends on map, personal preference and skill.
dmfg
Profile Joined May 2008
United Kingdom591 Posts
January 05 2009 19:00 GMT
#98
I played DoW for a while (all of 1.2) and while I loved the game, Relic's support (or lack thereof) was what killed it for me.

They made a great game with immense potential but then:

- They made huge, monolithic patches with dozens of massive balance changes which swung the balance too far the other way (hello Fire Prism, Defiler)

- They didn't listen to the top players in the community who cautioned against the above (e.g. fixing Defiler targeting bug will make it too powerful)

- They focused entirely on getting their expansions out to make more money at the cost of any kind of long term balance, since adding a race per expansion is guaranteed to destroy any balance you had previously

- Their cryptic system of putting unit types (such as Infantry, Heavy Infantry, Vehicle) into further, invisible armour categories (High, Med, Low) and then having each weapon type with an invisible and not-always-intuitive level of effectiveness against each subcategory made it incredibly painful to work out what "countered" what.

I mean, the unit text reads "Strong vs Infantry", but then through trial and error you find that in fact it's only good vs Infantry Med, not Infantry High. Now you have to find out what units are Infantry High, which again is not exposed.

C&C3 is a game I enjoyed immensely, but whenever I played it it just felt so shallow. I mean, here's a typical game. I use my standard build for this map, because there isn't really any other viable one. My opponent is making tanks that are strong against tanks and vulnerable to tanks. I don't care - I was always making tanks myself regardless because even things that counter tanks (rocket infantry) don't really counter tanks. Come on man, you gotta build tanks.

Now I have enough money to tech so I do. He can't see my tech because you don't put down buildings until they've completed. Even if he guesses I'm teching and masses for a push, it doesn't matter because units move so slow relative to sight range and build times, I can just retreat, spam base defences and defend, so it doesn't really matter what he does. Now one of us has a lot more units than the other, makes his army into a wide line and a-moves into enemy base. GG.
hazz
Profile Blog Joined January 2009
United Kingdom570 Posts
January 05 2009 19:27 GMT
#99
What people have to consider when thinking about warcraft 3 as an RTS is that it is not a pure RTS - an rpg element was added because it fitted more with the atmosphere of the game, with heroes leading a small contingent of troops.

That said I think blizzard needed to get in touch with the community more, and its the main reason why the starcraft community is so split (normal, UMS, fastest, BGH, Hunters). In warcraft 3 there were news announcements before you entered chat, which sometimes mentioned pro players and tournaments like BWI and blizzcon - this is how I learned about the pro gamers such as ShowTime and Grubby in late 2005, and this may have contributed to why wc3 was only split three times - normal, UMS and team games (since theres a ladder for team games and its so different to 1v1 team players never even try solo since team games are easier and wins in this matchup are worth the same as solo wins on your profile, also its arguable that dota split the community more but its so different it might as well be a full on mod)

I mean, imagine when you never visited forums such as teamliquid or gosugamers, and only played on battle.net for starcraft. Why would you stick to 1v1? Especially if other game types are less punishing and more relaxing.

IMO with AMM and automated tournaments in warcraft 3 a lot more people played the normal competitive gametype, and I think the key to success in starcraft 2 is for battle.net 2.0 to fully accomodate the needs of competitive gameplay and I think its the key to success, and lack of support to the community for many other games seems to be the main reason why many games have failed, where starcraft and warcraft 3 have not.
maybenexttime
Profile Blog Joined November 2006
Poland5812 Posts
January 05 2009 19:54 GMT
#100
There are a lot of different sub-communities in WC3 too:

- 1on1
- RT
- AT
- various UMS (not specific)
- DotA
(- Tower Defense)
hazz
Profile Blog Joined January 2009
United Kingdom570 Posts
January 05 2009 20:08 GMT
#101
I mentioned all of those, TD falls into various UMS and RT/AT sort of overlap since the gameplay is pretty much identical except theres a few more strats for AT for obvious reasons
BrutalMenace
Profile Blog Joined July 2005
United States1237 Posts
January 05 2009 20:27 GMT
#102
they failed because SC came out... seriously
Sadist
Profile Blog Joined October 2002
United States7328 Posts
January 05 2009 21:00 GMT
#103
no battle.net
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
Deimos0
Profile Blog Joined May 2008
Poland277 Posts
January 05 2009 23:10 GMT
#104
Well, you can also read what Relic has to say about DoW2 and non official extensions (like mods for first DoW) - they said something like "Our game will not be mod-friendly, because players are not making good mods" - that made me lol as statement that army painter will not be included because some teenager can put a penis as a banner. So much for supporting community. Well done Relic.
protect me from what I want
Ch3m1c4l
Profile Joined May 2008
United States3 Posts
January 06 2009 05:45 GMT
#105
Guys, most people who play games don't care about the balance or the amount of races in a game. Balance adds lifetime to a game, but people play games because they are FUN. If an RTS game isn't fun, then no one will play it.
Tyraz
Profile Blog Joined September 2008
New Zealand310 Posts
January 06 2009 08:19 GMT
#106
Most of you guys are dooshes. seriously. People don't JUST play RTS's because they want too whip out insane strats and whoope another person. For example, before i played starcraft, i played RTS's because they were some chilled out fun. I equate the average RTS too the Late Show with David Letterman. In fact i agree with what was said about TA, winning wasn't always the major strategy, i mean why do people play mindless zombie killer flash games?

I would say (now) there are almost two types of RTS's; if you want a description of the 'feel' i'd say 'stoner RTS's' (like the ones you just chill out, build up a massive base, and just do stuff that is interesting, with no conceivable end in sight.. and winning generally isn't the point of playing...) and then the 'pill popper RTS' where everything needs too be intense, the games are fast n short (like i'd equate the feel of competitive SC much closer too CS.. with fast rounds that are action packed).

Too draw the distinction; i'd like too draw on two games that came out pretty much the same time, and still have a very large fan base (although one is a large casual LAN gamer base, rather than pro). Too represent the 'mellow RTS' side of things, we have Microsoft's AoE2, which is still HUGELY popular with casual gamers and games typically last for upwards of 2 hours (with a movie or something on in the background). The game isn't very well balanced at all, with players usually being able too amass a massive army of two types of units and just batter each other with them too achieve victory. The resources are seemingly endless (trade carts) and defenses are a massive component (too say the least). To define the type of feel behind the fun you get from this... in essence i'd bring it right down too the type of 'tower defence/attack' mods you get for wc3. You get loads and loads of crap, and batter it against your enemy's defenses (strategy plays very little part) and pretty much see who ends up winning the big brute force battle.

To represent the 'hyper intense' RTS, is your beloved Starcraft. The game must be super balanced because it is quite literally about getting the upper hand on the other person. It is competitive gaming on steroids, and i consider it a much closer feel too Counter Strike than your typical RTS. This isn't really a game you can play for hours and hours on end with 'interesting strategies' that seem like a good idea at the time just because you felt it was time that you started building tanks.

Too put it bluntly, SC to me is an absolutely shit house mellow RTS, with Terran the only real race you can play in relative safety if your gonna just mass turtle and then swarm loads of crap at each other. And too the same extent, AoE2 is a crap competitive RTS because of the appallingly OP units and strats.

So, it depends on what kind of 'feel' your looking for in the game. And i'm sure there are games that you can do both in, but starcraft 1 defiantly isn't one of those games, and i doubt Starcraft 2 will be ether. It just isn't the kind of game where you can feasibly turtle and simply use a chilled out brute force tactic with a long drawn out game with seemingly endless supply and units.

p.s. for all those here who will undoubtedly say that 'all chilled out games are shit, and that competitive games are the way of the future', i say lighten up. Games are for enjoying, if you want too chill and thats what you look for in a game, then so be it. Being a balanced game with intense game play is NOT what 'all' RTS's are about. Nor should they be. OP super units are the sex for some people, and absolutely amazingly massive defenses represent a game that is good for chillaxing too while getting stoned or watching a movie/eating/playing guitar at the same time.
100% Pure.
Spawkuring
Profile Joined July 2008
United States755 Posts
January 06 2009 10:10 GMT
#107
Tyraz, there's nothing wrong with a game being both casual and hardcore friendly at the same time.

The thing about this thread is that most RTS only go one route and either say "Casuals Only" or "Hardcores Only". Starcraft however is probably one of the only RTSs that manages to snag both crowds into one game. Even though TL.net is a hardcore-oriented site, SC has always been an easy to learn hard to master kind of game. You say it isn't for casuals, but I honestly don't see how you can say that. Bnet is always full of BGH maps which are notoriously casual, and the custom game menu is always active and full of maps that are perfectly casual-friendly. To this day, you can get your buddies and play a non-serious match on BGH or go custom with tower defense or something. You don't HAVE to have a 300+ APM to enjoy this game, no matter what anyone tells you.

When we refer to other RTS games "failing", we don't mean to say that the game sucks, but that it failed to capture the desires of the hardcore playerbase. It's easy to make a game that only caters to casuals, but quite frankly casual games are a dime a dozen nowadays. "Chilled out" games are fun, but competitive games are even better because you can actually choose between casual and hardcore play-styles, and not have to be shoehorned into casual-only like so many other games do. It's for this reason why I can't fathom why gamers today are on this "anti-hardcore" crusade. Games that appeal to everyone are the ones that stand out, and it's one of the core philosophies that Blizzard follows.

If you want to turtle in your base and mass Carriers/Battlecruisers/Ultralisks, then you're more than welcome to do so. Nobody is stopping casuals for having their relaxing fun with SC2; hardcores simply want to make sure that they can have their fun as well.
ManWithCheese
Profile Joined July 2007
Canada246 Posts
Last Edited: 2009-01-06 19:51:16
January 06 2009 10:23 GMT
#108
Good lord......................................
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
January 06 2009 11:02 GMT
#109
On January 06 2009 17:19 Tyraz wrote:

Too put it bluntly, SC to me is an absolutely shit house mellow RTS, with Terran the only real race you can play in relative safety if your gonna just mass turtle and then swarm loads of crap at each other. And too the same extent, AoE2 is a crap competitive RTS because of the appallingly OP units and strats.

you have interesting theories but you are forgetting that there is a seperate SC community you are forgetting

The fast map community that make games with "NR20" or "NRMM" , and then mass units with even bigger defenses and play that crap for hours.
Once again back is the incredible!
KlaCkoN
Profile Blog Joined May 2007
Sweden1661 Posts
January 06 2009 12:47 GMT
#110
On January 06 2009 17:19 Tyraz wrote:


Too draw the distinction; i'd like too draw on two games that came out pretty much the same time, and still have a very large fan base (although one is a large casual LAN gamer base, rather than pro). Too represent the 'mellow RTS' side of things, we have Microsoft's AoE2, which is still HUGELY popular with casual gamers and games typically last for upwards of 2 hours (with a movie or something on in the background). The game isn't very well balanced at all, with players usually being able too amass a massive army of two types of units and just batter each other with them too achieve victory. The resources are seemingly endless (trade carts) and defenses are a massive component (too say the least). To define the type of feel behind the fun you get from this... in essence i'd bring it right down too the type of 'tower defence/attack' mods you get for wc3. You get loads and loads of crap, and batter it against your enemy's defenses (strategy plays very little part) and pretty much see who ends up winning the big brute force battle.

.


Did you ever, you know, actually play AoE2 ? =p
The game is quite fast paced, intense micro while managing an economy more complex than in bw, units build faster than in bw, there is no working MBS iirc (except for rallies) Saying that games last 2 hours would be like looking at a 4v4 fastest game of bw and draw conclusions on gameplay :/

Oh god... I just finished reading your post and realized that's exactly what you did lols. -_-
Your comments on bw strategy are just ><. Seriously didn't it ever cross your mind that you might not understand how a game works when you've only played it with newbies for like 10 hours? :/
"Voice or no voice the people can always be brought to the bidding of their leaders ... All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger."
MuR)Ernu
Profile Joined September 2008
Finland768 Posts
January 06 2009 12:55 GMT
#111
Boring, gimmicky mechanics, stupid, obviousm hardcounters for every strategy, laggy, annoying graphics (not simple enough like SC (or even wc)).
Thats something

Starcraft 2 ATM seems like it would fail like this
[DUF]MethodMan
Profile Blog Joined September 2006
Germany1716 Posts
January 06 2009 14:02 GMT
#112
To Tyraz:
I played BGHish Maps in Vanilla (which were only big in the German community i guess, in its prime around 03 there were 3 big Leagues having like the same number of BWCL + WGTCL in clans and players in it) until 04/05 when I started BW Low. In non-competitive games, meaning the ones outside the leagues and ladders, you could do any shit you wanted, BCs and Carriers were absolutely common and it was shitloads of fun. So i guess your argument doesn't work here.

Also I would go that far, defining games where you just can't play that competitive as in SC not as RTS because you obv don't see much of "real time" in it. They are more like a mix between RTS and classic Strategygames like Civilization.

Serving the competitive/hardcore gamers doesn't mean the game isn't playable anymore for the casual/noob gamer. All of the best games ever in their respective genre are fun to both casual and hardcore gamers, see Q3, CS, SC. I won't mention WC3 cause I'm biased and I think a game which deserves the attribute "competitive game" has to be easy to spectate which WC3 is definetly not.
ToSs.Bag
Profile Joined December 2008
United States201 Posts
January 06 2009 15:29 GMT
#113
On January 06 2009 19:10 Spawkuring wrote:
Tyraz, there's nothing wrong with a game being both casual and hardcore friendly at the same time.



Thats what WoW is trying to do, and is phail. But on a side note, I think there needs to be a ground set for "Succeeded" I can think of many games that "succeeded" but arent playing professionally and arent really played much or talked about today. I know of games that "succeeded" in a sense that they brought me overwhelming joy along with many others but were never into the mainstream.

Lets take some ole SNES classics.... namely Chrono Trigger and Super Mario RPG.......

now most casual gamers are going looking at me right now either say "uh, what" or "Oh yeah, Super Mario, I loved Star Road" when in fact its an entirely different game. What game would you consider more successful? A game that everybody knows, or a game that made it into the hearts of thousands as one of the best games of all time. The only reason Starcraft is gaining popularity and giving Iccup more D newbs than ever is

A) WoW & Blizzcon
B) Tasteless (which isnt a bad thing)
C) Starcraft Two anticipation

or in some cases:

D) Screaming girl fans in Korea

Aside from that Starcraft was to be remembered as an amazing storyline for a game, and back in its prime time (which some argue could be now, but come on people, you know what I mean) , was notorious for cheese builds, back when Spawning pools were 150 minerals and we had nice and small ladder maps.


The thing that makes games stay alive though, and this everyone knows, is patches and dev work, however, what makes starcraft unique, is much of that is done 3rd party. Whether it be ICcup or ChaosLauncher, KeSPA or Teamliquid, everyone puts heart sweat and blood into this game because it captivated peoples hearts the time of release. Of course, the progaming scene in Korea propelled it, which I won't even delve into how that got started, but you get my picture. If you forget about a game, people will widdle off.

Take Diablo II for instance. I used to play Hardcore Classic (not expac) and there was a huge community not long ago, but every year it widdles down. WHy? because all they do is reset the ladder these days... no modding, no new items or skills or balancing. The last balance I can remember is making Cleglaws gloves not be the most OP thing in PvP ever.

I digress, but tell me guys, if KeSPA and ICcup weren't around (and the other servers) the game wouldnt be NEAR as fun. If Blizzard stepped the fuck up maybe yeah, but everyone is giving them way too much credit. The great things about this game are what people put into it. Otherwise it would have been dead long ago. Even strategy wise.

For instance:

Reavers are described as a defensive unit, but are commonly used as the most harass friendly unit in the game, but people were figuring out shuttle and reaver combos, progressing the game ever so slightly.

People figured out you can put a barracks next to CC to micro around a zealot, was that intended? Probably not even thought about....

Maynarding workers... the list goes on.

My point is, if there wasn't something that captivated you initially, whether it be a progamers enthusiasm, or their fans, something had to get you into it, and what made you stick is the community, and how hard everyone works at making a perfect game, how much people care about it. Literally taking it from a game, to a sport,and thus esports was born. Aside from the fact that yes its an amazing game, and surprisingly balanced, but I think that was more by a stroke of luck than anything.

anywho im done rambling, tahtah
D10
Profile Blog Joined December 2007
Brazil3409 Posts
January 06 2009 16:47 GMT
#114
Im playing Red Alert 3 and i cant believe the game is really that slow.

I have looked thro the settings again and again trying to find a way to increase the speed, I cant believe anyone actually wants to play on the initial speed, its so slow that the seconds on stuff cooldown or construction takes more than 1 second do pass, ridiculous.
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
Spawkuring
Profile Joined July 2008
United States755 Posts
January 06 2009 18:56 GMT
#115
What exactly is your point ToSs.Bag? You rambled a lot, but didn't really say anything we didn't already know.

A lot of SC's popularity came from 3rd party support, yet you talk as if this is a bad thing. None of that 3rd party support would have came if there wasn't a solid game to build it on. Yes, SC was a bit of a fluke, but I don't really see what you're getting at here.
pooper-scooper
Profile Joined May 2003
United States3108 Posts
January 06 2009 19:09 GMT
#116
I'm going to mention an RTS that no one has talked about:

Strifeshadow! It failed because only about 60 people ever dled it, it had terribly outdated graphics the moment it came out and it had a few balance issues. It did have instant unit response!
Good...Bad... Im the guy with the gun
dmfg
Profile Joined May 2008
United Kingdom591 Posts
January 06 2009 21:46 GMT
#117
Slightly OT but D10 - I believe the RA3 engine shares the C&C3 engine's quirk of being locked at 30 FPS, meaning that if your comp is too slow to output 30 FPS then it actually slows down the game.

So if your computer only manages 15FPS, 1 ingame second takes 2 RL seconds. In C&C3 this was the most annoying thing ever online, when someone puts their settings waaaay above what their comp can handle just to annoy the hell out of you by slowing the game to a crawl.
ToSs.Bag
Profile Joined December 2008
United States201 Posts
January 06 2009 23:53 GMT
#118
30 hours without sleeping from stupid planes, and looking back I don't really either. Needless to say there are a lot of things within games that have competitive niches with really manner people, and I wish those things were still around. There are a myriad of reasons why SC succeeded, and no the 3rd party support is NOT a bad thing, its a GREAT THING, but lets be honest, if we were still on patch 1.07 or earlier who the hell would play this game? Probably not many people .

And yes, the fact that the units move quickly is a major plus! Makes for spectating much more intense because the tides of the game can turn in seconds.

Looking back, RTS in general (macro RTS) like RoN focus too much on tech trees where BO's would be too complex and army positioning.... which is fun, but watching a movie during battle isnt fun.... one thing I love about starcraft is even as protoss (lol) you cant just sit there and watch your army hit the other guys, thats when the game gets most intense.

but yeah that previous post...... blame is on flying Red-eye cross country.... ugh
D10
Profile Blog Joined December 2007
Brazil3409 Posts
January 07 2009 00:19 GMT
#119
On January 07 2009 06:46 dmfg wrote:
Slightly OT but D10 - I believe the RA3 engine shares the C&C3 engine's quirk of being locked at 30 FPS, meaning that if your comp is too slow to output 30 FPS then it actually slows down the game.

So if your computer only manages 15FPS, 1 ingame second takes 2 RL seconds. In C&C3 this was the most annoying thing ever online, when someone puts their settings waaaay above what their comp can handle just to annoy the hell out of you by slowing the game to a crawl.


Thank you!!!!!!!!!!!! <3
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
January 07 2009 00:44 GMT
#120
I wonder if we're talking about why starcraft became successful when other rts's did not, or what makes a game successful.

For example, War 3 is going to be brought up a lot- was it as successful, more successful, or less successful than starcraft?

In my mind, war 3 is less successful than starcraft, but that could be a personal bias.

As for lots of things that sunk other RTS's-
the units/animations are too slow, making the game boring
only mirror matches brought out only one, best build order (I'm thinking homeworld here)
game imbalance made it so that only one build order was viable in every matchup
Harass wasn't as effective, meaning that macro/an economic style wasn't as important.
the game wasn't as deep (linked to only 1 bo being the best)


Quite frankly, I think that the most important elements of starcraft were the varied build order choices, the faster unit movement, and the fact that the learning curve was really really steep (the last point being a combination of just about everything). Anyone (yes, even D+ level players) would destroy boxer in 2002 (or elky >.>) for about 2 months before they figured out how to catch up, because the game just wasn't as developed then. The depth of starcraft made it so that the game is unmatched today.

Today, starcraft is unmatched as an RTS because of how balanced the game currently is. For more discussion on this, i'm sure that there are threads floating around on how sc2 is going to have a really really hard time surpassing sc1.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
January 07 2009 01:06 GMT
#121
Other RTS's fail because they cater to noobs. Noobs generally get bored of games within a couple of months, so the RTS dies.

O HAI SC2.

IMO Unless they fix sc2 drastically, the only reason it has a chance of not dying out will be from the brood war community clinging on to it.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 07 2009 01:17 GMT
#122
On January 03 2009 22:24 Shikyo wrote:
Just out of curiosity, has anyone ever played NetStorm? I thought that the concept was quite fun and unique, although I haven't played it in a while. It was made around the same time as Starcraft. Apparently it still has a community around.

http://www.netstormhq.com/download.php?list.10

Download of the full version of the game if you want to try it


What a cool game!
¯\_(ツ)_/¯
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
January 07 2009 01:49 GMT
#123
but competitive games are even better because you can actually choose between casual and hardcore play-styles, and not have to be shoehorned into casual-only like so many other games do. It's for this reason why I can't fathom why gamers today are on this "anti-hardcore" crusade.

There are competitive and complex games that is literally IMPOSSIBLE for a casual player to play. The worst pool of them would fall under things like flight simulations that result your plane exploding because you messed up your fuel-air mixture or a mistake in propeller pitch. (or why modern flight sims all have n00b mode) Complex strategy games, from games like Civ4 or Combat Mission series or Heart of Iron or Victoria all require so much time investment to get through the interface that only the devoted and focused and get through the first game counts as well.

In addition, casual gaming requires an environment where people can do what they want without being punished. The player must not, say, have his CC explode (which is what happens in flight sims) on him because he messed around. The casual gamer wants to do whatever he wants to do (zomg mass BC stack) and win a reasonable of time despite of it by whatever reason.

BGH is actually great for casual gamers because of its effect of removing competitive players from it, so sides can play 20min no rush into mass carrier/whatever games. The Starcraft community has self segregated but that is not always automatic or even possible, just look at RTS that does not support automatic map downloads (resulting in everyone playing the same maps) while not having a good matchmaking service, which result in the few hardcore folks killing casual play in record time. (while being bored themselves since they rarely find a challenge, unless they are griefer/win farmers)

--------
There is finally, a kind of game there the casuals play in the same style as the competitive people. (just with less skill) This happens when competitive play matches up with what players want to do (perhaps because that is the only thing possible within the game/genre). I don't think Q3 have a seriously split community of competitive and casuals with different rules to the game, only one divided on skill alone. (but I'm not too familar with them though)
mrgerry
Profile Joined September 2008
United States1508 Posts
Last Edited: 2009-01-07 02:03:52
January 07 2009 02:01 GMT
#124
On January 07 2009 10:06 -orb- wrote:
Other RTS's fail because they cater to noobs. Noobs generally get bored of games within a couple of months, so the RTS dies.


That's why you give noobs MMORPG

Other RTS's fail because today's standards of what an RTS needs are not convenient for a very high learning curve. People (not all just a generalization) who never played SC and have only played the most recent RTS's don't have a very open mind to the intricacies of Brood War. They are uninformed to the point of referring to Starcraft as a "click-fest". I don't quite understand why companies have to cater to certain audiences. "Noobs" find their own means of having fun when a game doesn't fit their needs. This and the fact that we have companies like EA and Relic being the only other competitors to Blizzard and playing on p2p servers and games that are ruined with expansions and no support just isn't my ideal.

GL SC2 you have many more eyes watching your development than SC1.
InRaged
Profile Joined February 2007
1047 Posts
January 07 2009 02:02 GMT
#125
On January 07 2009 10:17 GeneralStan wrote:
Show nested quote +
On January 03 2009 22:24 Shikyo wrote:
Just out of curiosity, has anyone ever played NetStorm? I thought that the concept was quite fun and unique, although I haven't played it in a while. It was made around the same time as Starcraft. Apparently it still has a community around.

http://www.netstormhq.com/download.php?list.10

Download of the full version of the game if you want to try it


What a cool game!

That's an example of the game that hasn't got what it really deserves solely because of hideous marketing. Now recalling that Activision was game's publisher and they merged with Blizzard, how great would be if the right guys resurrected it and made the sequel. Ah, dreams, dreams...
synapse
Profile Blog Joined January 2009
China13814 Posts
January 07 2009 03:37 GMT
#126
Starcraft is competitive because of the need for micro ~ the general unit AI isn't good enough; your units do EXACTLY what you tell them to do (and nothing more), and little, seemingly negligible differences in, say, a-move / hold can make all the difference in large battles. That plus glitches such as stacking air units / jumping minerals gives a lot of strategy to SC. Good macro is necessary in any RTS.
:)
Ramsing
Profile Joined July 2007
Canada233 Posts
January 07 2009 03:42 GMT
#127
It seems like nowadays too much time is spent in development on making sure that the graphics are state-of-the-art so that when it comes to actually implementing good, balanced gameplay the game just totally sucks. Not only that, the beta's tend to be far too short to get out any of the kinks in the game itself so that when it hits store shelves the game is buggy and totally imbalanced. Of course this can be fixed if the developers are willing to listen to the community and get some patches rolling pretty quickly but too often this isn't the case and by the time a patch or two does come out to balance the game, people have lost interest and don't care to play anymore.

Then there's the odd game -usually sequels- that you know was so heavily influenced by a small portion of the community from the previous game that the new game caters to them and only them so you end up getting a pretty crappy game. (Empire Earth 3 comes to mind)
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
January 07 2009 05:22 GMT
#128
Not only that, the beta's tend to be far too short to get out any of the kinks in the game itself so that when it hits store shelves the game is buggy and totally imbalanced. Of course this can be fixed if the developers are willing to listen to the community

If it were only this easy. *points all the "Protoss are broken" folks in the Strategy forum* A community of n00bs would make a game that is only balanced for n00bs and thats that. Somethings its anything but self evident whether/how the game is broken and whats the best way to fix it, especially if you stuck with things like forums that does not filter skills and anyone with an biased opinion can throw his two cents..
Tiamat
Profile Joined February 2003
United States498 Posts
January 07 2009 06:01 GMT
#129
Random thoughts for reasons why other RTS fail...

a) Units become worthless as the game progresses. I always hated the "Tier" system. I mean one of the things I hated about War2 and War3 is that once you get to the late game, you would never have a reason to build a footman ever again. Just build knights. SC gave every unit a use throughout the entire game. Tier systems are stupid and dont work for a fun game.

b) Battle Net, other RTSs have horrible multiplayer systems. Battle net single handedly helped SC become the RTS. Boneyards, Relic, Gamespy, they all suck balls.

c) Unit response, I want my units to move and do what I want them to. Some RTS have such horrible pathfinding that its unbelievable.
ManWithCheese
Profile Joined July 2007
Canada246 Posts
Last Edited: 2009-01-07 07:40:18
January 07 2009 07:34 GMT
#130
On January 07 2009 15:01 Tiamat wrote:
Random thoughts for reasons why other RTS fail...

a) Units become worthless as the game progresses. I always hated the "Tier" system. I mean one of the things I hated about War2 and War3 is that once you get to the late game, you would never have a reason to build a footman ever again. Just build knights. SC gave every unit a use throughout the entire game. Tier systems are stupid and dont work for a fun game.

b) Battle Net, other RTSs have horrible multiplayer systems. Battle net single handedly helped SC become the RTS. Boneyards, Relic, Gamespy, they all suck balls.

c) Unit response, I want my units to move and do what I want them to. Some RTS have such horrible pathfinding that its unbelievable.


You're just being biased otherwise you'd see scouts, valkyries, dark archons, queens, ghosts, firebats, and devourers used more and/or longer then 1 minute in 1 matchup.

Note: Some of the units listed may be a great unit for a specific role but for the most part they are vastly underused because of various reasons and/or have a very short window to be used in.
SerpentFlame
Profile Blog Joined July 2008
415 Posts
January 07 2009 07:53 GMT
#131
Thoughts for the failures of some RTS Games (actually I only played CnC so I'll just be discussing that)

1) Too many units occupy the same niche and there's a lack of diversity among units. Why build Heavy tanks when you could build Mammoth tanks? Why build light tanks or missile trucks when you could get Heavy Tanks? (CnC). A lot of units were mostly flashy but didn't really bring anything fresh into the game. Warcraft three slightly falls into this as well, in that a lot of units in Castle-tech completely outclass in every way the corresponding tier two or tier one unit. The difference that was made in Starcraft is that (most) units are specialized and diverse so that they find their place in a niche that isn't a iron hardcounter to any specific strategy, but a malleable softcounter to an opponent's observed unit combination. Each race is also given a different dynamic, which changes the pace of the gameplay immensely.

2) Reaction and scouting isn't that important: if you see your opponent going seeker rush, there's nothing you can really do except continue with the strategy that you started with; a seeker rush. Starcraft strategies on the other hand are so numerously diverse (yet still not as to be just too much for a gamer) and importantly, there is no "winning" strategy such as the OU Seeker Rush. Really, a lot of more unorthodox strategies (such as Reverse Stove sairgoon, bluegoon v T, bachanic or ghosts v P, or Dragoon Templar v Z, etc.) are semi-viable and at least make for an interesting game dynamic, whereas in a lot of RTS's its all about massing a lot of one type of tank and then winning.

3) Weak-paced micromanagement; almost all units don't move too quickly and micromanaging them doesn't lead to much benefit.

4) No depth in economy. Macromanagement and expanding in Starcraft is tremendously important, but the same can't be said of most RTS games that have less-harassable bases or less benefits to economic expansion, overall dumbing down the gameplay in other RTS's.
I Wannabe[WHITE], the very BeSt[HyO], like Yo Hwan EVER Oz.......
Choros
Profile Joined September 2007
Australia530 Posts
January 07 2009 08:37 GMT
#132
Alot of people say that SC is popular because of balance but SC was not balanced when it actually became popular in the first place.
Velr
Profile Blog Joined July 2008
Switzerland10886 Posts
January 07 2009 09:37 GMT
#133
You can give SC to a noob, he will not be good or anything but he will be bale to play it. He will only have about 8 workesr at his minerals but he will produce Mairnes, Tanks, BC's whatever.

He can play the game whiteout thinking much and he noticed that he can get better and better.


In SC/BW everyone was a noob at the beginning, much more newb than DoW1 players were when the game started, SC/BW has *made* the competetive scene from scratch because there were enough noobs who loved the game. SC/BW was not cathered to anyone, it was just a game that was created to be fun.

That sets SC/BW apart from many, many other RTS.
Lamentations
Profile Blog Joined October 2008
Australia211 Posts
January 07 2009 13:03 GMT
#134
The WC or AoE clones are really annoying, especially when they try to implement 'creative' and 'unique' gameplay mechanics like going underground in armies of exigo but turns out it just ruins the flow of the game.
Bogus is like "nerdy cute", whereas Lomo is like "I would make him wear a dress and rape him" cute -Turbovolver
dmfg
Profile Joined May 2008
United Kingdom591 Posts
Last Edited: 2009-01-07 16:22:15
January 07 2009 16:21 GMT
#135
On January 07 2009 16:53 SerpentFlame wrote:
Thoughts for the failures of some RTS Games (actually I only played CnC so I'll just be discussing that)

1) Too many units occupy the same niche and there's a lack of diversity among units. Why build Heavy tanks when you could build Mammoth tanks? Why build light tanks or missile trucks when you could get Heavy Tanks? (CnC). A lot of units were mostly flashy but didn't really bring anything fresh into the game. Warcraft three slightly falls into this as well, in that a lot of units in Castle-tech completely outclass in every way the corresponding tier two or tier one unit. The difference that was made in Starcraft is that (most) units are specialized and diverse so that they find their place in a niche that isn't a iron hardcounter to any specific strategy, but a malleable softcounter to an opponent's observed unit combination. Each race is also given a different dynamic, which changes the pace of the gameplay immensely.

2) Reaction and scouting isn't that important: if you see your opponent going seeker rush, there's nothing you can really do except continue with the strategy that you started with; a seeker rush. Starcraft strategies on the other hand are so numerously diverse (yet still not as to be just too much for a gamer) and importantly, there is no "winning" strategy such as the OU Seeker Rush. Really, a lot of more unorthodox strategies (such as Reverse Stove sairgoon, bluegoon v T, bachanic or ghosts v P, or Dragoon Templar v Z, etc.) are semi-viable and at least make for an interesting game dynamic, whereas in a lot of RTS's its all about massing a lot of one type of tank and then winning.

3) Weak-paced micromanagement; almost all units don't move too quickly and micromanaging them doesn't lead to much benefit.

4) No depth in economy. Macromanagement and expanding in Starcraft is tremendously important, but the same can't be said of most RTS games that have less-harassable bases or less benefits to economic expansion, overall dumbing down the gameplay in other RTS's.


Agree with this and would like to add a point to 3 - the AI is too good. When I have an army strong against different units types and a-move into the enemy, my units start firing as soon as they're in range, they change targets to make sure they're shooting at the enemy they're most effective against, they stay in a sensible formation. Just about the only useful micro you can do is target-firing and Bike harass, and even then you don't get much extra benefit from that micro compared to just a-move.

EDIT: For the purposes of SC2, I'm not proposing "LOL MAKE AI AND PATHING SUCK". I'm saying I want an AI that does exactly what you tell it to do, goes where you tell it to go, attacks where you tell it to attack - not what it thinks you want to do, without explicitly telling it.
kimchiterran
Profile Joined May 2008
Poland81 Posts
Last Edited: 2009-01-08 15:22:39
January 08 2009 15:20 GMT
#136
From most important to the minor issues, success of RTS game as an e-sports platform is in my humble opinion guaranteed by (in this order, at the other hand, if you can't offer one from bottom points, it is usally very hard to achieve the points above):


1. Huge fan base aka community

...(fan =/= player) around the game, not necessarily "hardcore" - in the end, everyone starts as a newbie, regardless previous RTS experience / talent. This is most important factor in creating successful e-sports platform, as it affects various aspects. The bigger fan base is, the easier to find the game in internet it is, the easier to build competitive scene (look at it statistically, let's say for every 1000 gamers, 100 will try it in some competitive way, 10 will become hardcore players), the more people will look for the sites, forums, broadcasts, offline events, thus the easier to attract the medias is, etc. etc.

People are the key for e-sport the same way they are for any other sport. Until some hobby/game is known/popular enough, it simply cannot get to the rank of sport/e-sport.

Also this is community to furtherly improve the game (using mod tools, for Starcraft that would be antihack tools and usage of map editor) and in the end - this is community to create the competitive scene and gather medias in various forms around (as mentioned above, so news, forums, radio, tv, tourneys, offline events).

SC: excellent marketing and distribution channel all around the world (please note they localized the game into various languages to make it even more accessible - it's not like English is basic foreign language in all the countries), especially considering it was new brand for Blizzard (even if it gained a lot from being natural sequel for W2); of course they again (after well-known already Diablo and Warcraft 2) delivered very well polished product; also amazing mod community (vide point 4)

W3: they knew the correct way, so just repeated successful model again, having full gain from their most popular franchise; even better mod community than in SC!

Other games: they did not bring enough attention to build huge enough community.


2. Proper pre- and post- launch development.

Which means - polished product delivered on Launch Day as well as supporting the game after its launch as long as it requires some fixes. That also means excellent gameplay in delivered game - part of development is to arrange focus / playability tests and polish the game until it's playable and with scalable difficulty level. This is where both Blizzard main mottos are working "miracles": "It will be done when it's done" and "Easy to learn, hard to master". It ensures us that about game quality (=gameplay) from the first touch to long-time experience (while trying to master it).

Excellent gameplay for RTS means:
- game's being playable from the first glance...
- ...as well offering a lot playing appeal while mastering it
- intuitive interface
- simple but with advanced strategy-tree (vide point 5) and I mean various gameplay possibilities here on any level, not just pro-strats tree
- fast paced (does not neccessarily means it should be crazy fast, just not too slow or gameplay is much lower), with adjustable speed

Excellent development means:
- polished product delivered (heavily tested game, functionality & gameplay & localisation & balance wise)
- further support after release (same as above in form of patches and/or expansions)
- no hardcore hardware requirements for the game in release day, it should be playable on average computer (at least with lowered settings) and still to deliver best feel possible; so as much scalable engine as it can only be

SC: excellent gameplay, great engine (btw Blizzard had huge balls to leave existing engine and to create new one from the scratches, see SC beta screens if you don't know what I mean), amazing expansion, almost perfect patching (almost all bugs fixed, new features added, balance improved)

W3: same as above, even if they not exactly managed the balance issues for this game (but with 4 races and new mechanics - it is much harder than in SC imho), the gameplay is amazing

Other Games: always something missing, brilliant ideas with poor execution or poor ideas with brilliant execution, bad or no support after release, game released too early (not polished enough), focusing on the technicals (in most of cases - graphics), but not enough focus on the gameplay (or simply bad developer from the very beginning, which means no good development plan for the gameplay, just ideas for story, look - just imagine boardgame with amazing cogs, wonderful art on the board, but the rules suck - the game is not playable at all, correct? the problem with development today is that most of the projects have no good "rules" behind or they are not able to execute their ideas properly - usually the first thing)


3. Easy accessible, user-friendly multiplayer mode (via Internet).

It is self-explanatory I believe, but many people underestimate true value of well made multiplayer mode. If we had no B.Net, SC never would be so popular and competitive scene would never rise that fast.

SC: Battle net with intuitive irc-kind-of channels - you can easily enter the b.net in 5-10 seconds from running the game , passing one login window only (in-game registration is fast as hell too); then it's even easier to find all open games and/or filter them out eventually OR just arrange the game in the channel; extremely easy hosting of the games as well (just select the map and type of match, enter the password eventually).

W3: Same as above + matchmaking (wonderful thing, even if not exactly the best for competitive play in current form).

Other Games: too many settings while hosting the game, unfriendly user interface, hard to join the game you are looking for, external clients / external registrations needed to start it, unstable server (various connection issues).


4. Moddable engine, broadcast support and replays.

This is so much underestimated as well. Just try to imagine there is no staredit (aka map editor), that it is not possible to make observer tools, replay analyzing tools or to host private b.net servers.
We need the tools and moddable engine to have successful e-sports platform, period!

And now for broadcast support - at first glance you can think there is no such a thing in SC - but this is not true! You can make UMS maps for observers or start the game with additional Terran players to lift up their buildings. Sounds so amateur, but please imagine there is no such an option! Now in SC2, first time we will see the real features to support broadcasting - not just additional options for observers, but also (I'm pretty sure) some cool stuff to make it possible and watch the game by many people.

Last but not least, replays - I added them here, because this feature did amazingly good as a form of broadcasting tool - both for replay commented online and simply for spreading them in simpliest battlereport form ever.
Of course, this feature is absolutely crucial for reducing the learning curve and I can't really imagine mainstream e-sports RTS without this function.

SC: amazing map editor, added replays function, basic broadcasting capabilities

W3: best RTS map editor made ever, even better replays, thanks-to-modders amazing broadcast capabilities (aka Waaagh TV)

Other Games: silly or no tools at all, no replays function, not even basic broadcast capabilities


5. Advanced strategy-tree, balance and execution.

Still having in mind that simplicity is a key (so game is easy to understand), RTS game should offer various openings, so there is huge strategy-decisions-tree around. Let's think about chess - it has thousands and millions of possible game variations, yet each single move is easy to understand (which makes it harder when you try to master the game of course). Now RTS should have this sort of tree with a lot of possibilities in each segment of the game (early, mid, late, end).

There are two issues worth mentioning - balance and execution. Balance should comply the possible execution, so you can't abuse the strategy tree with execution (and I don't mean you should be not able to use your execution advantage over your opponent - of course you should, I mean it should not reduce the strategy-tree after having both players able to do perfect/near to perfect control).

And honestly, good RTS does not must artificially increase execution requirements to create interesting strategy tree. As long as gameplay (vide point 2) is appealing and game has a lot of variations to play - it's OK. Balance between strategy and execution can't ruin the game, but of course if it becomes too arcade / too strategical - it could reduce/change eventual target group, affect further fan base shape.

SC: amazing diversity between 3 well balanced races, very rich strategy-tree for all of them and very dependable on the maps

W3: nice diversity (even if so much poorer compared to SC) between the races, still very nice strategy-tree

Other Games: similar races, similar units, too many units, poor-strategy tree and/or bad balance


Now you can compare SC and W3 as most successful RTS e-sports platforms so far and you can see, that even if one of these is better at one of points, it could lose at other. Blizzard tried something different and got something different, but in both cases they tried to achieve these 5 main goals, not skipping even single one. From this point of view, we can see already that they learned and they are using their experience to deliver even better e-sports platform (aka SC2).

Other Games always leaked one of these, thus never achieved as much as Blizzard titles. But who knows, one day different developer can surprise us (let's hope, monopoly is never good).

Just my humble opinion, of course ^^.

Cheers,
kimchiterran aka Raven
kimchi makes perfect~
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
Last Edited: 2009-01-08 16:54:25
January 08 2009 16:53 GMT
#137
On January 07 2009 22:03 Lamentations wrote:
The WC or AoE clones are really annoying, especially when they try to implement 'creative' and 'unique' gameplay mechanics like going underground in armies of exigo but turns out it just ruins the flow of the game.


lol you are so funny

it's like the destructable obstacles on a map.. you don't have to include underground on a map if you create one you know. the most played exigo map didn't have underground, and not exigo featured underground first.. metal fatigue had 3 playing levels actually.

and the other thing: it was a good feature
And all is illuminated.
dmfg
Profile Joined May 2008
United Kingdom591 Posts
January 08 2009 17:02 GMT
#138
On January 09 2009 01:53 freelander wrote:
Show nested quote +
On January 07 2009 22:03 Lamentations wrote:
The WC or AoE clones are really annoying, especially when they try to implement 'creative' and 'unique' gameplay mechanics like going underground in armies of exigo but turns out it just ruins the flow of the game.


lol you are so funny

it's like the destructable obstacles on a map.. you don't have to include underground on a map if you create one you know. the most played exigo map didn't have underground, and not exigo featured underground first.. metal fatigue had 3 playing levels actually.

and the other thing: it was a good feature


I've never played Exigo but why does this underground thing make me think of burrowed infestors being able to move freely in SC2..?
Hundredth
Profile Joined November 2008
United Kingdom142 Posts
January 08 2009 20:11 GMT
#139
People think StarCraft did so well only because it's an awesome game, this just isn't true. Korea started its crazy broadband boom in 98, around the time StarCraft came out, coincidence it become so popular there? I don't think so - of course the fact that it's a good game does play a part too.

A lot of RTS games do fail because of the lack of online support, I played FA and the community slowly diminished because the lack of patch, I've never played CoH, CnC3 (only SC + Populous + SupCom really) but looking at forums this appears to be the same.

Funnily enough a lot of FA players went to SC ;p

Piy
Profile Blog Joined January 2008
Scotland3152 Posts
Last Edited: 2009-01-08 20:45:01
January 08 2009 20:39 GMT
#140
Rise of Nations: failed because resources never ran out, and you were limited to gathering a certain amount of resources at a time by tech (like you could only get 260 every 30 secs). This made every game into a big drawn out shitfest where everyone had the maximum possible intake regardless of how much of the map they controlled and just kept throwing the equal number of units at eachother.

Dawn of War: failed because the races were really imba.

Oh, any game with more than 5 races fails because theres to many match-ups to learn to play them to a high level. 3 is really ideal.


The majority of modern RTS games are built for single player - the ones that get 87% reviews in games magazines and noone can remember a year later.



EDIT:

BBUUUUUUUUTTTTT. Any game could have been Starcraft. Any RTS with relatively ok balance and a decent amount of variation could become that big. The community is really what made Starcraft a great game, and the fact that it was played into the ground by Koreans.
My. Copy. Is. Here.
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
January 08 2009 21:33 GMT
#141
Focused more on graphics than balance and gameplay.
Great graphics will only keep you interested in a game for a short period of time and then all but very few hardcore players will move to other games.

SC on the other hand has decent graphics, sonsidering its a 10 years old game now and even then it was 2D, but it really focused much on gameplay, numerous patches improving the balance every week or two and it was certainly the best RTS game at its time.

Interesting story, interesting and distinct races, low system requirements, easy to learn, hard to master, etc...

Or some games are just plain boring - Dawn of War
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 08 2009 21:58 GMT
#142
On January 09 2009 02:02 dmfg wrote:
Show nested quote +
On January 09 2009 01:53 freelander wrote:
On January 07 2009 22:03 Lamentations wrote:
The WC or AoE clones are really annoying, especially when they try to implement 'creative' and 'unique' gameplay mechanics like going underground in armies of exigo but turns out it just ruins the flow of the game.


lol you are so funny

it's like the destructable obstacles on a map.. you don't have to include underground on a map if you create one you know. the most played exigo map didn't have underground, and not exigo featured underground first.. metal fatigue had 3 playing levels actually.

and the other thing: it was a good feature


I've never played Exigo but why does this underground thing make me think of burrowed infestors being able to move freely in SC2..?


it's not how you think it is

there is underground level, the closest thing you can think of is the underground levels from the Heroes series, even though those are turn based strategy games.

Basically there are gates where you can go underground, and there are usually new rush routes, expansions there etc. Also there are abilities which have different effects casted underground.
And all is illuminated.
thor jton
Profile Blog Joined July 2008
Canada62 Posts
January 09 2009 03:30 GMT
#143
On January 03 2009 13:07 Entertaining wrote:
when i play while playing rts like supreme commander i think "i could be cutting my wrists right now" lol jk, id rather play STARCRAFT



knotice how supreme commander is almost like starcraft except crappier and with more units to make it confusing
i hate that game with a passion
Hath
Profile Joined January 2009
United States6 Posts
Last Edited: 2009-01-11 14:31:34
January 11 2009 14:07 GMT
#144
The thing about supreme commander is that most people haven't played the expansion. The original was unbalanced and slow. Supreme Commander Forged Alliance is like the Broodwar was to original starcraft only more necessary.

FA gameplay is drastically sped up and more balanced. The average 1v1 game ends in 10 minutes now and on some maps an experimental can be stomping towards an opponents by that time (let me repeat an experimental in the first 10 minutes). 1v1 matches rarely go longer than 25 minutes. 2v2 and upward can take longer but even a full 4v4 is now usually only an hour.

The apm needed for supreme commander is still much less than starcraft but the top players in supreme commander regularly are above 100 and there are some who approach 200. This is actually fairly evenly split between micro and macro usually leaning on micro actually.

I'm a big supreme commander fan but also a starcraft fan. A lot of the interesting strategic elements of starcraft have an analogous feature in supreme commander and with the expansion I don't hesitate to say that supreme commander can be a competitive game.

What really has been the failure of Supreme Commander was that it didn't get the support it needed when interest was high. Now even though FA fixes most of the problems that the original had the community remains small. Please get the expansion and give it another try. The single player campaign is pretty bad but the online experience (ranked ladder) is where the good stuff is at.
The Will to Power
Volshok
Profile Joined August 2008
United States349 Posts
Last Edited: 2009-01-11 19:12:50
January 11 2009 19:11 GMT
#145
(Random Number Generator)

+ Show Spoiler +

Diss: i remember being at wcg
Diss: and watching these 2 players play this game
Diss: and it was the worst matchup i hate it
Diss: orc v orc
Volshok: Yeah
Diss: grunts raiders kodo
Diss: vs
Diss: frunts raiders kodo
Volshok: Blademaster duels
Diss: anyways, im watching it
Diss: and fuck.., i forget the players names
Diss: but one player was favored over the other
Diss: and he lost
Volshok: The 12 year old spanish kid?
Diss: hahahaha fuckin uh
Diss: leolaporte ? haha nono
Diss: anyways, the guy that lost couldn't figure out why he lost
Diss: and i watched the replay with him
Diss: and we watched the final game
Diss: and you know how grunts do like 12-14 dmg
Volshok: Yeah
Diss: hes watching the fight and he just turns to me and is like
Diss: he rolled all 14s and i rolled all 12s
Diss: thats all i can think of
Volshok: Ouch.
Diss: i mean its sad when a competant player is able to go over all of the information after a game
Diss: and still not be able to have a good answer as to how the outcome actually came about


I'd say SC is great because it's a balanced playing field that rewards players for the actions and decisions they make, leaving little to "luck"
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123657
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 11 2009 19:26 GMT
#146
On January 12 2009 04:11 Volshok wrote:
(Random Number Generator)

+ Show Spoiler +

Diss: i remember being at wcg
Diss: and watching these 2 players play this game
Diss: and it was the worst matchup i hate it
Diss: orc v orc
Volshok: Yeah
Diss: grunts raiders kodo
Diss: vs
Diss: frunts raiders kodo
Volshok: Blademaster duels
Diss: anyways, im watching it
Diss: and fuck.., i forget the players names
Diss: but one player was favored over the other
Diss: and he lost
Volshok: The 12 year old spanish kid?
Diss: hahahaha fuckin uh
Diss: leolaporte ? haha nono
Diss: anyways, the guy that lost couldn't figure out why he lost
Diss: and i watched the replay with him
Diss: and we watched the final game
Diss: and you know how grunts do like 12-14 dmg
Volshok: Yeah
Diss: hes watching the fight and he just turns to me and is like
Diss: he rolled all 14s and i rolled all 12s
Diss: thats all i can think of
Volshok: Ouch.
Diss: i mean its sad when a competant player is able to go over all of the information after a game
Diss: and still not be able to have a good answer as to how the outcome actually came about


I'd say SC is great because it's a balanced playing field that rewards players for the actions and decisions they make, leaving little to "luck"


there are a lot of losses because your scout finds later the opponent than your opponent's scout find you..
And all is illuminated.
ManWithCheese
Profile Joined July 2007
Canada246 Posts
Last Edited: 2009-01-11 20:04:08
January 11 2009 20:03 GMT
#147
On January 12 2009 04:11 Volshok wrote:
(Random Number Generator)

+ Show Spoiler +

Diss: i remember being at wcg
Diss: and watching these 2 players play this game
Diss: and it was the worst matchup i hate it
Diss: orc v orc
Volshok: Yeah
Diss: grunts raiders kodo
Diss: vs
Diss: frunts raiders kodo
Volshok: Blademaster duels
Diss: anyways, im watching it
Diss: and fuck.., i forget the players names
Diss: but one player was favored over the other
Diss: and he lost
Volshok: The 12 year old spanish kid?
Diss: hahahaha fuckin uh
Diss: leolaporte ? haha nono
Diss: anyways, the guy that lost couldn't figure out why he lost
Diss: and i watched the replay with him
Diss: and we watched the final game
Diss: and you know how grunts do like 12-14 dmg
Volshok: Yeah
Diss: hes watching the fight and he just turns to me and is like
Diss: he rolled all 14s and i rolled all 12s
Diss: thats all i can think of
Volshok: Ouch.
Diss: i mean its sad when a competant player is able to go over all of the information after a game
Diss: and still not be able to have a good answer as to how the outcome actually came about


I'd say SC is great because it's a balanced playing field that rewards players for the actions and decisions they make, leaving little to "luck"


What about reavers? They are nothing but luck. People can say they create a OHHHHHHHHHHHHHHHHHHHHHHHHHH moment but when you have 1 reaver taking out 6+ workers every shot in 1 game and in another game another reaver missing all of his shots well.... thats just not right and is very game changing all by luck.
Volshok
Profile Joined August 2008
United States349 Posts
January 11 2009 20:34 GMT
#148
On January 12 2009 04:26 freelander wrote:
Show nested quote +
On January 12 2009 04:11 Volshok wrote:
(Random Number Generator)

+ Show Spoiler +

Diss: i remember being at wcg
Diss: and watching these 2 players play this game
Diss: and it was the worst matchup i hate it
Diss: orc v orc
Volshok: Yeah
Diss: grunts raiders kodo
Diss: vs
Diss: frunts raiders kodo
Volshok: Blademaster duels
Diss: anyways, im watching it
Diss: and fuck.., i forget the players names
Diss: but one player was favored over the other
Diss: and he lost
Volshok: The 12 year old spanish kid?
Diss: hahahaha fuckin uh
Diss: leolaporte ? haha nono
Diss: anyways, the guy that lost couldn't figure out why he lost
Diss: and i watched the replay with him
Diss: and we watched the final game
Diss: and you know how grunts do like 12-14 dmg
Volshok: Yeah
Diss: hes watching the fight and he just turns to me and is like
Diss: he rolled all 14s and i rolled all 12s
Diss: thats all i can think of
Volshok: Ouch.
Diss: i mean its sad when a competant player is able to go over all of the information after a game
Diss: and still not be able to have a good answer as to how the outcome actually came about


I'd say SC is great because it's a balanced playing field that rewards players for the actions and decisions they make, leaving little to "luck"


there are a lot of losses because your scout finds later the opponent than your opponent's scout find you..


That's an issue that exists across the entire RTS genre, not just SC. And it can be resolved by playing maps with only 2 start locations.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123657
Volshok
Profile Joined August 2008
United States349 Posts
January 11 2009 20:38 GMT
#149
On January 12 2009 05:03 ManWithCheese wrote:
Show nested quote +
On January 12 2009 04:11 Volshok wrote:
(Random Number Generator)

+ Show Spoiler +

Diss: i remember being at wcg
Diss: and watching these 2 players play this game
Diss: and it was the worst matchup i hate it
Diss: orc v orc
Volshok: Yeah
Diss: grunts raiders kodo
Diss: vs
Diss: frunts raiders kodo
Volshok: Blademaster duels
Diss: anyways, im watching it
Diss: and fuck.., i forget the players names
Diss: but one player was favored over the other
Diss: and he lost
Volshok: The 12 year old spanish kid?
Diss: hahahaha fuckin uh
Diss: leolaporte ? haha nono
Diss: anyways, the guy that lost couldn't figure out why he lost
Diss: and i watched the replay with him
Diss: and we watched the final game
Diss: and you know how grunts do like 12-14 dmg
Volshok: Yeah
Diss: hes watching the fight and he just turns to me and is like
Diss: he rolled all 14s and i rolled all 12s
Diss: thats all i can think of
Volshok: Ouch.
Diss: i mean its sad when a competant player is able to go over all of the information after a game
Diss: and still not be able to have a good answer as to how the outcome actually came about


I'd say SC is great because it's a balanced playing field that rewards players for the actions and decisions they make, leaving little to "luck"


What about reavers? They are nothing but luck. People can say they create a OHHHHHHHHHHHHHHHHHHHHHHHHHH moment but when you have 1 reaver taking out 6+ workers every shot in 1 game and in another game another reaver missing all of his shots well.... thats just not right and is very game changing all by luck.


That is part of the "little" left to luck. I admitted there is randomness is SC; Scarab travel as you mentioned, is one such issue. However, scarab travel (imo) is not indicative of game wide design flaws.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123657
ManWithCheese
Profile Joined July 2007
Canada246 Posts
January 11 2009 22:05 GMT
#150
Well I wouldn't call this one in particular "little" since it can directly end a game if the scarabs keep hitting.
PiNkY
Profile Joined September 2003
Netherlands24 Posts
January 16 2009 16:01 GMT
#151
that movie halfway this post rocked. acad 200$ T_T
Newbie~McNasty FanCLUB!
Grel
Profile Joined May 2008
Norway23 Posts
January 16 2009 19:44 GMT
#152
I think a thing that sets starcraft apart is that the games are dynamic, in DoW you can tell who is going to win after the first major battle. In SC a leader for the beginning of the game can often find themselves losing in the end. This is part of watch makes SC so fun to watch even to the causal viewer
Fan of EffOrt, sAviOr, Sea, DRG and day[9]. I like to root for nordic players too! ^_^
AntiHack
Profile Joined January 2009
Switzerland553 Posts
Last Edited: 2009-01-16 21:10:52
January 16 2009 21:00 GMT
#153
On January 12 2009 05:03 ManWithCheese wrote:
Show nested quote +
On January 12 2009 04:11 Volshok wrote:
(Random Number Generator)

+ Show Spoiler +

Diss: i remember being at wcg
Diss: and watching these 2 players play this game
Diss: and it was the worst matchup i hate it
Diss: orc v orc
Volshok: Yeah
Diss: grunts raiders kodo
Diss: vs
Diss: frunts raiders kodo
Volshok: Blademaster duels
Diss: anyways, im watching it
Diss: and fuck.., i forget the players names
Diss: but one player was favored over the other
Diss: and he lost
Volshok: The 12 year old spanish kid?
Diss: hahahaha fuckin uh
Diss: leolaporte ? haha nono
Diss: anyways, the guy that lost couldn't figure out why he lost
Diss: and i watched the replay with him
Diss: and we watched the final game
Diss: and you know how grunts do like 12-14 dmg
Volshok: Yeah
Diss: hes watching the fight and he just turns to me and is like
Diss: he rolled all 14s and i rolled all 12s
Diss: thats all i can think of
Volshok: Ouch.
Diss: i mean its sad when a competant player is able to go over all of the information after a game
Diss: and still not be able to have a good answer as to how the outcome actually came about


I'd say SC is great because it's a balanced playing field that rewards players for the actions and decisions they make, leaving little to "luck"


What about reavers? They are nothing but luck. People can say they create a OHHHHHHHHHHHHHHHHHHHHHHHHHH moment but when you have 1 reaver taking out 6+ workers every shot in 1 game and in another game another reaver missing all of his shots well.... thats just not right and is very game changing all by luck.

In my opinion Inside the reaver mechanich the luck factor is very smart, the micro factor is like 95% or more (reaver placement/opponent workers-units run/reaver aim etc).
You can't compare 1 sc unit 5% luck factor to wc3 all units random attac (12-14), items drop, etc

On January 17 2009 04:44 Grel wrote:
I think a thing that sets starcraft apart is that the games are dynamic

ye and fluid/ballanced/clear and extremely competitive, already after 2:30 minuts start direct pvp challenge, instead of kill creeps and do items shopping
"I am very tired of your grammar errors" - Zoler[MB]
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 16 2009 21:38 GMT
#154
well imo that 5% is rather 50%
And all is illuminated.
L
Profile Blog Joined January 2008
Canada4732 Posts
January 16 2009 21:49 GMT
#155
1) Too many units occupy the same niche and there's a lack of diversity among units. Why build Heavy tanks when you could build Mammoth tanks? Why build light tanks or missile trucks when you could get Heavy Tanks? (CnC). A lot of units were mostly flashy but didn't really bring anything fresh into the game. Warcraft three slightly falls into this as well, in that a lot of units in Castle-tech completely outclass in every way the corresponding tier two or tier one unit. The difference that was made in Starcraft is that (most) units are specialized and diverse so that they find their place in a niche that isn't a iron hardcounter to any specific strategy, but a malleable softcounter to an opponent's observed unit combination. Each race is also given a different dynamic, which changes the pace of the gameplay immensely.

2) Reaction and scouting isn't that important: if you see your opponent going seeker rush, there's nothing you can really do except continue with the strategy that you started with; a seeker rush. Starcraft strategies on the other hand are so numerously diverse (yet still not as to be just too much for a gamer) and importantly, there is no "winning" strategy such as the OU Seeker Rush. Really, a lot of more unorthodox strategies (such as Reverse Stove sairgoon, bluegoon v T, bachanic or ghosts v P, or Dragoon Templar v Z, etc.) are semi-viable and at least make for an interesting game dynamic, whereas in a lot of RTS's its all about massing a lot of one type of tank and then winning.

3) Weak-paced micromanagement; almost all units don't move too quickly and micromanaging them doesn't lead to much benefit.

4) No depth in economy. Macromanagement and expanding in Starcraft is tremendously important, but the same can't be said of most RTS games that have less-harassable bases or less benefits to economic expansion, overall dumbing down the gameplay in other RTS's.
All false in upper level play.

All very false.
The number you have dialed is out of porkchops.
Vex
Profile Blog Joined January 2009
Ireland454 Posts
January 21 2009 12:49 GMT
#156
they failed cos blizzard didnt make em. end of
"Bonjwa" is the most retarded word ever. Wtf does it even sound like.
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
January 22 2009 01:52 GMT
#157
I have to say the naval battles in the new total war look promising.
Together but separate, like oatmeal
SerpentFlame
Profile Blog Joined July 2008
415 Posts
January 22 2009 02:03 GMT
#158
On January 17 2009 06:49 L wrote:
Show nested quote +
1) Too many units occupy the same niche and there's a lack of diversity among units. Why build Heavy tanks when you could build Mammoth tanks? Why build light tanks or missile trucks when you could get Heavy Tanks? (CnC). A lot of units were mostly flashy but didn't really bring anything fresh into the game. Warcraft three slightly falls into this as well, in that a lot of units in Castle-tech completely outclass in every way the corresponding tier two or tier one unit. The difference that was made in Starcraft is that (most) units are specialized and diverse so that they find their place in a niche that isn't a iron hardcounter to any specific strategy, but a malleable softcounter to an opponent's observed unit combination. Each race is also given a different dynamic, which changes the pace of the gameplay immensely.

2) Reaction and scouting isn't that important: if you see your opponent going seeker rush, there's nothing you can really do except continue with the strategy that you started with; a seeker rush. Starcraft strategies on the other hand are so numerously diverse (yet still not as to be just too much for a gamer) and importantly, there is no "winning" strategy such as the OU Seeker Rush. Really, a lot of more unorthodox strategies (such as Reverse Stove sairgoon, bluegoon v T, bachanic or ghosts v P, or Dragoon Templar v Z, etc.) are semi-viable and at least make for an interesting game dynamic, whereas in a lot of RTS's its all about massing a lot of one type of tank and then winning.

3) Weak-paced micromanagement; almost all units don't move too quickly and micromanaging them doesn't lead to much benefit.

4) No depth in economy. Macromanagement and expanding in Starcraft is tremendously important, but the same can't be said of most RTS games that have less-harassable bases or less benefits to economic expansion, overall dumbing down the gameplay in other RTS's.
All false in upper level play.

All very false.

Yes what I said was an oversimplification, and there is more depth to other games on the upper level of play, but that doesn't detract from the fact that there is just so much MORE depth on the upper levels of play in Starcraft, so much more importance of multimanagement (I am aware that pros can micro CnC heavy-tanks like dragoons and etc), and so forth. What other games had is the difference between choosing say a hydralisk with more HP and more damage but less cost, and a regular hydralisk, whereas in SC it's the choice between a hydralisk and a mutalisk, both of which fill entirely different niches within the game. Other games are by no-means not skillbased, or are by no means bad games, but can you elaborate more on your point on how it's very false that SC has more diversity, more reaction/scouting/micromanagement, and more depth to the economy please? And in which games?
I Wannabe[WHITE], the very BeSt[HyO], like Yo Hwan EVER Oz.......
hunter3
Profile Blog Joined January 2008
United States155 Posts
January 22 2009 09:06 GMT
#159
Warcraft II = win
Rigodon666
Profile Joined November 2006
Canada183 Posts
January 22 2009 16:59 GMT
#160
On January 22 2009 18:06 hunter3 wrote:
Warcraft II = win



Big time. I still listen to the soundtrack on my ipod and I cry.
I'll call the guy who will call Nada
peidongyang
Profile Joined January 2009
Canada2084 Posts
January 23 2009 01:19 GMT
#161
Balancing, easy, yet fast-paced gameplay.

Most importantly, you have to remember all the things Blizzard did for SC in 1.08. Without that patch, sc, and thus wc3 would have been complete failures and I'm not sure if Blizzard would be around now considering how slowly they release games.
the throws never bothered me anyway
ixion
Profile Joined December 2008
Sweden81 Posts
January 23 2009 04:35 GMT
#162
A good RTS game need to be fast paced, have good balance and need to require a lot of skill to play it, at least at high level. WC3 & SC are the only sucessful RTS games in e-sport and even after 6-10 years progamers still have new tactics for the game and that brings freshness to the e-sport & gameplay.
WE.Pepsi.Sky ~
Sunfire
Profile Joined December 2008
United States9 Posts
January 23 2009 05:40 GMT
#163
On January 03 2009 16:24 SWPIGWANG wrote:
Comment About macro-thingys: Almost all the games listed here are micro games. There is no talk of games like Rise of Nations, or even more crazy european econ RTS (aka simcity with troops) like settlers or seven kingdoms, or even Age of Empire series.....

Where are the macro-strategy supporters on this forum??? When someone said that Starcraft had the most macro strategy, I felt dizzy~~~~

Though to be frank, I don't think any of those macro strategy games ever came close in market penetration or audience to micro ones. I guess build orders complicated enough to fill a book just lacks mass market appeal....


A game with pure macro cannot be as successful as sc either. Even if a game build orders complicated enough to fill a book, without micro, its skill cap is too low to allow the game to be played competitively. Once two players memorize all the build orders and their counters in the game, the outcome of any match would be decided by either luck or a superior unbalanced build order.
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
January 23 2009 06:48 GMT
#164
I find Starcraft has a perfect balance of micro and macro. WC3 is too micro for me, but others love it. Beyond those two, I think other RTS games deviate too far to one or the other.

Last week I played some AOE3 with some friends. Super boring. Once castles went up, the only thing that mattered was siege weapons. All other units existed to protect them. The game ends right away, or mass turtling happens. Maybe it'd be different if we were better (we were experimenting with something other than SC), but it didn't grab us like SC did.

Then we tried some Total Annihilation (by virtue of the more modern and open source Spring engine, which is a cool idea I can totally support and which supports several mods of TA and also has other, completely unrelated games for it). Also, boring. Against human opponents, whoever made more units a-moved. Against a computer, it took me several tries but my winning round was a couple hours of non stop unit production and sending them off to battle to push the front line back a bit.

Both were far too macro. I find the opposite (too much micro) to be no better. SC and WC win for their balance.

Obviously this is not a new observation. My post was prompted simply by having very recent personal experience with other RTS games and the disappointment that went along with them.
noxing
Profile Joined December 2008
16 Posts
January 23 2009 07:09 GMT
#165
i think its because all other rtss are all focusing on better graphics and stuff.
look at starcraft and how simple hte design is.
completely 2D, everything is aligned to a grid, and stuff like that.
all of hte work was put into hte thought. every unit varies in power against different units, like a tank is great vs goons, but poor vs zealots.
its like a big circle of strengths and weaknesses, (like in pokemon blue, the first three pokemon you got to choose from worked in a circle charmander>bulbasaur>squirtle>charmandre etc etc.)

tbh, thats my main fear of sc2.
dont get me wrong its going to be a great game, but i think with the new graphics and 3d stuff, its going to take away from the gameplay.

thats just my opinion though.

speaking of halo and rts, i think halo wars is going to be jsut as popular as every other rts except sc.

+ Show Spoiler +
im saying its going to be shitty.
capture my voice!
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
January 23 2009 07:22 GMT
#166
Sometimes I wonder if the "BGH-spam lolol" level of understanding talked about for other games really gives them a fair chance. I mean it is like playing only enough to learn A-move mass carriers in stacked mineral maps.
Hans-Titan
Profile Blog Joined March 2005
Denmark1711 Posts
January 30 2009 00:03 GMT
#167
Some of this has surely been posted before, but I wanted to share my 2c's.

Warcraft III: Slow, slow, slow. Too many damn spells, macroing was as easy as tapping 2 buttons. 4 races makes balance very, very hard. (Orc vs UD anyone: when I played UD never, ever won) Very hard to serperate one unit from another. Units have too much HP, slows the game down waaaaaay too much. (I tried a Blizzard runby harass with the archmage; killed 0 peons despite landing it for quite a while) Items, leveling systems, creeps all blow IMHO.

C&C series: All I have played, with the possible exception of Red Alert have been dreadfully slow (which in return was horribly balanced). Speed things up. Speed is key. 99% of all RTS's are too damn slow. Superweapons etc. in the later installments absolutely blow. Please don't implement those. Also most things just won't die and the games takes rock/paper/sciccors to an absolute extreme, with VERY hard counters.

Populous: A fun game (the way spell works are awesome) but again very slow. Lack of unit variations, and the fights seem too 'random': you lack control over your units. The way you make units blow and building is very random. Lacks a proper resource system. But the awesome, awesome, AWESOME spells make up for all that.

Metal Fatigue: If all the other games mentioned have been slow, bow down to the slowpoke of all games. Jesus christ does the units have fat asses in this one. Rushing is absolutely pointless, your enemy will have full tech by the time your units reach the other side of the map. Also horrible, horrible unit production. The 3-layer map is awful as well, and only confuses. You can create your own robots, which is cool in theory, but dreadfully slow and ineffectient in-game.

All-in-all, speed (!!!), balance and depth is what's needed. Emphasis on speed: I will die if SC2 is slow, since the most awesome part of SC is the fact that units can go places relatively quick.
Trying is the first step towards failure, and hope is the first step towards disappointment!
phexac
Profile Joined March 2004
United States186 Posts
January 30 2009 08:51 GMT
#168
The reason most other RTSs fail is because they are so shallow. 10 years after release, there are still new strategies and tactics being developed in BW. Just think about it. 10 years with hundreds of thousands of people playing this game...and there are still new strats. How fucking SICK is that!
Map, race diversity, and balance all contribute to the depth of gameplay.

Take C&C3. The game is just so shallow. There is a straight-forward way to play, and most people use it. In addition, maps are very plain with no terrain features, and are small compared to bases to the point where you can actually have two opposing bases within sight of one another. There is simply no room to be strategic there. In earlier patches the most popular map was, literally, a small football field (I mean an actual football field, not just a flat rectangular map), and players started in opposite corners. New patch made is somewhat better, but just not enough. And they went overboard with toning down econ. Now you have enough money to make like 20 units all game. For people familiar with C&C, it should be evident how retarded such low unit count is in the context of those types of games.

One RTS I did like was Company of Heroes. It is very different from SC, but it seemed to me that there was a lot of tactics involved and a lot of room for skill. It seemed that one of the complaints from the the competitive community was poor balance and luck big luck factor involved in scoring successful shots. Say two tanks shooting at one another, and one scores a glazing hit that does almost no damage, while the other nails it right on and takes most of its health in one shot.

The next important factor is the battle.net. I don't think the importance of being able to quickly log on to a very easy-to-use, fast and reliable match-making and chat service can be overstated. To this day, even the ancient battle.net of BW is better than anything else out there. War3 battle net?--it's just on entire other plane of existence than everything else.

People mentioned myth 2. It was, in fact, a great multiplayer tactical game. A friend of mine in high-school was quite good at it, and it had bungie.net, which was easy to use and had a decent community. But guess what? bungie died, and so did the game for most part. Today, only about 500 people still play online. Battle.net?--still around.

So the two factors that are needed are depth of gameplay and online media for people to intaract with one another that actually stays around. Most games lack depth. The few that don't usually die because of lack of proper support.

In short, most other RTS are made with little thought put into them and little care devoted to them once they are out. In summary, dumb people who don't care or can't afford to care make shitty games that die fast.
ImgGartok
Profile Joined August 2007
United States216 Posts
January 30 2009 09:08 GMT
#169
Like how most games 'fail' in the long term: they fail to achieve balance, fun factor, accessibility and depth. All of this while introducing something NEW.

SC wouldn't be where it is today if the game wasn't graphically appealing and the presentation top-notch for its time. It's easy to talk about gameplay > graphics considering how big SC is now, but if the game doesn't dazzle you in the first 15 minutes how do you expect it to stick around for 15 years?
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 30 2009 09:49 GMT
#170
On January 30 2009 18:08 Oc wrote:
Like how most games 'fail' in the long term: they fail to achieve balance, fun factor, accessibility and depth. All of this while introducing something NEW.

SC wouldn't be where it is today if the game wasn't graphically appealing and the presentation top-notch for its time. It's easy to talk about gameplay > graphics considering how big SC is now, but if the game doesn't dazzle you in the first 15 minutes how do you expect it to stick around for 15 years?


sc fails at accessibility imo

it's too hard for noobs to get in
And all is illuminated.
Undeadhunter
Profile Joined January 2009
Belgium40 Posts
January 30 2009 11:24 GMT
#171
I don't get people saying bnet is the only good online game lobby, I alway thought the AoM lobby was pretty good, I don't know how they did things with AoE4 but I always enjoyed using the AoM.

Also the "races" in AoM were pretty ballance in my oppinion they all had their strenghts and weaknesses
Fantastic! Discorama!
exDreamDuck
Profile Joined December 2008
Germany4 Posts
Last Edited: 2009-01-30 20:00:06
January 30 2009 19:18 GMT
#172
Remember that SC was not a huge hit when it came out (it was ok, like most other RTS when they came out). It only got bigger in the following years (especially through BW and Korea, which was just luck, Blizzard did not plan this).

Other than that it is pretty stupid to say SC/WC3 were the only RTS games that ever succeeded. Many RTS games came out since then and even before and quite a lot of them sold really well and were a huge profit for both the publisher and developer of those games (C&C alone is a huge brand). Just because it is not played as crazy as games on battle net, that does not mean people are not playing it, IMO most games are still played offline. Online gaming is quite fun and I prefer it, but most people I know never or very seldom go online to play games.

So if we talking about hugely successful competitive RTS games, then all arguments in this thread are quite true, but do not forget all the other games that sometimes did not even sell many million copies but still could have been played by many million people (pirating is much more an issue for singleplayer games).

I like to play other RTS games from time to time, sometimes even older games I disliked before. For example I currently play a bit of Earth 2160, a horrible competitive RTS game and even the controls are a bit strange (3D camera and left click), but after adjusting settings, fixing the camera and playing a few hours, it is quite fun and has one of the longest singleplayer stories I have ever seen in a RTS game. After I'm done I will throw the game away, but much rather have 10 not so good singleplayer games than just 1 good singleplayer games, because they get boring either way.
Plethora
Profile Joined July 2007
United States206 Posts
February 11 2009 09:17 GMT
#173
I don't post here all that much but I kinda wanted to set the record straight on this mythical notion that Starcraft wasn't all that popular when it was released. Fact is the game has been applauded and loved at every step along the way. I mean its the 4th best selling PC game of all time and won all sorts of game of the year awards when it came out (interesting to note, every single game Blizzard has made with the exceptions of wc1 and diablo1 are in the top twenty all time, and, also interesting in a bad way, as I recall 4 or 5 of the all time bestsellers are various sims games).

Keeping in mind that there has always been a pretty big divergence between pc games and console games, I can state subjectively that SC vanilla came out when I was a junior in high school and for anyone who did in fact play PC games, SC was the must have game at the time. I played it a ton with lots and lots of different people. We all often forget here because of the emphasis on the pro scene and the like, but the single player mode in SC kicks ass just as much as the multiplayer one does. It was recently recognized on gamespot (yeah, I know, say what you want about the site) as having one of the very best stories ever, and was one of only a bare handful of non-rpgs on the list.

So yeah, the notion that SC started as some niche thing and grew is pretty categorically false is all I'm trying to say here. lol
... Still like Brood War better... lol
anotak
Profile Blog Joined March 2008
United States1537 Posts
February 11 2009 16:39 GMT
#174
On January 17 2009 06:49 L wrote:
Show nested quote +
1) Too many units occupy the same niche and there's a lack of diversity among units. Why build Heavy tanks when you could build Mammoth tanks? Why build light tanks or missile trucks when you could get Heavy Tanks? (CnC). A lot of units were mostly flashy but didn't really bring anything fresh into the game. Warcraft three slightly falls into this as well, in that a lot of units in Castle-tech completely outclass in every way the corresponding tier two or tier one unit. The difference that was made in Starcraft is that (most) units are specialized and diverse so that they find their place in a niche that isn't a iron hardcounter to any specific strategy, but a malleable softcounter to an opponent's observed unit combination. Each race is also given a different dynamic, which changes the pace of the gameplay immensely.

2) Reaction and scouting isn't that important: if you see your opponent going seeker rush, there's nothing you can really do except continue with the strategy that you started with; a seeker rush. Starcraft strategies on the other hand are so numerously diverse (yet still not as to be just too much for a gamer) and importantly, there is no "winning" strategy such as the OU Seeker Rush. Really, a lot of more unorthodox strategies (such as Reverse Stove sairgoon, bluegoon v T, bachanic or ghosts v P, or Dragoon Templar v Z, etc.) are semi-viable and at least make for an interesting game dynamic, whereas in a lot of RTS's its all about massing a lot of one type of tank and then winning.

3) Weak-paced micromanagement; almost all units don't move too quickly and micromanaging them doesn't lead to much benefit.

4) No depth in economy. Macromanagement and expanding in Starcraft is tremendously important, but the same can't be said of most RTS games that have less-harassable bases or less benefits to economic expansion, overall dumbing down the gameplay in other RTS's.
All false in upper level play.

All very false.



mass 1 unit in wcg finals...
D10
Profile Blog Joined December 2007
Brazil3409 Posts
February 11 2009 20:32 GMT
#175
I think the biggest reason other RTS games failed (to surpass BW) is because, no other company has the blizzard mentality of making only AAA+ products whose purpose is more than to be a game, but an experience, that and the fact that, it seems most companies have completely wrong views of how competitive play works.
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
L
Profile Blog Joined January 2008
Canada4732 Posts
February 11 2009 21:03 GMT
#176
mass 1 unit in wcg finals...
That's the equivalent of comparing SC vanilla 1.0 to like.. BW.
The number you have dialed is out of porkchops.
armed_
Profile Joined November 2008
Canada443 Posts
February 12 2009 00:01 GMT
#177
On February 12 2009 05:32 D10 wrote:
I think the biggest reason other RTS games failed (to surpass BW) is because, no other company has the blizzard mentality of making only AAA+ products whose purpose is more than to be a game, but an experience, that and the fact that, it seems most companies have completely wrong views of how competitive play works.

If anything the problem with other RTS games is they focus too much on being an experience and not enough on actually being a good game.
The Storyteller
Profile Blog Joined January 2006
Singapore2486 Posts
February 12 2009 02:52 GMT
#178
On February 12 2009 05:32 D10 wrote:
I think the biggest reason other RTS games failed (to surpass BW) is because, no other company has the blizzard mentality of making only AAA+ products whose purpose is more than to be a game, but an experience, that and the fact that, it seems most companies have completely wrong views of how competitive play works.


Which is really because there's no incentive for companies to make really good games like SC... Blizzard really has not made very much money from the SC game in the past 5 years, even though the pro scene is so popular. You buy one copy and never need another one. So companies like to push out a game that's just good enough for some people to play, then come up with an expansion pack, then come up with a sequel. That probably makes them more money than coming up with one really good game.

Blizzard has found a way to break that model, though. They've been smart enough to capitalise on the SC franchise, licensing the rights to novels. That's the benefit of having a truly long lived game.
Plethora
Profile Joined July 2007
United States206 Posts
February 12 2009 04:51 GMT
#179
On February 12 2009 11:52 The Storyteller wrote:
Show nested quote +
On February 12 2009 05:32 D10 wrote:
I think the biggest reason other RTS games failed (to surpass BW) is because, no other company has the blizzard mentality of making only AAA+ products whose purpose is more than to be a game, but an experience, that and the fact that, it seems most companies have completely wrong views of how competitive play works.


Which is really because there's no incentive for companies to make really good games like SC... Blizzard really has not made very much money from the SC game in the past 5 years, even though the pro scene is so popular. You buy one copy and never need another one. So companies like to push out a game that's just good enough for some people to play, then come up with an expansion pack, then come up with a sequel. That probably makes them more money than coming up with one really good game.

Blizzard has found a way to break that model, though. They've been smart enough to capitalise on the SC franchise, licensing the rights to novels. That's the benefit of having a truly long lived game.



I would question this in some sense. Blizzard must be making something off SC because it is still stocked and sold everywhere you can buy pc games, be it gamestop, best buy or walmart. Many places will only stock a handful of titles and SC battlechest is always among them. It wouldn't be if it didn't sell, particularly when new titles are often pulled from those same shelves after being out for a month.
... Still like Brood War better... lol
D10
Profile Blog Joined December 2007
Brazil3409 Posts
February 12 2009 05:45 GMT
#180
On February 12 2009 09:01 armed_ wrote:
Show nested quote +
On February 12 2009 05:32 D10 wrote:
I think the biggest reason other RTS games failed (to surpass BW) is because, no other company has the blizzard mentality of making only AAA+ products whose purpose is more than to be a game, but an experience, that and the fact that, it seems most companies have completely wrong views of how competitive play works.

If anything the problem with other RTS games is they focus too much on being an experience and not enough on actually being a good game.


I think we are with different interpretations of what would be the "experience" in this case.

You seem to see it as games focusing on flashy graphics, cutscenes, and stuff who sounds interesting in theory but eventually fails at the execution.

I meant it in the sense of community support (maybe one of the largest factors why blizzard games are so loved, from the moment the beta is released, the best minds playing the game start to shape it into something beatifull), Blizzard listens, in wow they added a shitload of addons to the base UI, and tho sometimes they are slow, they NEVER did anything that hurted the potential growth of theyr games, each in its niche is a amazing sucess.

Theres no super magic secret, Blizzard's commitment at making each game they sell the best it can be is what has led them this path, they realized you will get more in the longterm (such as all the free publicity they had for wow because everyone knew them) if you try to make a timeless game, and not just the fotm.

Add continuity and consistency to the format and voala, you have the Blizzard game model.
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
February 12 2009 14:00 GMT
#181
EA seems to be getting better, imho.
They know what we want.
The problem is them giving it to us
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
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