Long time no post... hey there!
I'm full of anticipation towards the upcoming
StarCraft II and I check for updates every now and then.
I always kinda played RTS-games (since I was like... 10... it started with Warcraft II, Age of Empires 2) and got to play them online early on. Still, I haven't looked at online-RTSes the way I look at them now, after having dived into the Starcraft-thing a bit.
I recently bought and played Starcraft, by the way. I strangely didn't "grow up with it" though. It certainly is one of the most appealing RTSes imo, although it's kinda stupid to see how people on battle.net are already way superior to you. So that's not so much fun. It also kinda lacks real matchmaking.
Now my actual point:
One thing that always really kept me from getting truly into WarcraftIII, C&C3, Dawn of War etc. was the fact that there always was this big hurdle every serious player had to jump over in order to actually play the games competitively.
Unlike most traditional board games (-> chess) wasn't simply this moment when you understood the rules and it was just up to your wit and experience.
I had the feeling that RTSes had rather 3 hurdles:
1 - Understand how you actually control the game (e.g. how to move units, how to attack, how to build structures and units etc.) -> rather small hurdle
2 - Getting to know what there actually is in the game (e.g. having seen and *kinda* understood all the units, buildings, skills, etc.) -> pretty large hurdle
3 - Getting down your reflexes, timing, clicking/cursor-speed and accuracy
-> huge, open-ended hurdle.
In comparison the "learning-order" of chess:
1- Understanding how you actually play the game, how you win and loose, how units move and how capturing works. -> rather small hurdle, although getting used to it all may take a while. it certainly takes longer than learning how to move units in ... say Warcraft III.
2 - Learning different strategies, playstyles, openings. From other players, from a book or by trying it out. -> open-ended, huge process. Although you can become a pretty good player by just using your wit and playing a lot.
This all comes down to a final thing I noticed: Actually *playing* the games, understanding what is happening on the "board" and winning by applying the superior thinking starts at two different points with both kinds of games:
RTSes require you to complete the steps 1, 2 and 3 to be a player who overall understands the game and can handle the gameplay.
Chess requires you to complete step 1 and dive into 2 and you are already playing and a game against pretty much any player can be interesting for both sides.
I remember how I played StarCraft one evening, built my base, my exe, prepared everything, scouted and suddenly there was an invisible unit (-> Dark Templar) in my base and it slaughtered my workers and pretty much everything. To that point I didn't even know there was such a thing in the game. Of course I had to change my strategies from then on but such things still happen to me all the time... After 50-or-so games and some additional reading.
I guess WarCraft III accomplishes the greatest "overkill" in that discipline... with 4 factions, a dozen of units for each, with heros, different skills, techs, items you can collect, creeps you can fight, buildings you can construct. And this all gets multiplied by all the different maps that are being played.
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What really bothered me about all this:
Lots of units with crazy abilities and items may be nice: But mostly for singleplayer when the sensation is the action on the screen and the story that accompanies it.
But it leads to a huge (imho) problem in multiplayer:
Unless you are already some uber-1337-micro-pr0-gam0r (ya, right) the competitive play always involves a lot of "well, I build a lot of tanks, and then I go into the base and kinda shoot and lets see what he does... oh he got a lot of archers, they destroy my tanks, whatever. oh cool, I got boots that make my hero run 10% faster... how the hell does this guy shoot lightning all of the sudden... guess it's just one of this crazy items you get randomly" etc...
It's almost impossible for 90-95% of the players to remove this major amount of randomness because there is simply so much in the game.
I felt like I wasn't dealing with a "real time *Strategy*-game" there... it was more like a "who spent more time learning all those unit-stats by heart"-game in which wit oftentimes plays a minor role. (except if both players are pretty much on the same level, of course.)
And this was the moment when I quit most of those games.
Why the heck should I learn all those stupid little "oh-that's cool"-units and abilities (that some guys in some office in California got up with) for hours on end instead of actually enjoying myself with useful knowledge and, in addition to that, having fun with games that are actually there to be fun?
If you play games you want to have fun and if you spend a lot of time with learning something really complex you would also want it to make all the effort that comes with it beneficial for yourself.
There seem to be only two ways to play games like Warcraft III then:
a.) having fun with the explosions and massive ogres running against each other.
b.) liking the compelling strategies the game contains.
While a.) removes it from any comparison to serious competitive games
b.) takes hours of "learning the rules" before your own strategies actually
have a use.
Further, I kinda noticed that the parts which make such games enjoyable for people who are interested in the explosions and ogres (a.) cover the parts that make them interesting for people who want to have a strategic/tactical challenge (b.).
All those many units, spells, effects, items etc. are designed to enable players to have fun with all the content they can play around with while the massive amount of game-elements that come with the content overcomplicate the strategies players want to deal with. (b.)
I don't know why competitively playing people actually appreciate this.
Is it because they like this kind of... nerd-sensation that makes them superior to newer players no matter how clever they are? (similar to Magic: The Gathering - players who already collected so many powerful cards that it is almost impossible for newer players to defeat them)
Or are games like StarCraft simply the only way to avoid having to deal with games like chess that are already so far explored that it is almost impossible to be truly supreme compared to many other players around the world?
Or are those players, who play the game for hundreds and thousands of hours still
fascinated by the never-changing graphical effects and maybe even the bitmap-graphics of StarCraft? (not that I don't find them cool)
I especially doubt the latter.
Now I checked up StarCraft II and they already have 12 units (without the peon) for the protoss alone!
They haven't revealed everything yet but it seems like Blizzard takes StarCraft and adds lots of little thingies to it. It all seems to add up to this:
Instead of doing an actually innovative effort (like they kinda did with WoW) and removing all the elements that are not really neccesary they simply stack up new "cool" elements on top of each other.
I wonder why RTSes are actually designed that way and why people like them that much the way they are.
Why did people never try to design an RTS which is simple yet deep and complex at the same time? Is that to much of a challenge or would it simply be no fun for most gamers?
What do you think?