ssa Wrote:Are any of y'all RTS officionados? Or at least tangentially interested in the genre? I have the following questions:
1) Why do new RTS titles feel like more of the same tired old formula?
2) What would you do differently in terms of mechanics and the core gameplay loop?
There's been a quirky lil dynamic going on for nearly a decade, consisting of players complaining that no new titles are coming out, new titles actually coming out, and failing miserably to satisfy the demand before fading into obscurity.
Sorry, I missed this post first time around. You raise a subject I've thought about a lot (and talked about elsewhere, maybe even earlier in this thread). Guest is largely correct. Our problem is that a rather large and diverse field of experiences got conceptually refined down to basically only being allowed to be clones of two similar games. Anything else will be shouted down and attacked viciously by the loudest fucking vocal minority in the history of vocal minorities. That being comp-rts players. This minority successfully impressed upon the world the image of themselves as
the "rts" players and the only ones games should be made for, but they're also a satisfied audience (despite also complaining that not enough games are made for them constantly, despite the fact they are the only audience new "rts" attempts to cater to to the point of the extinction of all other adjacent experiences).
RTS titles all feel the same because compniggers have been screaming that TRUE rts is only allowed to be a Starcraftvaniabornelike with agecompanylike elements. Every game is building a "base", "harvesting resources", and "microing" around your "squads" and "units" to take out their "map control" and "base" and eventually win. I emphasise these different retarded words because they're all so loaded, and I want you to think about them like you haven't seen them before. They're
weird.
Of course, as I've been saying elsewhere about JRPGs, these are elements of a form. A tradition within a medium that can no longer be said to be an active striving towards "realism" or experimenting towards some new form that will deliver a fundamentally new experience. Now I
like form, generally. Because, as I said, without form works often just bloat out without aim or intention. But form is good because it provides a frame and boundaries
for new experiences within those boundaries. "JRPG" is a platform. Every JRPG might be about guys lined up having slow, staged mock-fights. But no two can really be called that alike because these shared elements are used to frame completely new visions. It's different people having different battles in different worlds, I hope you get me.
But what is this one form of "RTS", so mimetically successful that it killed all other related forms, for? Well,
as they were created,
they were primarily intended to serve as platforms for multimedia narrative based experiences. Starcraft has a relatively fleshed out
story with solid production values and attempts at drama at stakes, and this story is presented through the perspectives of particular commanders overseeing the various battles that play out over the course of this story. Age of Empires 2 had its
campaigns. It was historic adventure narratives for boys (and based men) presented in a highly novel and exciting way. Birds eye views of dozens of men killing each other, all seeing commander fantasy, the pleasure of building a little ant city to fight from.
This is the experience that was actually successful.
But the experience that was mimetically successful was the revisionist lie that these games were most authentically and valuably appreciated as multiplayer competitive platforms. Somehow, this insanity of all interpretations caught. I suppose because of the Korean bugmenace mainly, and it became the dream to chase. A low common denominator forevergame is how RTS succeeds, because it happened once. And the only people you can find in the west talking about RTS are degenerate weirdos who never shut the fuck up about how the spirit of "RTS" is in being "hardcore" and how there used to be a bunch of superfluous "campaign" shit that existed solely for cowards who did not want to play the
real game.
This ignores the special circumstances of Korea, that they're spiteful bugs who won't touch Japanese games as a matter of course, and who can't afford their own shit despite being "first worlders" just about, so they all play low common denominator shit on rented-access PCs like the warehouse and deliveroo slaves of the future west. This experience did not win on quality or any kind of universal appeal. It won on circumstance. Bad circumstances in particular (the now more organic rise of "competitive" gaming in the west should be seen as a significant step on our road to serfdom).
My point up to now,
what we had was a form that was built around and for presenting dramatic and violent situations from a larger scale perspective, and allowing people to see massive events unfolding all at once.
What this then became interpreted as was a form for competition.
Now, form as a platform for individual expressive and limited visions is good. But,
form as a platform for a competitive forevergame is fucking dumb. Largely ditto what I said about Blood Bowl 3. The thing already exists, and barely sustains itself
or doesn't even bring in money. And the plan is to split that limited niche playerbase by giving them what they already have but spun in some arbitrary way to be just different enough to not be the exact same game? Gee, who the fuck could have seen
Grey Goo crashing and burning? Remember that game?
I bring up
Grey Goo as the example of RTS retardedly shitting itself to death because it's so wrong on both counts.
Mechanically (I hate that word but not as much as "gameplay") it's a boring do-over of AoE and Starcraft with gimmicks. Aesthetically, as multimedia, what is it? It actually has high production values cutscenes, a plot, a "campaign", but for the love of God why? It's so fucking ugly, boring, and stupid. The "factions/races" are all fucking hideous and boring. The game has zero appeal compared to something like AoE2's bright and lively depictions of history, Starcraft's colourful hollywood aliens and space-marines, Grey Goo has robots and drones fighting over grey dirt. Enjoy. This is what is going to pull you away from those and enslave the entire state of south korea.
This video's presentation is awful (one of those disgusting faggoty sounding youtuber voice guys), it feels appropriate for the subject matter.
And I'm not picking bad examples to be a dick and serve my weak point. Here's the future of RTS for you.
Do you see how we get to
this from what I wrote above? If so, I have succeeded.
I see two big open goals for "RTS" which are completely neglected because of this language-hell these retards have dug themselves into. The first being what Grey Goo half-assed. Use the Command & Conquer, AOE2, Starcraft formula
as a base for a highly original story
that you actually want to tell, which is interesting. People like the basic form of these games to the point
they will buy AoE2 DLC to play the campaigns. Starcraft 2's campaign modes have more players than PvP. People want to play something cool and neat which they can engage with in the form of an "RTS". But most people don't find desperate base-wars on an ELO ladder particularly compelling. It puts people off of the entire thing. If you have a cool narrative which could work a few ways, and you do it as an RTS without the pressure or excesses of compfaggotry, I think it could sell (other point, most RTS campaigns are shit to play now because of multiplayer conventions leaking in too hard. For example, infantry taking half an hour to die to machine gun fire in CoH2 because of multiplayer balance updates, making the campaign bizarre as scenarios built around base values kept getting updated too).
The other open goal is building "RTS" as spectacle. The ongoing success of
the first Warhammer: Dawn of War game
and more importantly, its megamod bloatfests such as ULTIMATE APOCALYPSE is proof that people like to LOOK at RTS just functioning and doing its thing, and they want
more of that. Dawn of War is optimised like shit, and Ultimate Apocalypse is mostly one guy just dropping an insane amount of assets into one old game and letting you scale everything up by fucking with basic in-game values. It barely works, but it's still really cool just to see the sheer scale of it. This should be seen as a problem.
Why is the greatest experience of scale available in an RTS one autist's barely functional mod for a 20 year old game?
Stupid asset drop toys like Ultimate Battle Simulator and such (I forget their names) are more to the point, as they are barely even games. Just ways to watch massive numbers of virtual entities do things inside your computer. This is what people want, but because it doesn't fit into the narrow dominant meaning of "RTS" nobody knows how to sell it and the people who enjoy it have no mass-consciousness of themselves as a potential audience able to petition to be pandered to. Compfags are the SJWs of "strategy games". A loud minority who killed everything people want to replace it with their gay faggotry that only, and barely, pleases them. The quiet moral majority need to learn who they are and how to ask for what they want. But that probably won't happen until some faggot who sounds like 'MasterOfROFLness' makes a youtube video referring to big strategy games as "grandsimvanialikes" or something, then it becomes a steam tag. Even then, if that's what it takes, someone should do it. But nobody is because gamers are that fucking dumb. There are that many videos about the struggles of "RTS" games lately and as far as I know nobody is actually talking about any of this (I don't watch these videos because listening to anybody but myself talk about video games is painful to me).
Extension of this open goal, my favourite "strategy" game might be Bungie's Myth (and Myth 2). In addition to feeling big, it feels very alive. Like Halo it has very lively and intelligent feeling moving parts which interact in a naturalistic fashion with each other. It doesn't have 2000 units at once like Ultimate Apocalypse, but the units you have have more physical and tactile interactions with each other than anything else you see in "strategy". The two big untouched appeals are scale, and fidelity/depth of interaction. Make a game that shows off one or both of these and I think you'll stand a far greater chance at getting gamer attention than trying to clone Starcraft 2 again. Look at Stormgate. Everything about it is shit. Compare it to footage of Ultimate Apocalypse or Myth. It looks like a regression from both in every way but being a snappy, micromanageable spamfest for Korean warehouse slaves. This is the fate of the tradition that gave us the AoE2 Joan of Arc campaign.
Guest Wrote:RTS has a simple problem: Nothing in the starcraft-type field will be as good as brood war. Nothing in the AOE-type field will be as good as AOE2. The solution is to make something different, and then the question comes: Is there a demand for *that*...I don't know. A lot of the player-base probably plays LoL, Dota2, etc. I think that if a new RTS was to succeed, it would have to do so based on strength of art (the hook) and then strength of narrative in the campaign (retaining force.) But current wisdom is all focused on multiplayer from what I've seen.
I ended up writing everything I wanted to above but thank you for your contribution to. I had it in mind also while writing.