Real-Time Strategy Games - Too Many Clicks? 174
simoniker writes "A new Gamasutra article asks provocatively in its synopsis: 'Could games like Civilization benefit from putting their interfaces on a diet? Can a player control too many objects at once in a strategy game?' Are RTS titles too UI-intensive? The author notes: 'Even for a Civ addict like me, the game isn't much fun after about 1800. Too many clicks. I counted the clicks, mouse movements, and keystrokes that it took me to get through one move of Civilization III in the year 1848. Many hours later, when that turn was done, I'd counted 422 mouse clicks, 352 mouse movements, 290 key presses, 23 wheel scrolls, and 18 screen pans to scroll the screen.'"
Automation (Score:5, Interesting)
I was attempting to construct a railway line connecting the north end to the south end of my civilization.
[Snip]
I needed to assign about a hundred workers to building the railway line in order to get it built before being overrun. For each worker, I had to click on it once to bring it into focus; then type 'g' to begin a movement, scroll to its starting point on the railway line, and click again. Later, when it reached that point, I would have to type "ctrl-r" to build a railroad, scroll to the end of that unit's portion of the railway, and click again. That's three mouse movements, three keystrokes, and three mouse clicks per unit. I tried to keep the workers in groups of three, although this was possible only about half the time. So it probably took me 600 clicks, keystrokes, and scrolls to build that railway.
Imagine if I'd been able to say that I wanted to build a railroad, click on its start, and click on its end. The computer would then have directed workers, as they became available, to work on sections of the railway. The entire railroad could have been constructed with the same amount of supervision that it took me to direct one worker.
Yeah, imagine that, it's called Civ4. You can direct one worker to build it, you can direct a dozen.
But again we go to TFA:
You may wonder why I'm talking about Civ III, when Civ IV has been out for months. I never bought Civ IV. I'd been waiting and hoping for a more playable Civ. What finally arrived was a Civ that takes just as many clicks, but with a new animated 3D UI.
Yeah...
In CIv4 you can automate most actions and take a hands-off approach and focus on the general direction of your empire. More and more I play my games by automating construction in my non-critical cities, I let workers build improvements automatically, I make choices as to what crucial structures will be built where, but the mundane, repetitive clicking can be mostly done away with.
Point is, the choice to make detail decisions is entirely yours. I don't think it's a UI problem when you choose to build dozens of cities, hundereds of units, and then micro-manage them all. Especially when the UI of the game in question (CIV III) is several years old. Imagine that, UIs evolve!
What's next, a 6 page article on powertoys for Windows 95 and why they don't increase productivity?
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This is not necessarily bad, though. Some people like to micromanage for hours on end. It seems to me that Philip Goetz - despite writing six pages and appending weighty academic references at the end of his piece - is mostly just complaining that he doesn't like this particular style of game.
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The other RTS I've played (age of empires and mythology) are much more intuitive. Select worker, select building, click somewhere to build. If you want to add more, drag over an area of workers (or double-click for all visible), then right click on the building. If it's already built, they'll do whatever that building does when you click.
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Intuitiveness is not the problem. AoE and AoM are highly intuitive. The main issue is micromanagement.
Even the best games in the genre suffer from this flaw at an extremely core level. If a unit (e.g. basic infantry) finds a target, it will keep firing at that target until it leaves range, dies, is killed itself, or is given another order. (Depending on it's "command", it may choose to pursue and engage.) This is a flaw
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Actually, no, it isn't. The proper strategy for Civ3 was certainly endless city spawning (and SMAC might be the same; I've never played it), but the support cost structure in Civ4 prevents you from winning that way. One of the fastest ways to lose an empire is to keep taking barb cities instead of razing them. On a normal-size map, I've found the ideal number of cities to be right around six (d
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For example cities should produce according to the following
1) Civilization wide default build queue.
- Let me set the order I want my buildings built in by default in every city. There should be a queue of buildings and the order they should be built. For instance say I want marketplace, factory, bank, and then powe
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Any game with an interface worse than Spring [clan-sy.com] needs to have its GUI developers put through a collective beating.
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That bothered you? Really? I think it helped a lot of people to start using the hotkeys because it was easy to remember that SZ was Spawn Zerglings or Select larva and breed to Zerglings or whatever.
Crazy q
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I really liked how the problem was solved in Civilization: Call To Power. In this game, tile improvements were built with a tax on shield production. The tax collected "Public Works" credits that could subsequently be used to build tile improvements or perform terraforming. Each improvement had its own cost, and took a specific amount of time to build. I could e.g. select "Advanced mines" and click on eac
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I was attempting to construct a railway line connecting the north end to the south end of my civilization.
[Snip]
I needed to assign about a hundred workers to building the railway line in order to get it built before being overrun. For each worker, I had to click on it once to bring it into focus; then type 'g' to begin a movement, scroll to its starting point on... [blah][blah][blah]
Well, lets see if this guy is whining about too many clicks, I've got the solution:
~
then:
Worker wo
That's why... (Score:1)
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That and the fact that I was unable to finish the mission against the lots of big ships with such a huge range no matter what I did.
I'm welcome to suggestions.
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True 3D environment, deformable terrain, Multiplayer internet lobby.
The internet lobby sets up games for you. It will ensure that you have the map and whatever mods required (which are all provided as downloads within the lobby).
As an added bonus, multiple players can control a single faction (i.e. one person can make sure things are being built while another fights the war.
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I'm looking at their homepage and watching the screenshots.
Another subject not decsribing the message (Score:1)
When you get the number, maybe using a PC won't be so bad at all.
Civ != RTS (Score:4, Insightful)
But, Civ 4 is a lot better than Civ 3 in terms of opportunites for less clicking and scrolling. I really don't see the point in bitching about the interface of a ~5 year old game...
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Oh yeah Mr Know-it-all? So he plays the current instead of the previous incarnation of the game, he sees that someone had the same idea he had but years ago and more or less fixed it, he now can't write a 6-page article for his site, which doesn't get /.ed and therefore doesn't get all those people clicking on ads, gets into fi
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Let's get something straight. (Score:5, Informative)
Re:Let's get something straight. (Score:5, Funny)
Actually, I think it's an eX-employee, eX-girlfriend, eX-hausted from no sleep, and eX-iled to the basement until you take a bath, Turn Based Strategy game.
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That said, is there any viable alternative?
Generally, nethack doesn't require too much mouse movement.
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The old civ 1 used the keyboard much better than most of the recent civs. Heck, you could play the whole game using only the keyboard, and I usually did. (it was faster than the mouse) Civs 3 and 4 have been particularly bad about not accepting movement chains -- say you're moving a tank with movement 3 along roads (so move cost = 1/3rd). 9 keypresses will use up your movement. In civ 1, if you knew where you wanted to go you could key in those keypresses
Re:Let's get something straight. (Score:5, Insightful)
I don't think it's about alternatives, and I don't think there's anything wrong with Civ's interface.
I think the point is RTS games and turn-based games are fundamentally different. It's a pretty egregious mistake to call Civ an RTS and to say it has too many clicks on that basis, IMO, which makes the whole story here (or at least the headline and summary) basically moot.
Some RTS games may very well require too many clicks. The whole point is the action is happening in real-time, so you want to minimize your work load as much as possible. The interface needs to be streamlined so that you can get done what you need to do quickly.
Turn-based games, though, are under no such constraints, and in fact part of the reason people still play them is because you don't need to be in such a hurry and can play completely at your own pace.
The bottom line is they are two different genres that are often chosen by gamers for completely opposite reasons. Those who want action-oriented strategy buy RTS games; those who want more depth and planning buy turn-based games. It is a huge mistake to suggest that turn-based games need to be more like real-time games, which is in effect what's being suggested by lumping both genres in together. Both genres in fact exist to counterbalance each other.
I do remember playing the original Myth and feeling like I literally just didn't have enough time to deal with the interface before my guys got slaughtered. So this is a big concern in real RTS games. But using Civilization as an example of what's wrong with the RTS genre is just incorrect on many different levels.
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Is Civ 4 even an RTS? (Score:1)
And...? (Score:1)
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But yes, in general more clicks probably mean better control of the units, thought I doubt anyone can make 300 useful actions per minute.
In a word: YES! (Score:2)
It would be nice if RTS's had some meta-level "ai strategy for my own stuff" setting, so that you could set your units to auto-use the killer special abilities (or whatever) while patroling on guard duty instead of the default wimpy attacks (or whatever)
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I'll just give up RTS games and go play Diablo! (Score:4, Funny)
Click... click... click... click... click... click... click... click... click... click...
Mouse Wear Champion - Tie Fighter (Score:2)
Anyone ever play it with a joystick?
lol, 422 + 290 actions? (Score:3, Interesting)
422 mouse clicks is much?! Go watch the APM for say Grubby in WC3 or whatever korean in Starcraft and then come back and talk about the amount of actions. Thought their games really ARE RTS, isn't Civilization turn based?
Too many... what? (Score:3, Funny)
Eating steak, too much chewing? (Score:5, Insightful)
If it's too many clicks for you personally, then maybe you should go play a different game. I know it's hard to believe, but you as an individual are not the intended market for every developer out there.
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And plenty of people are buying steamer tickets. Why should we worry about Jet transport?
Sure, the click-fests of RTSs and strategy games sell copies, but that doesn't mean they exploit the market potential to the fullest. I'll still enjoy a game like Battlefront's Combat Mission series, but most people won't, and the reason is because they're forced to micromanage a battalion down at the squad level. When I describe a game afterwards, I don't talk about the individual squads most of the time
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What? And give up on one's [insert divinity or pantheon here]'s given right to bitch about something in a game?
;)
You must be new here
no wii for you (Score:5, Funny)
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Actually, I've played several games where the entire user interface is comprised of drinking beer. They belong to a genre usually referred to as "Drinking Games."
There's also a simplified version of the game, which can even be played solo, called "Drinking." Dedicated fans sometimes like to follow it up with a wind-down round of "Drunk-dialing the ex" or "Puking your guts out."
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Would you mind writing up a strategy guide for this one? I'm having a bit of trouble on level 6.
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No (Score:2)
Sounds to me like the article writer needs to pick up Advance wars or Super robot taisen games. Both are turn based strategy
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So far it has been really intuitive, and its really the first RTS i've gotten into (and played for more than a few times) since C&C
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Advance wars is a bit simpler and easier to find. But as we've both pointed out theres more options.
Civ != RTS (Score:2, Informative)
Just FYI. I do agree that there are too many clicks in RTS games like Starcraft, Warcraft, and even Rise of Nations.
Not a strategy game if you don't control details! (Score:4, Insightful)
What are the alternatives, then? Remove all that detail? Oh, I know: How about a big red button that says "apply your human ingenuity in the most optimal way possible". (It would be a big button.) That would certainly save you a lot of mouse clicks. Yeah, that may be what the next generation of strategy games will look like, but I'd rather play Civ.
Re:Not a strategy game if you don't control detail (Score:3, Insightful)
That's exactly the issue. Coming up with a strategy = fun. The question is, how high-level are your orders going to be?
If implement
Details are not strategy (Score:2)
Dare I say..? (Score:1)
If it takes someone "many hours" to play a single turn in any turn-based game, I would imagine that it's not just the game itself that has a problem.
Also, like it has been mentioned above, Civ IV made many impro
Glad he added the last part... (Score:1)
Grand. So the 18 screen pans weren't controlled by the 422 mouse clicks, 352 mouse movements, 290 key presses or 23 wheel scrolls?
How Not to Write a Thesis (Score:4, Funny)
Seriously the article could have been summarized like this:
"There's this one real-time strategy game, except it's a turn based game, and it requires too many clicks per turn once the game is sufficiently advanced. Except this problem was mitigated in the next version. Therefore, RTS games require too many clicks."
Reign of the twitch gamers... (Score:4, Interesting)
The problem I have is that the RT is overruling the S - the Real Time nature of the game means that you don't have enough time to work on a long-term strategy, because you have to defend against immediate threats. But because multi-player is such an important feature to have in mass-market games, it's hard to do away with Real Time, because Turn Based Strategy games are more difficult to correctly implement multiplayer, not on a technical level, but on a "pleases most players" level - you don't want to allow one player to slow down the game for all the other players, but you don't want to rush anyone, either. Also, Turn Based Strategy seem to have this "obsolete/inferior" rap going against them compared with Real Time Strategy, which they really don't deserve.
I really liked how Majesty [cyberlore.com] removed the twitch-gamer advantage, by removing the low-level control of individual units. I'd probably play Majesty more than WC3, except that WC3 is more popular with my friends.
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Check out supreme commander (Score:2, Informative)
This game will remove the arcade out of RTS. Check out the trailer [google.com] or the E3 presentation [google.com].
Re:Check out supreme commander (Score:4, Interesting)
From TFA: "The RTS user interface hasn't improved since Total Annihilation (1997), which had more useful unit automation than many current games. Meanwhile, the number of objects our computers can control and animate has increased, and continues to increase, exponentially. The old UI model isn't at the breaking point - it's broken."
Total Annihilation allowed you to automate most of the less exciting parts of an RTS.
Need repairs? Put a few construction or repair units on a patrol route through your base. They'll stop to repair any damaged buildings. Want a fighter screen around your base to deal with bombers? Set your airfield's rally point as a patrol route and queue up a few dozen fighters. Speaking of queue...construction queues are virtually unlimited. No more going back and selecting each building to queue up 5 or 9 or 12 units every couple of minutes. The same goes for building construction; they can be queued, so that your entire base is planned and you don't have to select your construction units for every new building.
If Supreme Commander lives up to its promise of being an heir to TA, it has already addressed much of the problems mentioned in TFA.
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Darwinia (Score:2)
Simple but still a fucking bore to control.
I hope games consoles like the Wii simplify this. Mouse clicks turn to buttons etc. but you can do everything you'd ever want with a mouse. I think waving a pointer or using a stylus just seems easier.. I *LOVE* playing RTS games with my Wacom, it's so much friendlier selecting units that way
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It does show you can bring out a lot of gaming in very few real actions though.
Like I said I hope the new controllers f.i on the Wii will encourage designers to think about how you can get things done with one hand, one wavy pointer, and maybe 3 buttons, WHILE reducing the number of actions (it would be too easy to have one of them be a menu bu
Hold on now... (Score:1)
Any RTS games with scripting interfaces? (Score:2)
"Build railroad to point x then transfer workers to building mine and refinery" might work.
Or how about an economically driven interface like subsidize workers with salary $X for railroad work ad when complete, change to subsidy $Y for mining work and let each worker decide where to put in the effo
one of the competitive factors (Score:1)
Bliz even lowered t
Two Quick Points: (Score:2)
2) Many people like micro-management. I'm not one of them personally, but I have a unique and innovative solution: I don't buy games that require a lot of micro-management!
Try a Different Map size! (Score:2)
The traditional problem with strategy games is late
I love RTS (Score:1)
Think of Ender's Game (Score:2)
As a commander, Ender has a level of control from individual ships up through the entire fleet. He has trained his toon leaders to follow guidance and think on their own. He can give quick verbal commands. I think if it were pulled off (as hard
Too many clicks? (Score:1)
Sounds like someone is playing wrong? (Score:2)
If you have to micromanage everything however you're milage will definatly vary, but that's a choice, not a part of the game.
Why is he panning? There's a map. 3000+ mouse clicks, 290 key presses? Is it just me or does he just seem to be trying to rack up the number of things he's doing to make a point.
And as stated a Civ game isn't RTS. RTS need a much fa
To be fair to the author... (Score:4, Informative)
His comment was:
Overclick isn't limited to Civilization. Real-time strategy games will leave you with even worse carpal tunnel.
There are no mentions in the rest of the article about Real-time.
It's just a poor title for the summary.
RTFA (Score:2)
"Overclick isn't limited to Civilization. Real-time strategy game
Carpe Tunnel (Score:2)
Garbage Question In, Garbage Answer Out (Score:2)
Simple answer, "Yes, move along."
He mentions Civ 3.
Civilization's developers, Firaxis, streamlined the game significantly for Civ4. As the developers themselves felt that, for all the flexibility, it could use a UI/click count diet, the answer's clearly "yes."
It's kind of like waiting until six months after an election in which a new President is elected and asking, "Is the country ready for a change from the policies of [the las
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In RTS games, more buttons/icons/commands are notorious for generating low ratings and sales due to the steep difficulty curve. But for FPS games, players are always trying to bend the rules by doing backwards flying cartwheels for an extra edge. They'd have no problem if you threw in a bunch of new, acrobatic keypresses. Fighter games, too. Maybe it's dependent on the gamer?
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this is probably already done, similar to how traditional (ie in the 'real world') military training defines tactical priority.
typically a soldier (tank, chopper, whatever) is supposed to attack the enemy target in the order of danger that the target presents to the soldier. So if a soldier spots a tank in their vicinity, it would typically present a much higher threat level than an individual solder, so it make
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This is generally the same problem as detecting units entering firing range in the first place. The only difference is that you are now performing this detection if the unit is making an "ineffective" attack.
It's also amazing how they m