Bruce Shelley On Future Of The RTS 44
Thanks to GameSpy for posting an interview with Bruce Shelley of Ensemble Studios, talking to the strategy game veteran about his work on the Age Of Empires series, as well as the forthcoming Age Of Mythology expansion. However, Shelley also talks about the future of real-time strategy titles, suggesting: "There is a risk that gamers will become tired of the explore/build up/fight model for RTS games. The industry has now explored most of the good topics for an RTS game. Future excitement has to be generated largely by gameplay innovation."
Suggestions (Score:5, Interesting)
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ANother game that took a decent and unique approach to RTS is the Kohan series; also fairly decent if not a little dry.
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When I play an RTS, I want to be the general, not the accountant. Let the computer worry about agriculture, tra
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What I was getting at with the commander idea though, was having some sort of general that you could assign a dozen of your troops to or some such. Then you could order him to defend a certain section of the map or to attack the enemy somewhere or raid or something like that. That would knock down the god of the battlefield feeling you get when playing mos
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Those features were dropped in WarCraft3, because they don't add much to the fun of the game. They make it more complex and harder for casual and new gamers.
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See _Conquest_. Also notable for being about the only RTS I know of that makes you maintain a supply chain.
Chris Mattern
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Its a combination FPS and RTS, where the commander has an overhead view, commanding other human players what to do. Its effectivly "Starcraft: The FPS".
Another game on the horizon, Savage. Google for it, as I couldnt find the homepage for it quickly. Its also another Overhead commander/FPS game.
what I really miss in a LOT of RTS's, is the ability to tell units either
1) Hold fire
2) Return Fire
3) Fire When Safe
4) Fire at Will.
5) Flee when health at X
Re:Suggestions (Score:2)
I think, however, that an FPS, RTS, combo could work well as a single player game. Perhaps most of the RTS part of the game could be automated, and the player could hop around to different individual units in the thick of battle -- imagine jumpin
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Kohan, is kind of a push in direction you describe. Essentially, you can't control minute details of the battle, in fact, once a battle starts you have 3 options, rout, retreat, and keep fighting. Once you get within range, you start to battle. You can control formation, and relative positions of the different companies.
Some of the things you might like about Kohan, and that I wish got included in more RTS games, is moral is important. If you have been fighting non-stop for extended periods of times, eventually your units will just rout, run away, and you'll have no control over the situation. Even if they are crushing the opponents, at some point they have to rest. I like the concept of experienced units. I like that as long as the entire company doesn't die, you get to keep the experience (possibly that should be modified).
The other game, I haven't seen mentioned is the Myth series of games. They are strictly tactics games. Here's the force you have, accomplish objectives X, Y, and Z.
Another game is Warlords Battlecry I & II, have some concept of supply, and having to hold ground to keep getting your resources.
I think there are several problems with the game you want. First, the game you describe, you'll either have no control over the details (like Kohan), or you won't have enough time to deal with everything at once, or there will only be a single battle. The games style you are talking about is relatively common in turn based games, where people have lots of time to deal contemplate things like the terrain.
However, I've used formation, terrain, and maneuver to my advantage in WarCraft III. It's easy to tell how much attacking, from uphill works out better. I've crushed a number opponents that outnumbered me by hitting their magic support from behind.
The one thing I really, really wish I could get my hands on, is a scripting language that was very powerful to write my own scripts to deal with priorities, and input things into it. The concept of trading scripts, and downloading scripts. The problem of course, it could completely ruin the performance of the game. I just wish I had more control over each individuals units reaction to certain events, (kinda like I was the general who laid out the training plan for them).
Kirby
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All issues of strategy have a tactical base. Formation is technically a tactics issue. But combined arms is a strategy issue, and in games without formation, it's hard to effectively use combined arms. Terrain is a tactics issue, but holding ground is strategy. Maneuver is the essence of tactics, but you can't have very much strategy at all if you are simply limited to clicking where you want your troops to go. (Or, more correctly, if you aren't limited in how you can order your troops to move.) Though terrain exists to some degree in Warcraft III, for example, there isn't a great deal of thought about strategic position. Rather, it is mostly about tactical position, quite a different thing.
I think that the most interesting improvements in regard to strategy might come from finding some way of limiting the player's knowledge and power over the battlefield. That was the impetus behind my idea of having individual AI generals.
Kohan sounds a little bit like Shogun, though you have more control in Shogun. I think morale is a realism issue, but it can add a dimension that provides a lot of fun.
I think your scripting idea is very good, and there are ways around the performance issue. The easiest would be to ration CPU time to player's scripts. That would mean that a more complicated script would take more gametime to execute. If a unit has 5 rules of engagement, it will react more slowly than a unit with 3, for example. I think that it would be very interesting to go up against a player with your own custom AI, to see how it does against his.
OMFG (Score:2, Interesting)
Seriously, with scripting support, you could automate all the trivial micromanagement away and do what you wanted to. I hate, hate, hate RTS's for not doing this. This single feature would make me buy a game, and I haven't bought a game since Tomb Raider 1.
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Combining the RTS elements within other genres has also been covered. The half-life mod Natural Selection [natural-selection.org] puts one player in a commanding RTS style view, while other players act as their peons.
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Myth is very formation and terrain-oriented, and has very little resource management. It's more of a real-time tactical game. The "Total War" series is also heavily tactical. Homeworld makes extensive use of formations. Kohan models formation in a more abstract way, as well as supply and zones of control.
Close Combat gives its units much more AI than a standard RTS, and models terrain and morale
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Warcraft 3 certainly did drop RPG elements, but that was hardly because of some inherent difficulty with combining the two.
I've mentioned Natural Selection in another comme
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As another poster mentioned, the Close Combat [atomic.com] games are great RTS games, highly recommended. No mining or tree cutting, just WW2 combat with fairly smart units, i.e. they'll seek cover on their own instead of standing around and getting butchered.
Another really interesting series is Combat Mission [battlefront.com]. It's a not quite real time game, with a pretty decent 3D engine. The 3D engine makes terrain hugely important when fighting. The steppe looks flat, but in reality it's a gently rolling plain, with lots of plac
Close Combat (Score:4, Interesting)
In Dune, you had ornicopters wich went in and would fly damaged vehicles back to base for repair. This is the only time I have ever seen intelligent behaviour in a westwood game. It really helped out as you could launch an attack and then depend on the choppers to rescue the most endangerd units. In the C&C followups you can't even count on units in front of an endangered unit to join in the fight. Hell most often the unit underfire will just stand and take it.
Now enter Close Combat. It scaled down the units and grouped them together, but most importantly the units seem to react to things going around them. If you order a unit to cross a field and it came underfire it would seek cover and return fire. Other units you held back to cover them would supply covering fire.
It even went so far that units with nothing to do would advance on their own or seek better positions to fire from. It gave you the idea that you were a commander not a babysitter.
But AI seems to be the most difficult thing to code. We can generate graphics that would have dropped our jaws a few years ago. But has anyone of us seen the same increase in AI? I at least have not.
Sure in vietcong the enemy seems slighly more intelligent then those in say Doom but youre own team mates seem not able to keep up.
Sadly I don't think anybody cares. The sales figures for the more realistic wargames are pityfull next to the C&C and AoE franchises. Apperantly people like sheepherding braindead units.
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Many of the best units can't be used effectively because you have to hand hold them.
Also, vi is the best
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Most notably, AI has not improved much at all. Decent AI will never be formed with in the next 20 years; we have a better chance of discoving time travel, havi
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Small Unit Combat Tactics (Score:4, Informative)
Re:Get off the games. (Score:2)
So you can either turn off 'collapse sections' in your preferences, and check out the other sections by using the sidebar, or just exclude posts by topic (games
I do not think so (Score:3, Funny)
Why it has worked for the last few thousand years. Why would it get boring now?
Recent explosion of RTS games. (Score:1)
Cossacks? (Score:1)
commandos (2) (Score:1)
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I think X-Com did that first? I didn't really play Commandos but what you're talking about sounds a lot like X-Com. Or Myth, for that matter.
Ravi
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natural selection (Score:1)
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Total Annihilation (Score:2, Interesting)
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-m
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I love the sheer # of units. With starcraft and waht not, its rock paper scissors. X counters Y counters Z counters X. Blah. With TA, theres always a myraid of options to choose from. I feel like combat is much more spontaneous when you have to play against the other player, not the game engines predefined unit-trump cycles.
I really really would like to see mor