RTS "World in Conflict" From a Design Perspective 57
Game Designer Manveer Heir has another installment of his "Design Lesson 101" series where he takes a look at a game from a designer's standpoint and attempts to learn something in the process. In this installment he takes a look at the RTS, World in Conflict that has an interesting twist on resource management. "World in Conflict has a simple resource management system. The player is given a fixed amount of resources to obtain units with. Shortly after you requisition units, they are air-dropped into the game, eliminating the need for building bases. Immediately, this leads to a unit-centric, tactical feel to the entire game. [...] When a unit dies, however, the resources that were allocated to obtain the unit are not lost forever. Instead, what World in Conflict does is return the resources to the player. Not immediately, however. Instead, the resources trickle back in over time. Your resources aren't constrained by how well or poor you are doing in the game (at least not constrained for very long). By doing this, World in Conflict avoids the snowball effect that exists in many real-time strategy games."
Long games (Score:3, Insightful)
I haven't played the game, FWIW, but that's what I imagine a game with those constraints would be like.
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So it's more about guessing what your opponent has, and playing the game of paper rock scissors...
Re:Long games (Score:4, Informative)
As for paper/rock/scissors, you could you know, scout, do a little recon, figure out what the enemy is doing, rather than just trying to zerg rush/footy rush/chariot rush/insert early unit rush, whatever. I'm frankly bored with rush-style RTS games that are 100% about resource management, and not at all about actual tactics.
This sounds more like a "Myth-style" small unit tactics game, with a resource-managing strategic element.
Re:Long games (Score:5, Interesting)
I thought the zerg rush was HOW you scouted?
Seriously though, in Brood War (regular Starcraft too to a regular extent), yes, resources make a huge difference, and so does scouting, but in the higher-level circuits, your ability to scout, manage resources, even use tactics and strategy is to some level moot, because everyone is at roughly the same skill in that regard - it's a finite game with predetermined maps that both players know intimately and a limited unit selection that both players know intimately. All the possible strategies have been played out hundreds of times, and most good players are excellent at spending the minimum of resources required to keep very good tabs on their opponents' movement.
Instead, what matters is your multitasking ability, how well you can micro goons and zealots versus hydras and lings while you produce more units, mine, expand, drop your opponent's base, and storm the workers at his expo against his ability to micro hydras and lings versus your goons and zealots, mine, expand twice (zerg, after all), muta the workers at your main base, and send speedlings to rape an expo.
Brood War is admittedly on the simpler side of RTS', but that isn't the real reason for the devolution of strategy and tactics into a speed contest - the problem is that it's been played SO much by SO many people (there's an international pro circuit, for chrissakes) that nearly everything has been tried before. Yes, there's a new strategy once in a while (recently we got 1 rax/expo/early armory for terran) but it's impossible to keep your strategies secret, because even if they're not scouted and figured out in realtime, an innovation only works until one of your opponents not only watches the replay, learns your strategy, and prepares counters, but PUBLICIZES it so that everyone else can counter it. This just happens faster on the pro circuit, where thousands of people watch every game and analyze the bejeezus out of it.
Starcraft 2 is coming out soon, so for a while it'll be about the strategy and tactics again. But if that game's even remotely as popular as Brood War (and considering how huge its fanbase is BEFORE RELEASE, it will be), within six months (definitely a year) everything will have been played out again already, and we'll be spending our time working on clicking faster in more places again.
That response was longer than I meant it to be (can you tell I have a rather low speed compared to most starcraft players at the know-everything level?), but the point was, don't fool yourself into thinking that where the game gets interesting is the balance between the units. That's only true at the very low levels and on the varnished surface of the high levels - below that, it's just which Korean teenager can click faster.
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I think if someone put half the effort that goes into some of these turn-based/tabletop WW2 sims into a realistic RTS, it would be fantastic.
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2. If your units die you lose almost nothing, if your tanks did run into heavy air, well, make new ones and get some AA support next time!
3. You always have a sh
Re:Long games (Score:4, Informative)
So it penalizes you for sucking at the game, but gives you a chance to shift focus midway through and come at them with other tactics.
I disagree (Score:2)
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If the emphasis of gameplay is on combat, then the static resource pile can be construed as a way to force focus away from resource management and towards combat. I almost never play multi-player for the simple fact that I am a "conservative turtle" style of player. And as such, "zerging" makes my soul weep. Wit
Re:Long games (Score:5, Funny)
There's certainly an argument to be made that resource management is a good 75% of war.
Yup, which is why chess, the mother of all war games, is all about resource management like holding the square the represents a gold mine so that you can buy upgrades for your king and fit your pawns with turrets once you have reached the Industrial Age through upgrades from the library piece, hence why all war games should extensively priviledge those aspects. Oh wait..
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Don't you know? In war everyone starts with the same number of units, and they all line up in a field across from each other. And they can only move in certain directions.
The point, you're missing it. Realistically including every trivial aspect of war isn't the point. If you're Napoleon Bonaparte you'll find a game it which you manually have to activate a unit's countermeasures irrelevant, just like finding gold mines or building metal extractors. It's not because chess is unrealistic that it's relevant, it's relevant because it's all about war-like strategy, even if it doesn't look obvious enough for the non-initiated.
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Yes, which is why your comment was interesting, it seems like the more realistic the game is, the less strategy it actually involved.
I've talked to a few military types I know since you made that comment, and they've confirmed for me that in their opinions, the simulations they've played that are most like their combat experiences are also the ones that involve the least strategy.
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Which explains why you hate rushes, because you always get owned by them because you can't handle it.
I may be wrong thought.
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You play Terran, don't you? :P
Seriously, in multiplayer, the way to turtle is to slowly expand your turtle to new areas with more resources and more strategic advantages, but I'm sure you know that.
The point I thought you were making about the multiplayer angle, however, is the point I'm about to make. Namely, when most RTS games REALLY get interesting is when you're playing with more than one opponent - 2v2, 3v3, free for all, team free-for-all (2v2v2v2), et cetera. Now, not only does the tactical comb
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I agree with your assessment on traditional multiplayer games and their results, as well as what make this style of MP interesting.
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I'm a protoss man, but my idea of "defense" is "army so big the opponent can't defeat it". Of course, high templar make that a lot easier...insert drooling here.
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Base building as it is with RTS games is outdated and mostly tedious since most build orders will be used by most players eventually regardless of possible counter strategies and so on.
I haven't played they game either but I've noticed a shift in recent RTS games from moving away form resources gathering to other types of game play mechanics.
Personally, I think the Total War point based system works or a m
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So yes, buildings should be easy to get an
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Also, those are all naval leaders, not ground commanders.
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Multiplayer WiC is amazing. The games are not long and drawn out. In fact, it is the opposite. Combat starts in as little as 15 seconds after the game begins, and the maximum round time on an official server is 20 minutes. As the game progresses, Tactical Aid points are awarded for kills and achieving objectives. These result in increasingly significant strategic attacks available, up to and including carpet bombing and nuclear weapons, which can end a round in minutes if used properly.
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Is there a single RTS-game out the that isn't a clickfest? At least in WiC you only need to control 3-10 units at the most.
Game is fun.. but (Score:1)
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Scream at your air or support player to give you some fucking AA already. They love not doing that (especially the supports, they love their heavy arty) but you might just get lucky. Also on your part make sure to not outrun your AA cover and target enemy heavy AA first, not their tanks. Your tanks suck at dealing damage, leave that job to the air player. You just kill
World in conflict... (Score:1)
World in conflict is just way too simple an RTS. It's a game for graphics whores, great graphics, decent a
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Personally I think Warcraft 3 is still the most enjoyable RTS for me, mostly becasue of custom maps though.
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The biggest differences in RTS games are how many "Factories" are optimal, dictating the "type" of strategies that work. Always incorporating economics and the concept of "counters" and tiers.
In order of popularity:
In Starcraft/WC3 single gate, single rax, single hatchery, versus double or triple allows for a large depth of strategy (within limits of the scale).
In Red Alert and DoW and CoH it's always 1 of each building type. The battles are expected to be m
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Most TA (or at least TA-dericative, Balanced Annihilation/Complete Annihilation) games I see are driven by small raid groups avoiding enemy fortifications and destroying his economy... Really not that much macro there.
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That and they ripped off company of heroes with squads entering buildings and they didn't even do a good job of copying CoH
Of course, this was also in Ground Control II, the spiritual predecessor to World in Conflict, made by the same company (Massive Entertainment). Yet everyone knows that the CoH makes have managed time travel, so I guess my point is moot. And the fact that WiC is mediocre as a RTS is debatable, but you should really have a look at a game where the non-resource gathering really shined: Ground Control. The very first Ground Control, which appeared somewhere around 2000, is in my mind still the best Real Time
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concering the post to which I originally replied:
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Broken Reply (Score:5, Insightful)
Having played everything from the original Command and Conquer all the way up to and including World In Conflict I can say that WIC is actually a refreshing break from the usual - spend 90% of the mission grinding out a base and building up a huge army and then just rush and clobber your enemy - style RTS.
The resources you have for building units are just half of the game. There are, in fact, tactical aid points which are awarded to you for accomplishing various objectives. Using these points wisely is almost always a deciding factor in multiplayer games. Players can also switch between different roles - support, infantry, armor, and air. Your team's balance and how you respond to the opposing team's mix definitely requires some good tactics.
Finally, I think that the ground control style game play is more realistic. Let's be honest, very few real battles are a "Rush the enemy and kill / destroy everything - causalities be damned". Kamikaze missions in WIC don't work. Neither do lone rangers. I think there's more strategy in WIC than in most of the "build crap like crazy and then rush" RTS games. I'm not saying I haven't spent hours enjoying those games - just that this is a new, more realistic, type.
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capitalism (Score:2, Funny)