Firstly, "Ground Control" always stuck me as the most "strategic" of top down RTS games, since your initial army was what you were stuck with; and thus had to use what you possessed wisely since there was minimal room for losses.
However IMO, the "RT" aspect of "RTS" has always been an intrinsic cap on potential strategies available.
For complex, deep, varied strategy you by-and-large play a turn based game, since they have no real time action, and thus are wholly tactical affairs. The developers can thus bias the depth of strategy accordingly. Try managing a Civilisation level of complexity in real-time. Or imagine running an entire country on your own (without a cabinet, advisors, specialists, etc)! The depth of available options would be disproportionate to your ability to control said options to any degree of success.
RTSes like Starcraft and it's rather disappointing sequel (sorry) are a *hybrid*. They possess elements of strategy a la turn-based games; and combine it with a level of action inherited from... action games. Thus creating a game that is more tactical than an action game, and more action-packed than a turn-based game. However, because it combines the (I'd argue intrinsically opposed re: game design) elements of action and strategy it is diluted. Thusly, while RTSes can do both action and strategy to a fairly basic standard, it is the fact that they have both that make them good games.
Apologies for any inconsistancies, I rather began typing the Ground Control paragraph and then didn't stop. A quick re-read and it seems cogent... but....
However IMO, the "RT" aspect of "RTS" has always been an intrinsic cap on potential strategies available.
For complex, deep, varied strategy you by-and-large play a turn based game, since they have no real time action, and thus are wholly tactical affairs. The developers can thus bias the depth of strategy accordingly. Try managing a Civilisation level of complexity in real-time. Or imagine running an entire country on your own (without a cabinet, advisors, specialists, etc)! The depth of available options would be disproportionate to your ability to control said options to any degree of success.
RTSes like Starcraft and it's rather disappointing sequel (sorry) are a *hybrid*. They possess elements of strategy a la turn-based games; and combine it with a level of action inherited from... action games. Thus creating a game that is more tactical than an action game, and more action-packed than a turn-based game. However, because it combines the (I'd argue intrinsically opposed re: game design) elements of action and strategy it is diluted. Thusly, while RTSes can do both action and strategy to a fairly basic standard, it is the fact that they have both that make them good games.
Apologies for any inconsistancies, I rather began typing the Ground Control paragraph and then didn't stop. A quick re-read and it seems cogent... but....