Unit72 said:
Ill tell you what the genere needs. Watchable battles. Non of this zerg rush nonsense where giant blobs of units smush into battle with other blobs in a disorientating visual white noise. Where are the grand scale clashes of armies having at each other? Being able to command, watch the battle unfold before you and react to trouble areas in the field.
This approach probably won't work too well sadly. Its kinda counter intuitive to the gameplay a lot of the time. Large scale conflicts are definitely a plus, but having them be visually appealing to watch would ramp the learning curve way up. A lot of the problem comes from the fact that a visually appealing battle does not consist of all the units staying in one place and attacking its enemies, ala SC2 or WC3. Look to the Total War games and that's more how fights would end up - all of your units in a clusterfuck scattered amongst the enemy army. This has the disadvantage of making key units hard to find, and often you end up not in control of where a unit is when positioning plays a major part in most RTS battles. Control groups could be used for some units, but it also becomes harder to tell how the battle is going when you can't clearly see your army and the enemies army.
Were someone to make a new Rise of Nations or a less base building more combat oriented game like Preatorians (seriously guys look this one up) then we will have what the genere lacks and something soase does as well as total war does beautifully, show us battles. Shooters let you be a part of the battle, but rts's are about managing that battle and watching your little men perform the task. Seeing armies clash, empires rise and fall before your eyes, civilizations start from humble hamlets to meteoric metropolises is what makes the rts genere (well economizing/reaserching as well but that falls in the whole civilization bit). You can cut out the base building all togother like in World in Conflict but im still on the idea that battles are the rts's life blood.
Well, I'd debate SoaSE actually showing you good battles. It has a bunch of nice special effects and large scale, but the battles are like watching SC2 battles; two sets of units sit opposite each other lobbing attacks at one another until the other dies. There were a few corvette movement mods out in the past, not sure if they exist any more though, and even then you really need a different movement AI for each type of ship or else it looks out of place.
You'll generally find that there are two camps of people in the RTS world, and one camp seems to be larger based off how each game type sells.
The first is the low base building mostly army fighting variant, where the majority of the game is focused on a fight, and you generally are able to view it and go "Oooh, pretty".
The second is the base building, economy management ones that focus more on the actual running of your empire than each individual fight, though attention needs to be paid to the fight else you're likely to lose even with a superior force.
Judging by the number of players, the latter camp wins. Check SC2 vs Dawn of War, and tell me which one is more popular. Granted SC2 also has custom maps that play a big part in it, but Korea has been having Starcraft Tournaments for years. People prefer the whole package rather than just one part of it. Having to focus on the entire empire rather than watching your units is appealing to people. Replays are for watching cool battles, the game is for building your empire and winning.
What is it that compels us to play rts. The campaign? The multiplayer? The senarios? Or the skirmish mode? Depends on the player but im gonna go out on a limb and speak for the majority when i say its the skirmish mode. Once you figure how the ai plays and you can more or less beat it with your eyes closed, you can start to experiment with your units, see how a spearman goes up against a swordsman. How long will this cavalry man run while under a single archerer's fire, how about a more realistic senario and have a squad of horse on a platoon of archerers? How many units will this tower take before it falls to the enemy? Is investing in towers for defense worth the cost when i can just build a larger army with the money i would have otherwise spent on static defense? Once figureing the ai is done it becomes a sort of sandbox where you can manipulate your enemy into doing what you want it to, or just have a leizurely game of testing your units and buildings beyond meare checking attack and defense values.
I'm with one other guy who said the Campaign, 'cause I enjoy the idea of actually building an empire rather than simply having a battle on one small map. Most people would probably play for the multiplayer though. Its what keeps RTS alive - like Starcraft, Starcraft 2, and is one of the reasons SoaSE has never done all that well - there's always a bunch of people who play it at the start, but then they find out the multiplayer is terrible and quit.
Checking how units go is something most people do, but its generally in the interest of figuring out how to use them against other players in multiplayer. Its the reason my friend and I fight each other in SC2 with unorthodox methods, and test things constantly; so we can see how they work and try them against other players.
Yosharian said:
No, you just don't make games good enough to keep the genre going.
SINS was an above average multiplayer game with no singleplayer whatsoever (no, skirmishing against bots does not count). It does not work as a Civilization game, so it cannot stand on multiplayer alone.
Part of the reason SC2 did so well was because it had an excellent SP campaign attached to it.
Devs need to fucking wake up and realise that a lot of people don't play these games for multiplayer.
I cannot fucking stand devs who proclaim the death of a genre based on their own inability to create decent titles.
I hope you don't mean Sins of a Solar Empire when you say Sins had above average multiplayer. Sins had goddamn terrible multiplayer. Far as I know the Vasari Rebels are STILL banned from multiplayer matches, even this long after release. Add to that the fact that there's generally 1 strategy to win; Pre Rebellion it was spam LRMs until you can get bombers, then spam bombers. Post Rebellion its rush Titan, level Titan ASAP, and spam LRM and Flak until you get your Titan. Additionally Sins games take waaay too long to play most of the time. A quick match lasts half an hour. A long match lasts over 8. People don't have that sort of time to waste in multiplayer games, and so they quit midway through, replacing themselves with a bot that loses the game for their team. Sins had potential to be a great multiplayer game, but really it fell flat, as shown by the fact that a good 300 people from the first few weeks of it being released dropped down to about 10-20 by now, probably closer to 10 by the fact that a lot of the old guard just gave up.
Sins was an alright single player game 'cause it was slow paced and easy as all hell to exploit, so you could just sit around and watch the battles rather than playing the game, but its multiplayer was terrible. A campaign would have given it a temporary sales boost, but it wouldn't have sustained it. You can play a campaign only a few times before it gets old, at least for most people. Multiplayer is what a lot of people look for in games because it provides a constant stream of enjoyment after purchase, justifying their purchase. My friend didn't get Rebellion as he didn't see himself spending 40 hours with it to justify the price tag. Had it had an active multiplayer scene he would have bought it as he would have spent enough time there to build up the 40 hours. Playing a campaign once and doing a couple of skirmishes doesn't cut it for him though.