What Genre takes the most "skill"?

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sogortheogre

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RTS's in my opinion. FPS games can use skill, but often it seems it is just whoever shoots first, or has a better gun, or whoever gets in a lucky shot (lucky grenade toss, happening upon an enemy player looking in a different direction). RTS's require resource management and the ability to counter what your enemies throw at you. It isn't always who can build the most guys, as often someone could mass a bunch of units, only to lose them all to a handful of that unit's counter or an ambush.
 

havass

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EVERYTHING needs skill. Unless you don't give a fuck about how well you play.
FPS - No skill? Bang. You're dead. Unless you're playing against other retards, that is. Then it's kamikaze.
RTS - Well it's called Real Time Strategy for a reason.
Fighting - Ah. You can moderately get through fighting games just by mashing buttons. Against other humans, though..
Racing - Skill and knowledge of the laws of physics are required to ace a racing game. Drifts, when to brake, etc.
Hack n Slash - This is probably the most brainless genre of all. Just keep mashing the attack button. Unless you're racking up style points in DMC. Then it's a different story.
Platformers - And this is the most skill based genre of all. Either that, or you need a lot of time. One screwed step in POP and you might just start all over from the beginning.
 

obliviondoll

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veloper said:
obliviondoll said:
veloper said:
RTS.

It's the only genre that requires heavy multitasking.

Then you need fast reflexes. At high competition levels you also need to be able to think fast. Finally also alot of units, abilities and counters to learn about.
No other genre has all this.
A lot of MMOs and some turn-based strategy games prove you wrong here.
MMORPGs let you control only 1 unit. Little multitasking there. Easy as shitting.

Turn-based strategy have zero multitasking due to their very nature.
Firstly, I said MMO, not MMORPG. There are other kinds of games which fit the term. There are several MMORTS games on their way, incidentally.

If you're managing more than one action at a time, it's multitasking. For example, watching cooldowns for about a dozen abilities at once. Or monitoring a pet/drone/insert other controllable sub-character type if the game has them. Or, in the case of FPS games, keeping track of a moving opponent, your weapon's ammo count, your health, damage indicators which can warn you of another attacker from a different direction... In those games it's more often described as situational awareness. Flight/space sims are also high on multitasking requirements.

Turn-based strategy games are as multitasking heavy as RTS games when you're playing a game which gives you time limits on your turns, limits to how many units you can move per turn, or both. Competition-level Chess is a good example of this.
 

Vhite

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FPS and RTS games or games Like Gothic 2: The NIght of Raven. There needs to more expansion disks that make game harder.
 

Vhite

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veloper said:
obliviondoll said:
veloper said:
RTS.

It's the only genre that requires heavy multitasking.

Then you need fast reflexes. At high competition levels you also need to be able to think fast. Finally also alot of units, abilities and counters to learn about.
No other genre has all this.
A lot of MMOs and some turn-based strategy games prove you wrong here.
MMORPGs let you control only 1 unit. Little multitasking there. Easy as shitting.

Turn-based strategy have zero multitasking due to their very nature.
Man, your so wrong here, in MMORPGs or at least in WoW you have to watch over yours own cooldowns, your and your party members health, mana, boss abilities, pet if you have one, trash mobs during the boss fight, treath level, aggro and probably many other things I forgot to mention.
 

veloper

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obliviondoll said:
veloper said:
obliviondoll said:
veloper said:
RTS.

It's the only genre that requires heavy multitasking.

Then you need fast reflexes. At high competition levels you also need to be able to think fast. Finally also alot of units, abilities and counters to learn about.
No other genre has all this.
A lot of MMOs and some turn-based strategy games prove you wrong here.
MMORPGs let you control only 1 unit. Little multitasking there. Easy as shitting.

Turn-based strategy have zero multitasking due to their very nature.
Firstly, I said MMO, not MMORPG. There are other kinds of games which fit the term. There are several MMORTS games on their way, incidentally.
MMORTS
MMO RTS
RTS. There it is again.

If you're managing more than one action at a time, it's multitasking. For example, watching cooldowns for about a dozen abilities at once. Or monitoring a pet/drone/insert other controllable sub-character type if the game has them. Or, in the case of FPS games, keeping track of a moving opponent, your weapon's ammo count, your health, damage indicators which can warn you of another attacker from a different direction... In those games it's more often described as situational awareness. Flight/space sims are also high on multitasking requirements.

Turn-based strategy games are as multitasking heavy as RTS games when you're playing a game which gives you time limits on your turns, limits to how many units you can move per turn, or both. Competition-level Chess is a good example of this.
Time limits in a TBS game, doesn't make it multitasking. It means you cannot pick your nose anymore and have to get a move on, but you're still not multitasking.

Your other examples still involve less multitasking than an RTS.
 

obliviondoll

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veloper said:
obliviondoll said:
There are several MMORTS games on their way, incidentally.
MMORTS
MMO RTS
RTS. There it is again.
Yes, which is why I said "incidentally" at the end of that sentence. It wasn't necessarily relevant in a direct sense, but I knew someone else would bring it up if I didn't.

Turn-based strategy games are as multitasking heavy as RTS games when you're playing a game which gives you time limits on your turns, limits to how many units you can move per turn, or both. Competition-level Chess is a good example of this.
Time limits in a TBS game, doesn't make it multitasking. It means you cannot pick your nose anymore and have to get a move on, but you're still not multitasking.
Except that you have to be planning what you're doing for multiple units at the same time, while also putting those plans into action at the same time.
***EDIT: Also, when there's a limit to the number of units you can move, deciding which unit to move in the current turn pretty much forces you to be simultaneously planning what to do in future turns, thus initiating a requirement for multitasking automatically.

And few RTS games require as much multitasking as MMO games. Monitoring literally over a dozen cooldowns, tracking your own health, the health of potentially another half dozen players alongside your own, plus any pets anyone might have, keeping track of every enemy in your general area, which gets exponentially more difficult when PvP is viable, managing aggro for NPCs, and who they're currently attacking, requesting help from other players and watching/listening for requests from them...

And those are just the basics that work for almost any MMORPG (most of which are also applicable to non-RPG MMO games), regardless of class, and ignoring the class-specific extras.
 

chieften

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I think it is RTS and RPGs because you always need to plan out everything way in advance.
 

Ubermetalhed

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I don't get why people say FPS. There is very little skill in point and shoot, hide/camp shoot again.

I agree that the good RTS' do require alot of skill, although there are some where spamming battletanks equals an easy victory.

For me playing action adventure games like metal gear solid and performing no kill/stealth runs on the hardest difficulties requires an insane amount of patience and skill. Games like DMC, Ninja gaiden, Bayonetta and Godhand also require you to react extremely quickly in order to block, dodge and attack, you are forced to utilise all your characters abilities to survive.

It does have to be said though that the difficulty you play a game and the challenges you put upon yourself have a large impact on whether a game is skillful or not.
 

The Stonker

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obliviondoll said:
-
The stonker said:
Farmvill.
I shouldn't, but I'm going to ask.... WHY???
Trolling is good for the mind!

Naah just kidding I was wondering how many lols I would get ^^ But personally I think turn based RTS games require the most skill. For instance the CIV games.
 

veloper

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obliviondoll said:
Turn-based strategy games are as multitasking heavy as RTS games when you're playing a game which gives you time limits on your turns, limits to how many units you can move per turn, or both. Competition-level Chess is a good example of this.
Time limits in a TBS game, doesn't make it multitasking. It means you cannot pick your nose anymore and have to get a move on, but you're still not multitasking.
Except that you have to be planning what you're doing for multiple units at the same time, while also putting those plans into action at the same time.
You could simply do all that sequentially. Nothing changes during your turn in a TBS game afteral.

If you call that "multitasking" then you might aswell call everything multitasking.

***EDIT: Also, when there's a limit to the number of units you can move, deciding which unit to move in the current turn pretty much forces you to be simultaneously planning what to do in future turns, thus initiating a requirement for multitasking automatically.
That changes very little. You'll just have to know which piece or pieces you want to move when it's your turn, if you think it through.

All such a move limit means is less time used giving commands (because you can issue fewer commands) and therefore even more time to think things through, so that actually amounts to LESS multitasking.

And few RTS games require as much multitasking as MMO games. Monitoring literally over a dozen cooldowns, tracking your own health, the health of potentially another half dozen players alongside your own, plus any pets anyone might have, keeping track of every enemy in your general area, which gets exponentially more difficult when PvP is viable, managing aggro for NPCs, and who they're currently attacking, requesting help from other players and watching/listening for requests from them...

And those are just the basics that work for almost any MMORPG (most of which are also applicable to non-RPG MMO games), regardless of class, and ignoring the class-specific extras.
Oh you have to keep track of a few things too, while controlling your 1 toon? Too hard?
Now try keeping track of those cooldowns, health, other players, pets and enemies, while issuing commands to multiple units and structures at the same time, scattered across the whole map.
 

obliviondoll

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Ubermetalhed said:
I don't get why people say FPS. There is very little skill in point and shoot, hide/camp shoot again.
PLay a better FPS. Or a good TPS, which also requires more thought and skill than what you're suggesting. Not to mention, twitch reflexes are a skill in their own right.

Off topic a little again, but....
The stonker said:
Trolling is good for the mind!

Naah just kidding I was wondering how many lols I would get ^^ But personally I think turn based RTS games require the most skill. For instance the CIV games.
turn based RTS games
????

And back on topic...

veloper said:
obliviondoll said:
Turn-based strategy games are as multitasking heavy as RTS games when you're playing a game which gives you time limits on your turns, limits to how many units you can move per turn, or both. Competition-level Chess is a good example of this.
Time limits in a TBS game, doesn't make it multitasking. It means you cannot pick your nose anymore and have to get a move on, but you're still not multitasking.
Except that you have to be planning what you're doing for multiple units at the same time, while also putting those plans into action at the same time.
You could simply do all that sequentially. Nothing changes during your turn in a TBS game afteral.
You'd be right, except for the time limit, which is exactly what this part of the discussion was about....

***EDIT: Also, when there's a limit to the number of units you can move, deciding which unit to move in the current turn pretty much forces you to be simultaneously planning what to do in future turns, thus initiating a requirement for multitasking automatically.
That changes very little. You'll just have to know which piece or pieces you want to move when it's your turn, if you think it through.

All such a move limit means is less time used giving commands (because you can issue fewer commands) and therefore even more time to think things through, so that actually amounts to LESS multitasking.
Except that it actually means the opposite to what you're suggesting in practice, because of exactly what I explained and you failed to provide any evidence to refute.

And few RTS games require as much multitasking as MMO games. Monitoring literally over a dozen cooldowns, tracking your own health, the health of potentially another half dozen players alongside your own, plus any pets anyone might have, keeping track of every enemy in your general area, which gets exponentially more difficult when PvP is viable, managing aggro for NPCs, and who they're currently attacking, requesting help from other players and watching/listening for requests from them...

And those are just the basics that work for almost any MMORPG (most of which are also applicable to non-RPG MMO games), regardless of class, and ignoring the class-specific extras.
Oh you have to keep track of a few things too, while controlling your 1 toon? Too hard?
Now try keeping track of those cooldowns, health, other players, pets and enemies, while issuing commands to multiple units and structures at the same time, scattered across the whole map.
NO RTS (NONE AT ALL. LITERALLY) requires as many concurrent cooldowns to be managed at once as most MMOs, RPGs in particular, ask players to track. And aggro in RTS games is either nonexistent or nearly so in comparison with MMOs, so keeping enemy attacks off your more fragile units is either a waste of effort (kill them faster than they kill yours and repair/heal, rather than actually distracting them and drawing their fire the way you do in MMO games) or incredibly easy (automatically change target when attacked). And how many RTS games require you to keep track of usually at least three other friendly players and any pets they have, as well as literally any enemy who might possibly wander near you, which in the right game and the right area could potentially involve hundreds of enemies? Hmmmm...

Also, You usually have the ability in RTS games to limit the number of approaches to your base quite significantly (walls or placement near map boundarries), whereas MMO games rarely afford you that luxury.

It all boils down to the TYPES of skills required, not the level of skill required. There IS a measure of multitasking required at high levels of play for MANY genres of game.

Shooters (first and third person, and to a lesser degree 2D shooters as well) often require you to keep an eye on multiple players at once, often both friends and enemies, multiple objectives, multiple healthbars, multiple ammo counts, only one of which is actually shown on your screen, and the rest you have to be able to monitor by sight/sound. And many of those games often have up to 64 players (sometimes more. MAG for example, has 256-player games where high-ranked players can actually set objectives for their team to carry out) RTS games rarely cater for those numbers in a single game. 8 isn't the maximum limit, but there are VERY few RTS games which go beyond it. The games which have damage indicators (almost all FPS games since Half-Life, and a large number of TPS games as well) need you to watch out for these to come up as well because they warn of enemies above, below, behind and to the sides, where you can't normally see.

That last point leads to Flight and Space Sims, but particularly Space Sims, and the need for situational awareness combined with spatial reasoning and understanding of the dynamics of flight, many of which are different from ship to ship in these games. Now you not only need to take into account everything a conventional shooter (FPS or TPS) requires, but an enemy can always come from any of 6 primary directions, where most shooters only have you watching a maximum of 5 approaches at once, and you can usually cut it back to 2 or 3, and limit each of those arcs to some extent, and RTSes have a maximum of 4 but it's almost always possible to cut that down to 2, and often even 1. There's also speed tracking, which is basically nonexistent in other games, RTSes being a good example, where requiring a unit to accelerate up to their maximum speed instead of hitting it nearly instantly is considered a novelty. In Flight Sims of any kind, the speed of every vehicle in the air/space is almost constantly fluctuating, and you often (another one that does this) have missile and other weapon cooldowns to watch. Again, Space Sims are a more extreme example, many having cooldowns on every weapon, with different effects for each, as well as multiple shield facings, which you can often transfer power between for an added layer of complexity, and hull damage, which sometimes is divided up as well, with damage to different areas causing different effects which you have to also keep track of.

Location-specific damage having more of an effect than headshot = more damage is also common in mech games, particularly customisable ones like the Mechwarrior and Armored Core games (moreso in the Mechwarrior series, the last 2 AC games don't do location damage, and the older ones are hard to aim). In these games, weapons and equipment are usually equipped to a specific location on the mech, and if that part takes damage, the weapons and equipment in it may decrease in effectiveness, or become unusable. So you have even more to think about by worrying not only about where you're being attacked from, but also what part of you is being hit and how to protect the arm that carries your biggest gun without losing the ability to use it.
 

Imat

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RPG/RTS hybrids (DotA, LoL, HoN, etc). Not only do you have to think about what you're doing at all times, you have to think about what your team will be doing, what the enemy team will be doing, the best way to deliver a killing blow the fastest. Plus you need good map awareness, and that don't come too easy to some folks.

Also coop shooters. L4D2 realism mode can get tough, it takes a good player to be aware of their surroundings and not just run straight through, leaving teammates to die.
 

psychguy57

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stealth games need the most skill, while shooters are just plastering the other guys to the background, fighters and beat 'em up involve some skill but are also mainly just button mashing. Platforming needs some skill too but stealth games need on time movement and only the best can get by and i don't stealth games like Splinter Cell those are shooters, I mean the Thief games those need more skill than any shooter, fighter, platformer, ect
 

Reveras

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MMO's require a lot of skill also, and don't give me that bshit about grinding again. I am a 2100 2v2 rated warrior and my team mate is a shaman elemental. In other words we are dual dps class and the matches we fight make my fingers hurt. I had a ~45 minute match vs another team and I literally had to go put my hands in water after that.
 

gamer_parent

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when will people realize skill level challenge is almost always going to be defined by the obstacles you face: i.e. the opponent, which is why such a question can seem more like it's asking which community is more competitive and more skillful.
 

TehCookie

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RTS all the way. Most games don't need skill to play, look at Guitar Hero or L4D. Having skill makes you able to play on expert, but if you play it on easy you don't need any skills to beat the game. A lot of JRPGs and MMOs require strategy, but you can also grind the hell out of the game and just be severely over leveled, that only requires time not skill. Of course if you want to be good at any game you need skill, but you don't need it just to have fun (unless it's an RTS, which is why I don't like them very much).