What Genre takes the most "skill"?

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mdk31

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Apr 2, 2009
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Strategy games require the most planning, I'd say, especially slow-paced ones such as Civilization IV. But that's not to say no other genres require skill. I'd say most, if not all, require a lot of skill to be good at, even though what that skill is varies genre to genre, or even game to game.
 

CombiBlood

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Nov 18, 2009
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suhlEap said:
the first ninja gaiden. you have to be a ninja to complete that game... completing it makes you a fully qualified ninja.
This statement just made everyone's posts not even compare to what is said here!

Obliviondoll is really close though.
 

veloper

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Jan 20, 2009
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obliviondoll said:
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....
Nothing changes, until the timer runs out. Thinking a bit faster is NOT 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.
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.
I just did and what you said is complete nonsense. During play you should ALREADY know your strategy and make smaller adjustments as the game progresses.
You can even use your opponents time to observe and think things over, during which you have nothing else to do anyway.

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...
Sure you already mentioned you needed to keep track of things. Is that really too much to ask?
It's easy, when you control 1 toon that can do only 1 thing at a time. Multitasking in the smallest sense.

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.
Against the AI sometimes, but not against a (good) human player.
You should never rely on fixed defenses anyway and you should never build more than a few.
Also, you shouldn't have just 1 base if the map is any decent. It's called having expansions.

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.
More examples of some light multitasking. Not impressed.
 

FedMan

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Sep 4, 2010
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I would have to say depending on "skill"

Physically, FPS games would take more, You gotta have steady hands, good reaction time, and I guess you can say act on instincts?

Mentally, RTS hands down, so much management goes into building, scouting, and planning.