What really is a RTS game ?

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megarik

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I think that an good exemple for the term RTS is empire earth and supreme commander but bloodline champions is in my opinion not an RTS but world of warcraft defently not.
 

Thaluikhain

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megarik said:
I think that an good exemple for the term RTS is empire earth and supreme commander but bloodline champions is in my opinion not an RTS but world of warcraft defently not.
Hey? Has anyone ever said WoW was an RTS game?
 

Confidingtripod

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for me an RTS has:

1: Construction tree's, the player should have to choose to pump out weak units early on or wait for the higher quality one's to become available.

2: At least one resource, My main tactic in command and conqer was to harras my opponent's refinery's/harvesters, I know some games use the whole farming thing but I prefer when the resource must actually be collected.

3: Unit supplimation, most, if not all, units should be much more effective when used in their speciality and much weaker against their weakness.

(optional)4: Research, the ability to spend large amounts of resources on unit upgrades is a favourate of mine, from homeworld to age of empires, the running arms race always kept things interesting.
 

Rocking Thunder

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This is one of genres that is hard to define at points, as games like Warhammer 40k: Dawn of War II blur the line between RTS (Real Time Strategy)/RTT (Real Time Tactics), and there are many game with strategy elements. Blood Lines Champions is not a straegy of Tactics game, although it may be straegyically deep. There are many gmaes like DOTA that can be loosely defined as a straegy game as well, and while is is very deep, it is not a true strategy game, it is at best a tactics game (Although you can make the argument that the minions are the resources and teh items are your base building). As a general role of thumb, to be a strategy or tactics game you must be in control of multiple units.

TL;DR

Real Time Tactics: Larger Scale, and little to no base building/unit production (e.i. Total War)
Real Time Strategy: A larger focus on micro, base building is very important (e.i. Starcraft)
BLC is not a strategy game, although it may have strategic elements to it
 

RA92

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thaluikhain said:
Raiyan 1.0 said:
I would have to disagree with that, and point at my favorite RTS, Homeworld.
Well, I did say "most". There are, of course, exceptions, but you'd agree that it holds true for many, if not most RTS games?
Absolutely. It vexes me people don't try to emulate the tactical nature of Homeworld. It truly is one of a kind.
 

bl4ckh4wk64

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thaluikhain said:
CloudFir3 said:
bl4ckh4wk64 said:
The most important factor in an RTS is the ability to flank enemy units. Thus, Starcraft is not an RTS, it is a game of Rush from an eagle eye perspective.
Can not disagree with you more. There are PLENTY of flanks in Starcraft. Almost every top pro games have battles that engage in flanks and pincer maneuvers. Even strategies such as breaking off the main army into smaller sections to easily handle them is common place (sentries forcefields). Engaging and holding strategic locations on maps, and surprise attacks with the use of drop ships are also in the great majority of games. Sun Tzu wrote in the Art of War, attack with a separate force to distract the enemy from your main force's objectives, and drop ship plays are indicative of this. If this is not strategy to you, then I don't know what is.
I think the problem is that in most RTS, units shoot equally well in all directions at all targets within range, regardless of what is between them. It also doesn't tend to matter which direction incoming fire is coming from. Walls don't provide cover for units hiding behind them, they merely stop certain units walking through them. As long as everything is within range of everything else, it doesn't matter how they are deployed.

Admittedly, yes, you can still flank units to some degree, but it's not as effective as it is in real life.
I don't consider it strategy because whenever you go online it's either zerg rush, zerg rush, or zealot rush. There's no strategy in that at all.
 

park92

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bl4ckh4wk64 said:
thaluikhain said:
CloudFir3 said:
bl4ckh4wk64 said:
The most important factor in an RTS is the ability to flank enemy units. Thus, Starcraft is not an RTS, it is a game of Rush from an eagle eye perspective.
Can not disagree with you more. There are PLENTY of flanks in Starcraft. Almost every top pro games have battles that engage in flanks and pincer maneuvers. Even strategies such as breaking off the main army into smaller sections to easily handle them is common place (sentries forcefields). Engaging and holding strategic locations on maps, and surprise attacks with the use of drop ships are also in the great majority of games. Sun Tzu wrote in the Art of War, attack with a separate force to distract the enemy from your main force's objectives, and drop ship plays are indicative of this. If this is not strategy to you, then I don't know what is.
I think the problem is that in most RTS, units shoot equally well in all directions at all targets within range, regardless of what is between them. It also doesn't tend to matter which direction incoming fire is coming from. Walls don't provide cover for units hiding behind them, they merely stop certain units walking through them. As long as everything is within range of everything else, it doesn't matter how they are deployed.

Admittedly, yes, you can still flank units to some degree, but it's not as effective as it is in real life.
I don't consider it strategy because whenever you go online it's either zerg rush, zerg rush, or zealot rush. There's no strategy in that at all.
well use strategy to defend against rushes. In leagues over gold its really hard to rush people and you actually have to make an economy and make an army and control them to defeat the other enemy.
 

captainwalrus

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bl4ckh4wk64 said:
I don't consider it strategy because whenever you go online it's either zerg rush, zerg rush, or zealot rush. There's no strategy in that at all.
The strategy comes in how those rushes are integrated into your overall game plan. Some players use rushes as a 'be all, end all' tactic, but they won't be competitive against stronger players who know how to counter them because they don't know how to integrate rushing into a long-term strategy. Better players may rush as a tactical maneuver. Say, X wants to fast expand, so X puts early pressure on Y, so he can buy more time to build an expansion. The plan isn't to end the game by rushing, but to put the opponent in a defensive mindset, so he doesn't go on the offensive.
 

Kraj

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Personally I find games like "Dawn of War Soulstorm" and "Starcraft" and "Warcraft 3" to be RTS games.
I would find games such as "BLC" and "DOW2" to be RTT games, because both of them are based on a much smaller scale which skips a vast amount of economic focusing and setup and goes into great detail with small time squad based combat and knowing how to make a team of troops work together against varied odds.

I could be very wrong though, it's just my viewpoint. I would still refer to both as "RTS" games if making a quick side-ways comment on them to a friend, or recommending them.
 

Meltyman

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so if i try to sum this up.

RTS means a game that has lots of different ingame tactics to take care off: buildings, mass units, different rescources.

RTT means a game with few tactical elements and focusing mainly on one to couple of controlled units: less hectic controlling of the units (main focus on fewer units), no building construction, "resources" (gold, mana).
 

Owyn_Merrilin

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megarik said:
I think that an good exemple for the term RTS is empire earth and supreme commander but bloodline champions is in my opinion not an RTS but world of warcraft defently not.
No, nooo, another individual who has forgotten or never knew that WoW was a spinoff of a long running series, nooooooooooooooooo!

Seriously kid, you make me feel old, and I'm barely old enough to drink :p


Meltyman said:
so if i try to sum this up.

RTS means a game that has lots of different ingame tactics to take care off: buildings, mass units, different rescources.

RTT means a game with few tactical elements and focusing mainly on one to couple of controlled units: less hectic controlling of the units (main focus on fewer units), no building construction, "resources" (gold, mana).
Only under the definitions being used in this thread. RTS is a generally accepted genre, but RTT is something made up, apparently in this thread, by people who aren't happy that modern RTS games are on a smaller scale than the older ones. The words "tactical" and "strategic" are military terms which define the scale of an operation, and while they can be used to describe the scale of an individual game within a specific a genre, they don't define the genre itself. That would be the actual mechanics.
 

Geeky Anomaly

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megarik said:
I think that an good exemple for the term RTS is empire earth and supreme commander but bloodline champions is in my opinion not an RTS but world of warcraft defently not.
WORLD of Warcraft is not an RTS. It's an MMORPG. I think you're referring to Warcraft 1, 2 and 3; which ARE RTS games.

To me, and RTS game isn't defined by specifically bases and/or armies. I think it boils down to more basic concepts such as resource management, battlefield deployment modes, and long distance planning. Someone also said that all games have strategic elements. This is not always true. Some games have TACTICAL elements, such as a shooter game.

I'll sum up by saying that I believe that all Strategy games, whether RTS, TBS(turn based) or passive strategy games(like Majesty2) have tangible, LONG TERM OBJECTIVES AND GOALS; coupled with many short term goals.

A long term goal would be: Destroy your opponent's bases/cities/armies.
Short Term Goal: Successfully defend against THIS attack, acquire THAT resource, demolish THAT production hub.

Games that have ONLY short term goals, I would not define as Strategy games.
 

Vern5

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Games characterized by having long, overarching goals with an open interpretation of how to achieve them are usually strategic in nature. The real-time title only comes from the fact that, originally, all strategic games were turn-based.

That would be the literal translation of that genre title but, god knows, the title of a genre sometimes never matches up with the content of the actual games affiliated with them.

The standard RTS is boring... wait, no. The standard RTS is for nerds... Um, the standard RTS usually includes building crap, having those buildings produce units and then ordering those units to achieve whatever goals are required. Yeah, that's it.