|
The second suggestion is to
re-think the identity of the opponent. Traditionally, the enemy in RTS
games has been outside the political system under the player's control.
Historically, though, human society has worked differently.
Governance
has arisen "not because of social contracts or voluntary transactions"
but because of "those who can organize the greatest capacity for
violence."4 Rulers over society have always had to deal
with internal challengers. Why should we assume that an RTS player has
absolute control over his society, to collect and distribute resources
as he sees fit?
Relaxing this assumption would
not only make RTS games more realistic, but it would also make them
more challenging. Players would have to take into consideration the
motivations and means of a number of different opponents, including
those internal to the societies they control. In addition, the strategy
that a player employs to deal with internal opponents can color the
options available to him when dealing with external opponents.
Because
external opponents are confronting the same internal calculus, the strategic
implications are legion. The challenge for game developers would be
to approximate this political realism without making the player go into
cognitive overload. The increased reality would make RTS games more
fun and challenging, but if they are too complex then gamers might simply
turn off the game.
The RTS game that I've played
that comes closest to relaxing this assumption is Caesar III.
The player manages infrastructure development and physical security
(including the military), and resources increase or decrease based on
how competent a manager the player is. There are riots, fires, or attacks
by enemy military forces in response to managerial deficiencies.
Still,
Caesar III could go farther: there is no diversity of societal factions
to challenge the player's rule, and these interests are not tied to
specific elements of the society's economy. Despite this, Caesar
III offers one model for how RTS game developers might relax the
assumption that players have unchallenged control over their societies.
The final suggestion is to
re-examine the motivations of both players and opponents. The objective
of most of the RTS games I've played is to completely subdue a foe using
brute force. Because the foe knows this, he is faced with either annihilation
or absolute victory, so he will fight tooth and nail to the absolute
end. There is no room for him to cut his losses and bargain for the
best deal he can get given the military situation.
Impressions Games' city-building strategy game, Caesar
III
In Conclusion
War is about something more
than simply annihilating an enemy. "The best victory is when the
opponent surrenders of [his] own accord before there are any actual
hostilities... It is best to win without fighting."5
Compelling or deterring opponents through the threat or use of military
force could become a strategic option, as would diplomatic means short
of military force. War is a means to a political end, not an end in
itself. Game developers could make RTS games more strategic by asking
themselves what the player is playing for. Is it the enemy's annihilation
that motivates a player, or could it be something else?
No RTS game will ever be able
to represent politics in lifelike detail. These games are, after all,
simplifications of reality. Still, RTS game developers could add a tremendous
amount of strategic depth by building politics into their games. Players
could be released from micro-managing society and the battlefield, they
could be exposed to enemies both within and outside their societies,
and they could be given more strategic options than attrition.
To be
sure, in the last fifteen years RTS games have become a delightful audio-visual
experience, and they remain challenging, but I hope that I will soon
get to play RTS games that are more about strategy and less about tactics.
4 Mancur Olson,
“Dictatorship, Democracy, and Development”
5 Sun-Tzu, Art
of War.
|
I agree that RTS really appears to degrade to "Build a big army, throw against enemy wall, rinse, repeat," and I furthermore know that there are some games out there that have just turned me off because by the fifth level I have grown weary of building units and throwing them at the other side. It is for this reason that I like your article and am intrigued by your suggestions. However, it would appear to me (not an industry insider, mind you) that navigating socio-political problems while waging a war against an enemy would quickly become overwhelming. Imagine having to split your attention between managing an anti-governmental faction, while simultaneously garnering resources from your citizens with enough fervor to maintain the war machine, and all the while determining the next attack. While these things occur in the real world, are they not also done by governments instead of by singular individuals? Possibly some of these tasks could be automated by the computer, but would still require adjustment - and enough automation to keep focus on the bread & butter of the RTS genre (combat), and you might as well remove the automation required.
I am not trying to be a naysayer, and in-fact I think I would like to see many of your suggestions integrated into a game, but rather I am trying to fully understand your position.
The download to this type of hyper realistic and extremely detailed strategy game is that it is very difficult to match up players to compete in real time. After all, problems with this complexity in real life require the leaders and politicians to think for sometimes days or weeks before they make a decision. You can't play a RTS that last for days on end, if you do allow people to spend days to make decision, why not make it turn-based in the first place?
2. Several concerns distinguish the strategic level from the tactical (or operational) level:
* international relations (the formation and maintenance of useful alliances)
* domestic politics (e.g., democracy versus socialism)
* economic/production model (e.g., capitalism versus communism)
* asserting control over key resources (e.g., dilithium mines, refineries, transportation hubs, population centers)
* logistics (insuring that materiel is available when and where it's needed)
* synchrony (multiple simultaneous battles) versus linearity (one battle leads to the next)
* scope in complexity (e.g., army/corps versus platoon/squad)
* scope in space (theatre versus battlefield)
* scope in time (years [in the gameworld] versus hours)
Effectively including any of these in a RTT game would give it some strategic depth. Star Wars: Empire At War, for example, includes some synchrony by offering a galaxy map on which battles may occur in more than one location at a time. Winning the war (a strategic-level activity) requires choosing which battles to fight.
3. What about the players? Are the same people who play and enjoy the better RTT games (such as Starcraft) likely to embrace with equal enthusiasm the more cerebral play experience delivered by a good RTS game? Master of Orion III remains the classic cautionary tale (within the 4X genre) of replacing the micromanagement gameplay model of MOO and MOO2 with a more "macromanagement" approach.
Would it be wiser to market true RTS games to a different audience as a uniquely different kind of game?
As for the future of what are essentially real time tactics games (World in Conflict, EndWar), I think they're getting it right by making the gameplay all about the pell mell, putting the player firmly in the thick of battle rather than managing resources and supply lines. More like the FPSs you mentioned earlier in the article.
Having the diplomatic, managerial, trade and grand military strategy in turn based format makes perfect sense too. Battles are fought in hours and days, wars are fought in months and years. So why force these two timescales into one realtime experience?.
Anyway, no matter I do not agree with the author's conclusion, I liked the article as one which arose an interesting discussion. And I want to encourage the author to continue his observasion of games from different angle than the already popular approach. I think its the right way the new ideas to be born.
The term 'Real-Time Tactical game' became a grim reality around the time of WarCraft 3, whereafter most RTS games began to expand the scope of their games in tactical directions rather than strategic. WC3, used as an example, placed a greater emphasis on unit micromanagement in combat, rather than in strategic positioning, compared to StarCraft. With fewer units to control and more emphasis placed on managing abilities, Blizzard moved away from Strategy and towards Tactics. The industry followed suit.
Not all Real-Time games have moved toward the tactical however. Do not forget Rise of Nations. RoN shines as an example that tried to move towards strategy, and succeeded both critically and financially. The Kohan titles as well, while not as strategic as RoN, defeniately de-emphasized tactics and tried to emphasize strategic positioning.
The current RTS genre is lopsided. Most RTS developers chose to follow the WC3 style of 'more tactics' rather than the RoN style of 'more strategy'. We're now in the state where many RTS titles have eliminated all vestigates of strategy altogether. The elimination of base construction and resource management from many recent RTS titles showcases this.
The RTS genre orignally founded it's roots in the TBS 4x genre, but it's morphed into something else, something with more action. That's not to say that there is not a place for '4x-styled' RTS games, but it's obvious it's going to take a developer to realize that there is a market for more strategically-focused RTS titles and cater to that underserved player base.
ere/
No, on the contrary, I am happy to see some titles going the excact opposite way of Mr. Toronto's suggestions, like the brilliant Company Of Heroes series, where tactical control and micromanagement is key. It's a totally different game than Ceasar III and I'm pretty happy about that.
Thanks, Alan, for posting the link to the Troy Goodfellow article, it was nice to read some constructive criticism on the article.
* Speed of game. To succeed at evolution, the game must be real time but combat is not a single shot killing spree of rock-paper-scissors as has been seen with tech trees. In fact, battles in order to be strategic, must involve the same mechanics as a good story: Introduction, followed by build-up, then the problem, the rise of a hero, and then an outcome. The RTS we have all seen to date moves way too fast for any of these things to occur. The battles must be prolonged, must be thought provoking, and must create a balance that must be broken to find victory.
Next, wars and politics involve one simple thing: SCARCITY. Without scarcity, there is no need for anything else. Scarcity has often been achieved through a finite set of resources. Once those resources are gone, then conflict will occur. I propose that scarcity must flow from those resources and into the very ideas of the game. By having scarcity in resources combined with the scarcity of ideas, true conflict occurs. Within that conflict, you bring forth intense strategy matching your resources and your ideas against others. While the raw resources are capable of leveling a playing field, it is the combination of these resources that expose the greatness of a player's intellect and strategic prowess. In simple form, consider this: in most MMOs, you play the tech tree and the game reaches a climactic conclusion. In real strategy, its never really a super weapon that does it, but comprise and strategic planning.
* Games in an RTS must consider more than the battlefield. It must consider espionage, information, diplomacy, intrigue, and ingenuity to be a great game. Information that your player receives that is readily available in a strategy guide is somewhat stale and just provided through the means of good die-rolls. Information that cannot be found in such guides are the true value. What makes them significant is when the player seeks out the know how of another player and the techniques they have established. This goes from researching and developing great weapons and defenses, to finding locations in a vast expanse, bringing great communitive power to discovering the intentions of your opponents through negotiating spies around building tactics, unit formations, and battle movements.
* For politics, one must consider the evolution of the RTS ready to be an MMO in order to provide the time necessary for full realization of such needs. In this manner, an RTS must solve a primary problem: What makes the player/empire that can do it all themselves really need anyone else. Simply put: SCARCITY. There is a need to provide an RTS that involves all forms of player: This includes the conquerer, explorer, developer, and diplomat. An evolved RTS would require multiple players to control one empire. The fabric of the game depends on too many variables that remain in sync in order to function effectively.
Hopefully, this makes sense and brings about the idea that MMORTS is most likely the evolution of RTS.
1. Can you really implement strategy and tactics together, in real time? Won’t such RTS games always be bifurcated into a turn-based strategic portion and tactics-focused, modular scenarios?
Taking the caveat into consideration that I’ve never developed a game (perhaps a tough pill to swallow), I don’t see why it would be technically impossible to do so. The reason I say this is that we don’t necessarily have to choose between tactics and strategy. Why couldn’t you migrate between the “strategic” and “tactical” portions of the game in real time? Yes, strategic considerations have tended to be slower-paced than the pell-mell of combat scenarios, but I don’t see why it has to be that way. It’s not that a player would have to divert his/her attention away from the tactical to deal/put up with/tolerate the strategic, but would be persistently confronted with problems that have both strategic and tactical implications for the prosecution of war. Basically, states (and players as “state actors” in RTS games) make war and prepare to make war. There’s plenty in war to keep an RTS player occupied beyond the actual prosecution of the war. For example, the player wouldn’t decide what the price of food staples would be (while this would be academically interesting, it would be impractical for the gaming experience), but would determine how to allocate state resources between different aspects of his/her war-preparation/war-making strategy (say between whether to invest in research incentives or capital battleships or conscripts vs. volunteers, etc.).
Does that mean that this is the only direction in which RTS games should go? No. It’s just that the tactically-focused simulation of war does not interest me—personally—as much as the strategic focus (but with the option to play in the tactical realm if/when I choose). I wonder if I’m an aberration in the gaming market, or if there are lots of other people like me out there. If it’s a matter of timing and pacing, it is unclear to me why tactics and strategy cannot be linked in real time.
2. If you combined strategic and tactical considerations into games simultaneously (in real time), would it even be fun? Could you even call it a real-time strategy game?
Would it be fun? Ultimately, that may be an empirical question. I’m not a game developer, just a gamer, so I have a good sense for what I want but not such a good sense for what the gaming market wants. Moreover, what makes these games fun for me is the empowering sense of dominating all who dare oppose, with the added bonus of doing it in dramatic military fashion. The challenge is not in making things more strategically realistic per se (I could have done a better job of explaining this in the article), but in making the empowering domination in war of continual salience to the player in a joint tactical-strategic setting. As a player, I want high-octane decision-making all the time, but I want it to be obviously related to the outcome of armed conflict. If it’s this high-octane decision-making that makes these games fun, I do not think that it needs to be lost by having a subset of RTS games integrate tactics and strategy. Maybe this integration has already been done in some of the games that were suggested, but we shall see—I didn’t see it when I played Total War or Rise of Nations, but I would be happy to find myself wrong upon playing the other games.
Would it even be called an RTS game? That’s a good point, it might be something entirely different from what we’re used to; it may not be true to the RTS family as it has developed over the years. Given this, these concepts might need to be marketed to a different audience and in a different way. The question is, would it sell? I sure hope so, because I’d want to buy it.
Thanks to all of you for reading and commenting!
Starcraft is won and lost the same way wars are; by controlling the supply lines and the real estate necessary to keep your resources safe. That's what makes the game pure genius. It was able to make something so complex so simple. I would argue that more games need to look at that simplicity for inspiration. New games like Rise of Nations did a good job of going in a direction you suggested but the outcome was a game that moved too slow for casual players to enjoy. The new war of "attrition" became who could devote the most hours to the game instead of who was the better general.
To put it bluntly, if you let the game turn into a contest of who can build the most and the fastest then you should look back at the opportunities that you missed and/or chose not to take advantage of. These games, like war, gets extremely frustrating and depressing when both sides have a huge supply of resources and are fighting on neutral ground. If it is not a question of skill then I would suggest you change the people that you play against and the maps you play on. As you increase the number of players and decrease the resources, diplomacy becomes extremely important. Instead of the "political forces from within" playing a part it is your neighbor the yellow team that causes you to compromise your intentions of marching across the map and sacking the blue team.
The biggest downside of good RTS games is inherent to it being a game - immature opponents would rather die like Rambo than surrender or join forces with someone who PWNEd them. No game is going to be able change that without severely destroying the player base it would need to have to get made.
rugs or any community
home decor or any community of people indispensable.
leather lounges or any community of people indispensable.
online auctions or any community of people indispensable.
dune buggy game or any community of people indispensable.