Bruce Shelley On Future Of The RTS
Thanks to GameSpy for posting an interview with Bruce Shelley of Ensemble Studios, talking to the strategy game veteran about his work on the Age Of Empires series, as well as the forthcoming Age Of Mythology expansion. However, Shelley also talks about the future of real-time strategy titles, suggesting: "There is a risk that gamers will become tired of the explore/build up/fight model for RTS games. The industry has now explored most of the good topics for an RTS game. Future excitement has to be generated largely by gameplay innovation."
I am constantly surprised by how conformist the game industry is. Game companies have barely scratched the surface of RTS. Combat could be drastically improved. Most current games concentrate mainly on unit differences. A far more interesting system could be made using the elements of formation, terrain, and maneuver. Control is rarely explored beyond simple point and click directions to individual units. An interesting system would be to make a few computer commanders which the human player could direct. With even simple AI such a system could have real potential. And RTS elements could also be easily combined with a true RPG style game or with FPS games to make for an interesting experience.
In Dune, you had ornicopters wich went in and would fly damaged vehicles back to base for repair. This is the only time I have ever seen intelligent behaviour in a westwood game. It really helped out as you could launch an attack and then depend on the choppers to rescue the most endangerd units. In the C&C followups you can't even count on units in front of an endangered unit to join in the fight. Hell most often the unit underfire will just stand and take it.
Now enter Close Combat. It scaled down the units and grouped them together, but most importantly the units seem to react to things going around them. If you order a unit to cross a field and it came underfire it would seek cover and return fire. Other units you held back to cover them would supply covering fire.
It even went so far that units with nothing to do would advance on their own or seek better positions to fire from. It gave you the idea that you were a commander not a babysitter.
But AI seems to be the most difficult thing to code. We can generate graphics that would have dropped our jaws a few years ago. But has anyone of us seen the same increase in AI? I at least have not.
Sure in vietcong the enemy seems slighly more intelligent then those in say Doom but youre own team mates seem not able to keep up.
Sadly I don't think anybody cares. The sales figures for the more realistic wargames are pityfull next to the C&C and AoE franchises. Apperantly people like sheepherding braindead units.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
One new RTS im looking forward to is Homeworld 2. Its includeing the bundled unit system where you make one unit and it spits out a couple. You control the group together instead of the individual units. More groups you add together the more the AI will alter the tactics and formations for best effect. I think this will be the big new fad in RTS games. Small units with scaleing tactics and formations that respond dynamicaly to battlefield events and situations.
I want to hear about games, but not all about games with a little news and stuff that matters on the side. simoniker needs to chill on the post submissions.
"There is a risk that gamers will become tired of the explore/build up/fight model for RTS games"
Why it has worked for the last few thousand years. Why would it get boring now?
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Yes! Yes! Scripting support! Something good like that! Mod the parent up!
Seriously, with scripting support, you could automate all the trivial micromanagement away and do what you wanted to. I hate, hate, hate RTS's for not doing this. This single feature would make me buy a game, and I haven't bought a game since Tomb Raider 1.
I think the next greatest thing will a true port of the text game Empire. I have yet to have seen a game that incorporates all the military units BF1942 comes close but no subs and getting the units to go where you want them too is difficult, its like they have a mind of their own!
Has anyone here heard of this game? It's not gotten mentioned yet, despite being practically synonymous with "innovative RTS"... GSC's definitely taking the genre in an extremely interesting direction, diametrically opposed to that of Warcraft III but just as interesting. By the last version of Cossacks proper, it was possible if not routine to field thousands of troops at a time, and be fighting more or less plausible 17th- and 18th century wars... The scale was infinitely larger than AoE or Warcraft, and allowed for much more lifelike tactics. American Conquest added morale, defending from inside buildings, diplomacy, and such features, although messing a few things up and getting way too defensive; the forthcoming Cossacks 2 proper -- set in the Napoleanic Wars -- is really pushing the limits of RTS design in general. Roads, trade, resource distribution, pre-existing settlements, prisoners (IIRC), fatigue... It's practically a laundry list of what AoE was missing. It's a shame that it's so obscure here in the US, so that bad clones like Rise of Nations can end up being called innovative in the American game press... It seems like RTS development will go in two different directions in the future. Cossacks and its imitators will become more strategic, eventually converging with TBS/RTS hybrids like Lords of the Realm and Shogun. Warcraft III and its style will converge with RPGs and squad-level fighting (X-com, anyone?), putting much more emphasis on the skill of individual troops. And hopefully, both will lose the crazy peasant-pushing, and training troops in about the time it takes to kill them... (American Conquest is *great* that way. Firefights, even melees between roughly equal troops, are very realistically long and somewhat inconclusive.)
Another rather unique variation on rts is the commandos series. There's no resource management - no resources at all. You control a set number of units per mission - your commandos - each with his own specialty - eg thief, sniper, diver. It's difficult to master, but if you're looking for a drastic change from, say, age of empires, this may be for you.
'Q' is for Dr. Tran
"There is a risk that gamers will become tired of the explore/build up/fight model for RTS games. The industry has now explored most of the good topics for an RTS game. Future excitement has to be generated largely by gameplay innovation."
No shit, i've thought this after Warcraft II, Total Annihilation, Red Alert, and SC. AOE has it's merits, but I dont think the replayability factor is that great.
But if this is only just now becoming a realisation... Holy shit that's just gay.
nothing else to say about it.
Just because every fucking RTS has 'collect minerals to build things' type gameplay, doesnt mean you can't still have a REAL TIME STRATEGY game without it. You fucking developers/marketers need to use your head and think of something innovative.
I'm surprised that no mention of Natural Selection or Savage were mentioned when they were discussing innovation in RTS gamming. I think having units are that real people that has been one of the biggest changes to the RTS genre.
For you looking for inovation in RTS, take a look at Total Annihilation. It's old, but rather unoticed game, by far the best gameplay and replayability in this genre. There are so many inovations, and the battles are much more realistic.
I agree, in a way, that the traditional RTS is getting old. Even Rise of Nations (latest game that I've purchased)... which is pretty cool and has some nice variations on the genre - being almost a mesh of Age of Empires 2 and Civilization - can't seem to hold my attention for very long.
I feel like the future for people who like these games hold two possibilities. Probably the traditional RTS will just get more and more realistic graphics and AI, so that you'll eventually feel like you're really spectating and adjusting a truly occurring battle.
The other possibility is a fusion of genres. There are a few games out now, and some coming out, that are taking the traditional RTS and melding it with other genres. I used to be a real strategy "purist" -- meaning I would cringe at the thought of melding my favorite genre with others -- but now as the traditional RTS is seeming a little dry of late, I'm feeling more excited about some of these gameplay evolutions.
A couple of examples are Sacrifice (beginning to combine some traditional RTS elements with an action game... link ) and the upcoming game Freedom Fighters (I think by the people who made Hitman 2... link ). Both of those are breathing new life into the genre for me.
Anyway, that's just my 2 bits...