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.
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.
man my grammar sucks... What I meant to type: "I'm surprised that there was no mention of Natural Selection or Savage when they were discussing innovation and the future of 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.