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On The Ascent And Descent Of The RTS

Thanks to GameSpot for their guest 'GameSpotting' editorial discussing the perceived decline of the real-time strategy genre. The author argues: "While there have been unusual bright spots on the RTS gaming scene, the overall look of it is pretty grim. Most games offer very little when it comes to revitalizing the genre, and eventually they even fail in rekindling old interests that faded away when we let go of Command & Conquer and Warcraft." He finishes with a call to arms, citing Command & Conquer: Generals ("[a] dearth of interesting strategies") and Age Of Mythology ("[offering a] rote formula") as examples of this lack of innovation, and urging: "Only you can stop the market from regurgitating the same old titles, and maybe even encourage it to make a few nudges in the right direction."

2 of 89 comments (clear)

  1. Where is my warcraft 3 by BurnMage · · Score: 2, Funny

    How can he list Warcraft 3: The Frozen Throne in his 'games played' at the top, yet not mention it in his article? Even if he thought war3x had no improvements for the RTS genre, it deserved a passing mention even for its lack of 'innovation'.

    I know its a large topic that would take a long time to discuss, but I just want to add that I think arguably there has been innovation in RTS, especially with Blizzard's games. Take war3's 'hero' concept, for better for worse, and I think there is SO much thinking and planning that goes into game balance for RTS that it is an innovation in itself, and may appear to be conservative design when in fact its not.

    I agree with some previous posters, it seems like the article was not really thought out well at all, as much as I want to like something written by another avid sc2 fan.

  2. RTS Review by Anonymous Coward · · Score: 2, Funny

    From GameSpot Computer game magazine:
    http://www.gamespot.com/strategy/chess/review.html

    CHESS
    By Greg Kasavin

    The latest offering in the rapidly overflowing
    strategy genre is hard evidence that strategy games
    need a real overhaul, and fast. Chess, a
    small-scale tactical turn-based strategy game,
    attempts to adopt the age-old "easy to learn,
    difficult to master" parameter made popular by
    Tetris. But the game's cumbersome play mechanics
    and superficial depth and detail all add up to a
    game that won't keep you busy for long.

    Chess casts you as king of a small country at war
    with a rival country of equivalent military power. There is little background story to speak o
    by
    and large the units in the game are utterly lacking
    any character whatsoever. The faceless,
    nondescript units are dubbed arbitrarily such labels
    as "Knight" and "Bishop" while their appearance
    reveals nothing to suggest these roles. To make
    matters worse, the units on both playable sides are
    entirely identical aside from a simple color palette
    swap. The setting of the conflict is equally
    uninspiring and consists merely of a two-color grid so
    as to represent the two warring factions. Adding insult
    to injury, there is only one available map- and it's
    pathetically small, an 8x8 matrix (Red Alert
    maps are up to 128x128 in size). The lack of more
    expansive battlefields makes Chess feel like little more
    than an over-glorified Minesweeper.

    In a definite nod to Tetris, Chess eschews any kind of
    personality and styling in order to emphasize its supposedly
    addictive gameplay. Unfortunately, that gameplay is severely thin, there are only six units
    the game.
    Of those six, two are practically worthless while one is an
    overpowered "god" unit, the Queen. She's your typical Lara
    Croft-esque 1990s "me, too" attempt to attract the fabled gaming
    girl audience from out of the woodwork to help solidify a customer
    base for a game that simply cannot sell itself on its own merits.
    The Queen can attack in any direction and she is balanced solely
    by the fact that both sides are equally equipped with only one.
    Otherwise, the functions of the six Chess units feel entirely
    arbitrary. For instance, Rooks can only move in horizontal lines,
    unable to attack enemies at diagonal angles; yet Bishops can
    move diagonally, but not horizontally. The result is a frustratingly
    unrealistic effort at creating balance and strategy where there
    is, in fact, very little of either element to be found.

    Inexplicable pathing problems also plague Chess - the irritating
    Pawns can only move straight ahead, but for some reason or other
    they attack diagonally. Worst of all, your units are always deployed
    in exactly the same fashion. While there might have been some
    strategic element involved in cleverly deploying one's troops around the undeniably constricted map, the designer
    it to enforce a
    "rule" about how the game should be set up. In the end, Chess matches
    may often go on for a great length of time because your Pawns always
    begin in front of your more useful forces, thereby blocking them off.

    Only two players can compete simultaneously, thus severely limiting
    any play life to be found. There is only one gameplay mode- no
    capture the flag or team play - and that involves the two players
    taking turns moving their units one by one. The moment a player's
    King is threatened, that player is placed in a state of "check."
    At this point, the player must defend his King with whatever means
    are available. If he cannot defend his King, he is defeated. Yawn.
    All units are killed by a single hit, so even a lowly Pawn can be
    instrumental in defeating an opponent if you plan accordingly.
    While the artificial balance of forcing equivalent deployment for