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Real-Time Strategy Games - Too Many Clicks?

simoniker writes "A new Gamasutra article asks provocatively in its synopsis: 'Could games like Civilization benefit from putting their interfaces on a diet? Can a player control too many objects at once in a strategy game?' Are RTS titles too UI-intensive? The author notes: 'Even for a Civ addict like me, the game isn't much fun after about 1800. Too many clicks. I counted the clicks, mouse movements, and keystrokes that it took me to get through one move of Civilization III in the year 1848. Many hours later, when that turn was done, I'd counted 422 mouse clicks, 352 mouse movements, 290 key presses, 23 wheel scrolls, and 18 screen pans to scroll the screen.'"

2 of 174 comments (clear)

  1. Eating steak, too much chewing? by cowscows · · Score: 5, Insightful

    Uhhh...are people buying the game and having fun? If so, then I think it's safe to say that the number of clicks is just fine.

    If it's too many clicks for you personally, then maybe you should go play a different game. I know it's hard to believe, but you as an individual are not the intended market for every developer out there.

    --

    One time I threw a brick at a duck.

  2. Re:Let's get something straight. by badasscat · · Score: 4, Insightful

    Turn Based games like Civ do tend to have a lot more micro-management than RTS titles, but either does require quite a bit of mouse work. That said, is there any viable alternative?

    I don't think it's about alternatives, and I don't think there's anything wrong with Civ's interface.

    I think the point is RTS games and turn-based games are fundamentally different. It's a pretty egregious mistake to call Civ an RTS and to say it has too many clicks on that basis, IMO, which makes the whole story here (or at least the headline and summary) basically moot.

    Some RTS games may very well require too many clicks. The whole point is the action is happening in real-time, so you want to minimize your work load as much as possible. The interface needs to be streamlined so that you can get done what you need to do quickly.

    Turn-based games, though, are under no such constraints, and in fact part of the reason people still play them is because you don't need to be in such a hurry and can play completely at your own pace.

    The bottom line is they are two different genres that are often chosen by gamers for completely opposite reasons. Those who want action-oriented strategy buy RTS games; those who want more depth and planning buy turn-based games. It is a huge mistake to suggest that turn-based games need to be more like real-time games, which is in effect what's being suggested by lumping both genres in together. Both genres in fact exist to counterbalance each other.

    I do remember playing the original Myth and feeling like I literally just didn't have enough time to deal with the interface before my guys got slaughtered. So this is a big concern in real RTS games. But using Civilization as an example of what's wrong with the RTS genre is just incorrect on many different levels.