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RTS "World in Conflict" From a Design Perspective

Game Designer Manveer Heir has another installment of his "Design Lesson 101" series where he takes a look at a game from a designer's standpoint and attempts to learn something in the process. In this installment he takes a look at the RTS, World in Conflict that has an interesting twist on resource management. "World in Conflict has a simple resource management system. The player is given a fixed amount of resources to obtain units with. Shortly after you requisition units, they are air-dropped into the game, eliminating the need for building bases. Immediately, this leads to a unit-centric, tactical feel to the entire game. [...] When a unit dies, however, the resources that were allocated to obtain the unit are not lost forever. Instead, what World in Conflict does is return the resources to the player. Not immediately, however. Instead, the resources trickle back in over time. Your resources aren't constrained by how well or poor you are doing in the game (at least not constrained for very long). By doing this, World in Conflict avoids the snowball effect that exists in many real-time strategy games."

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  1. Broken Reply by JCSoRocks · · Score: 4, Insightful

    I want to reply to a number of posts but when I hit "reply" it just sits there, broken, so I'll try to sum up my thoughts here instead...

    Having played everything from the original Command and Conquer all the way up to and including World In Conflict I can say that WIC is actually a refreshing break from the usual - spend 90% of the mission grinding out a base and building up a huge army and then just rush and clobber your enemy - style RTS.

    The resources you have for building units are just half of the game. There are, in fact, tactical aid points which are awarded to you for accomplishing various objectives. Using these points wisely is almost always a deciding factor in multiplayer games. Players can also switch between different roles - support, infantry, armor, and air. Your team's balance and how you respond to the opposing team's mix definitely requires some good tactics.

    Finally, I think that the ground control style game play is more realistic. Let's be honest, very few real battles are a "Rush the enemy and kill / destroy everything - causalities be damned". Kamikaze missions in WIC don't work. Neither do lone rangers. I think there's more strategy in WIC than in most of the "build crap like crazy and then rush" RTS games. I'm not saying I haven't spent hours enjoying those games - just that this is a new, more realistic, type.

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  2. Re:Long games by 4D6963 · · Score: 4, Funny

    There's certainly an argument to be made that resource management is a good 75% of war.

    Yup, which is why chess, the mother of all war games, is all about resource management like holding the square the represents a gold mine so that you can buy upgrades for your king and fit your pawns with turrets once you have reached the Industrial Age through upgrades from the library piece, hence why all war games should extensively priviledge those aspects. Oh wait..

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  3. Re:Long games by Serious+Lemur · · Score: 5, Interesting

    I thought the zerg rush was HOW you scouted?

    Seriously though, in Brood War (regular Starcraft too to a regular extent), yes, resources make a huge difference, and so does scouting, but in the higher-level circuits, your ability to scout, manage resources, even use tactics and strategy is to some level moot, because everyone is at roughly the same skill in that regard - it's a finite game with predetermined maps that both players know intimately and a limited unit selection that both players know intimately. All the possible strategies have been played out hundreds of times, and most good players are excellent at spending the minimum of resources required to keep very good tabs on their opponents' movement.

    Instead, what matters is your multitasking ability, how well you can micro goons and zealots versus hydras and lings while you produce more units, mine, expand, drop your opponent's base, and storm the workers at his expo against his ability to micro hydras and lings versus your goons and zealots, mine, expand twice (zerg, after all), muta the workers at your main base, and send speedlings to rape an expo.

    Brood War is admittedly on the simpler side of RTS', but that isn't the real reason for the devolution of strategy and tactics into a speed contest - the problem is that it's been played SO much by SO many people (there's an international pro circuit, for chrissakes) that nearly everything has been tried before. Yes, there's a new strategy once in a while (recently we got 1 rax/expo/early armory for terran) but it's impossible to keep your strategies secret, because even if they're not scouted and figured out in realtime, an innovation only works until one of your opponents not only watches the replay, learns your strategy, and prepares counters, but PUBLICIZES it so that everyone else can counter it. This just happens faster on the pro circuit, where thousands of people watch every game and analyze the bejeezus out of it.

    Starcraft 2 is coming out soon, so for a while it'll be about the strategy and tactics again. But if that game's even remotely as popular as Brood War (and considering how huge its fanbase is BEFORE RELEASE, it will be), within six months (definitely a year) everything will have been played out again already, and we'll be spending our time working on clicking faster in more places again.

    That response was longer than I meant it to be (can you tell I have a rather low speed compared to most starcraft players at the know-everything level?), but the point was, don't fool yourself into thinking that where the game gets interesting is the balance between the units. That's only true at the very low levels and on the varnished surface of the high levels - below that, it's just which Korean teenager can click faster.