Edit: Added a couple of points
"All war is deception"
Saturday, November 28, 2020
Designing A Co-op RTS
Tuesday, November 17, 2020
Individual Units or Squads or a Combo of Both?
In most older RTS games, you can only produce one unit at a time. The first "definitive" RTS game, Dune 2, had infantry as squads, but they weren't true squad units, because they were just a sprite/image of a squad, each sub-unit was not semi-independent.
Some newer RTS games let's you produce units as squads, such as C&C3 and Dawn of War. These squads when you select one unit in a squad, you select all the other units in the squad, they act as one unit with many sub-units. Each sub-unit had their own health and their own firing and were semi-independent.
Some have combinations of both. Starcraft has reactors where you can produce multiple marines at once. Of course, selecting multiple units make them in a sort of a squad. But that's not the default, of course, just that selected units sort of act like a squad. Carriers makes interceptors, so a carrier is basically like a squad unit.
I would like more squad units in more RTS games. But Blizzard RTS games are not known for squad units. If Frost Giant will stick to the individual unit philosophy, and have things like reactors and carriers to augment units, my preference is to normalize making batches of individual units from the very beginning. In a real war, (lower level) units come in batches, 10 at once, 20 at once, or whatever, not just a single soldier you train every so often. So instead of just training one marine in the beginning of the game and then cycle to the next marine, 10 will pop out the first training class. It will normalize massive firefights in the beginning like a real war, instead of a battle, to me, at least.
Saturday, November 14, 2020
If you want to make an RTS with mass wide appeal (rather than RTS gamer only appeal), look at Age of Empires and C&C
(In context of the new studio Frost Giant, a studio composed of former Blizzard developers looking to make the next great RTS)
While it is true Starcraft has far more current players today, it is arguable that Age of Empires and C&C have a wider mass appeal among non-gamers and non-RTS gamers. Current numbers would only be useful since there are no true new releases of both series that are not remakes or remasters (or the most recent titles from them do not capture the early spirit).
These are just anecdotal experiences, so you can take them with a grain of salt.
I run a fairly okay and generic RTS page, and AoE, C&C, and SC is the order of ranking in popularity in regards to posts made on there. So that's one indication.
I am not a gamer (as in someone who spends half his day gaming, cause I have work and live a fairly normal life), so I meet a lot of non-gamers and non-RTS gamers (ie someone who would play, say, Call of Duty rather than a strategy game) in my circles.
A lot of older non-gamers I've met have played and enjoyed Age of Empires with fond memory, even though they don't play any games anymore (quite a few of them were politicians, might give you an idea what line of work I used to do) but would not touch other strategy games. A lot of the reasons they would give me is that they learned history from it. Quite a few also have played Civilization alongside it, which makes sense. But they would never touch Starcraft.
Now, another trend I've seen were those who were older gamers, but not RTS gamers, again, those who would usually play something mainstream like Call of Duty rather than a strategy game. They usually gravitated to the Command and Conquer series back in the day when it was popular, particularly Red Alert 2. But not Starcraft. Some of the reasons they gave me were it was patriotic (the America versus Soviet timeline). The ones who were not into Red Alert were into Tiberian C&C's story of Kane. But they would never touch Starcraft.
So most normal people really like history. There's a reason why World War 2 games come out every year. Should Frost Giant's game be based on realism and history? Not necessarily, but it is to be considered that Starcraft's science fiction does go over the head of a lot of people. You can talk Marauders and Reapers and what have you and most people will look at you strange, while the AoE archers, musketeers, and knights people would immediately recognize what they would do. Red Alert 2 was a bit whacky, but soldiers with guns and tanks are fairly easy to understand. You have to learn basically a three new cultures for each race in Starcraft, Terrans are recognizable cause humans, and they have soldiers with guns and tanks. But Protoss and Zerg are basically homework if you want to learn how to play them. Of course, making it historical and realistic will limit gameplay, as well (unless you are creative). But the post is about accessibility to mass wide appeal. If a balance can be struck, then do so.
Those are my anecdotal experiences. It is clear to me that most Starcraft players in contrast, are RTS gamers. That's not a bad thing, don't get me wrong. I love all RTS games, as I said, I run a generic RTS game page myself. I've played almost all of them at least once, even the very obscure ones, though I keep finding even more obscure ones to this very day.
But one non-anecdote is how Microsoft made Age of Empires mass appeal. There was a very old article that I can't find anymore where Microsoft had every demographic do quality testing for Age of Empires. In that article, an old grandma was interviewed who tested the game, and it apparently went really well that she was able to play the campaign missions and hold off her own in a multiplayer match for at least 15 minutes before she succumbed. That's how strong the tutorials and pacing were in Age of Empires. Now, a grandma is probably not Frost Giant's target audience (and neither was her Age of Empires' audience), but can it really be said that a very old person can access Starcraft enough to be able to hold their own for a few minutes?
So if Frost Giant just wants to target RTS gamers, which is not a bad thing at all, and create a spiritual successor to Starcraft, with esports scene and all that, then that's totally fine. That's what they are experts on. I'll definitely still play it.
But if they want to reach non-gamers and non-RTS gamers, they need to look at how AoE and C&C do things, maybe not necessarily in terms of gameplay, but in terms of tutorials and accessibility (for AoE) and theming (for C&C).
Wednesday, October 12, 2016
All-Time Favorite: C&C Red Alert 2 and Yuri's Revenge
Oh, where do I start? This game holds so much memory and nostalgia.
I first encountered Red Alert 2 when I was around 7 or 8 in an internet cafe. Or rather Yuri's Revenge, I think, was my first introduction to the game. It was also my first introduction to the Command and Conquer universe.
Red Alert 2 is the sequel to Red Alert (obviously). The game is set in an alternate history where Hitler was killed by a time traveling Einstein. After the Soviets were rebuffed by the Allies in the first game, the Soviets took vengeance by invading the United States led by a Ronald Reagan analogue, President Dugan.
The Soviets used their psychic adviser Yuri to mind control the counterattack nuclear missile silos and crippling the United States. There, you enter as an upstart American commander of the American and soon Allied forces.
Funny instance, the second time I loaded up the game, I had completely forgotten that right-click did not move the units. The game used left click to select and move. I kept deselecting units for almost a couple hours.
When we moved to the States, I managed to score a complete CD set of Red Alert 2 with Yuri's Revenge.
I rebought the game again with Command and Conquer: The First Decade and again with EA Origin's Command and Conquer: Ultimate Collection. It is probably the one of the fewest games I have ever rebought in my life.
With the First Decade, I created many mods. The game has awesome mod support. It was also the game I modeled primarily after for the real time strategy game I was designing and developing called Ground Zero CLASH.
It's probably my all-time favorite game of all time, and not just real time strategy. Undertale comes close, though.
Get the Command and Conquer The Ultimate Collection [Online Game Code] here
Factions:
Allies
Soviets
Yuri (YR Expansion)
Mods:
Mental Omega
