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So many resources, so little fun

So many resources, so little fun
Name:Peter Robinson
Date Posted:Jun 04, 2007
Rating:4.0 out of 5
Public:YES
Comments:YES
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Blog post
Well its Monday again and for some reason I've decided to write one of these every Monday just to make sure I keep working on my game. This Monday I don't have much to say about my game. I made one level. That was it.

The problem was I bought Rise of Nations for five bucks on Wednesday and spent the rest of my free time playing it. And to be honest it wasn't really that great. All the levels played out mostly the same. Its like Age of Empires with less features. However, the next game, Rise of Legends, look pretty good. They cut the races down to three and the resources down to two. It seems like a lot of RTS games are going that direction. I think they're trying to copy Star Craft, which in my humble opinion is still THE best RTS ever made. The very fact that you can still find it on store shelves speaks volumes about how good it is.

Some time after Star Craft, game developers decided that more resources meant more fun, but I think they're starting to reel it back in now. I myself am all for conservative use of resources in game design. I think that resources should be used and collected in dramatically different ways. Otherwise, its really just the same resource in a different color. And besides, its really pretty hard to be strategic when you have to keep track of six resources.

Since I'm talking about RTS design (how did I get started on this) I'll go ahead and mention some other things. When playing strategy games I find that I make a decision about ever 5-10 seconds. I think game developers should really push to make those decisions matter. For instance, in Star Craft near the beginning of levels, I had to decide if I wanted to upgrade my current marines or build a new robot or more troops, and since the Zerg would be attacking in about 30 seconds the decision really mattered. I just don't find that happening in most of the RTS's these days. Typically they force you to build infrastructure for half an hour and then the fighting starts, so you don't really know if your loosing until then and you certainly can't narrow it down to one decision. "If only I had built a soldier instead of that villager!" You just don't hear that.

The other beautiful thing about Star Craft is that the races all had dramatically different units. Now I know, there are some new strategy games that are starting to do these things again, but for a long time it seemed like the differences between armies was that this one had slightly faster units and that one had slightly longer range, but it really wasn't anything you would take into account when you planned your attack. So the rule of thumb here is that if there is a difference in races, it should be a HUGE difference. In fact, it can't be too huge. The bigger the differences the better. In Star Craft if you played with the Protos the same way you played with the Zerg you would loose, quickly. And that's the way it should be.

Well, enough on that. I should probably start working on my game again, which is not a RTS. But my next game might be...

-Peter

Recent Blog Posts
List:03/18/08 - Super Cell Released
06/04/07 - So many resources, so little fun
05/29/07 - Ah, the Summer
05/21/07 - Titan Warfare Development Continues
04/14/07 - Titan Warfare has a Website

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Tom Perry   (Jun 04, 2007 at 19:10 GMT)
Dawn of War has all those things you mentioned. Dramatically different races and minimal resources (2 in fact). As the main resource (requisition I think it is called, gained by capturing points) is "up for grabs" the battles often revolve around these points; the action coming quick and fast as a result. What order you build your units and buildings REALLY matters.
If you havn't played DOW I recomend checking it out. Unfortunatly due to the vastly different races balancing is a big problem in the game.

Peter Robinson   (Jun 04, 2007 at 19:14 GMT)   Resource Rating: 5
I've been thinking about getting DOW, especially since I'm a big War Hammer 40k fan. I only wish it had the Tyranids...

J Sears   (Jun 04, 2007 at 20:01 GMT)
I have always been an RTS fan, and played way too much starcraft in the day. But I will give C&C generals credit for having 3 very different sides, the terrorist group whatever they were called had some of the most unique strategies of any rts I've played, but the game failed because there was a bug where you could build a superweapon in 2 minutes without completling the techs or having the resources and they either never fixed it or took a long time to.

But people still like to start off with max resources and I prefer to start with a low amount of resources so people have to pick and choose instead of being able to have a whole base and big army in 5 minutes. I actually like a long RTS match that's very strategic (and to be honest the one thing about starcraft I hated was the zerging I'd normally play terrans or protoss and get one hell of a defense up and then build a ton of whatever the big carriers were called and just slowly destroy the map). So I think there has to be the choice to set up your match depending on your preferences.

I thought I heard somewhere they're making a new total annihilation, that one wasn't too bad but the sides weren't much different, the new units every month was a nice touch

Steve Flowers   (Jun 04, 2007 at 20:36 GMT)
TA rocked. There are a couple of things out related to TA:

1. Supreme Commander. It's fun, seems very much like TA.
2. Spring. An open source TA clone. And by clone, I mean -- it uses the same units. Cool from a couple of standpoints. GPL is one of them. It's fun to play with, allows you to FPS control units, etc.. spring.clan-sy.com/screenshots.php

And DOW is a LOT of fun, very much like the StarCraft experience!
Edited on Jun 04, 2007 20:38 GMT

Chris Jorgensen   (Jun 04, 2007 at 22:45 GMT)
@Steve

If you ever use the Mynn/Xect in Spring TA... I made those a number of years ago. :)

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