quote:
Original post by Dauntless
I had a thread a little while back asking if because of the recent war, people were more interested (or less interested) in how real warfare and strategy is played out. In other words, make it more realistic to cover the topics you hear about every day in the news.
A little while ago, I became kind of disgusted with my own work on ym game because making a game about war when a war was happening literally made me sick. But I then started realizing that my initial concept for the game was to illustrate the horrors of war.
Sometimes people think the end goal of gaming is to have fun. I see that as very limiting. Look at why people want to watch sad movies or scary movies. I think it's more important to give players an experience. So far we've only concentrated on "fun" experiences, but little else. So it damwned on me that perhaps now more than ever my game should see the light of day.
I've personally gotten a couple emails of correspondence from people interested in my more realistic game design, so I know that there is a market out there. I think graphics should be there as an immersion factor, so that is important in a sense, but the msot important part to me for strategy games is understanding how to control your forces. To me, this point is not well defined in most games, sense basically you automatically control your units. But I wanted the player to think of his units like they were human beings instead of cannon fodder. Anything which enhances the immersion experience and also factors in the many layers of strategic warfare are important to me.
What will RTS be in the future? I think they too will succumb to the MMO paradigm (for better or for worse....for the worse I think). The main reason I'm down on the MMO paradigm is that there's no real way to tell a story. So if you're a story-based designer, than MMO is in my opinion not the way to go (although it shouldn't be heard to have both a single player and multiplayer aspects). I think RTS's will start to become more realistic due to people's exposure to this recent war. Now people are exposed to concepts like securing roads, harbors and ports. They are bombarded with war analysts explaining concepts of encirclement, cutting off communications lines and disabling the command and control capabilities of the enemy side. Games that don't feature these things will I think be considered "toys" in the coming future. So I think realism will become more of an asset, and less of a hindering feature than it was before, because all the people exposed to CNN are going to wonder how to enact those elements they saw from the war analysts.
I have a very hard time with this games for fun, games about war thingy. I mean, I know there are no words to describe the horrors of war (and, as I havn't experienced war and plan not to experience it in the future, I don't fully understand the horrors of war). However, game definatly interest me, and I've wondered a lot about what part of the game interests me the most. And I've finally decided that it's not so much the war aspect of the game that interests me, it's the attention to detail, the deformable terrain, the unique spells and the developmental side of the game (and of course the story). If it were about the war, I would probably be playing as many games as possible.
That is probably why I prefer Blizzard RTS's to any other RTS. For instance, take Warcraft III. Now, I agree this is far from a perfect game. It has many balance issues which are continously in the process of being worked out, including game mechanics and design. However, it has an extremely solid base and is extremely flexible. Warcraft III's story may not have been the best, but it was still far better than any other RTS I've played (and I havn't played very many.. I guess that sentence lost all credibility). Anyway, I just think it's a really gooooood game.
However, I think of all the games I've played, Starcraft best illustrates the horror of war in it's story. The story hasn't completely unfolded yet, but so far it is a very.. dare I say it.. "psychological" story. Every character seems to have his/her own agenda, and only slowely are they realizing there mistakes, at severe costs. Starcraft better not have a happy ending

Next, the whole violence issue. This is a huge debate, and although studies have yielded statistics to support both sides, I think it is far to early to see the effects of violence in entertainment on humanity. I really don't see how it can not affect us, however I am not blaming violent entertainment on all that is bad in the world. Anyway, I agree with cutting out the glorification of war, excluding much of the gore and violence, and replacing it with a better look at the psychological effects of war. I still remember that article in a Canadian magazine (Macleans) that interviewed a few US soldiers that were going over to Iraq to fight, and how they were so excited to finally being able to use weapons and be in the battle field. I'm sure this does not reflect all soldiers, but it is extremely appalling that after such larges wars not that long ago, we still have little respect for the power of war itself. Not the people that faught in those wars, but for war as an entity.
The strategy element of RTS's is very important, however I think it should be much different from turn based strategy games, since in a way RTS's are more realistic compared to TBS's (two units must fight to death, instead of one unit taking over another unit, though I realize not all tbs games are this way). As such, I think the strategy element should be more part of the pre-war design than the actual battle design. Basically, it should include resource management, unit planning (ie, a variety over comes masses), and deciding when to fight (including taking weather conditions, etc into consideration).
I don't like the idea of battle strategy as much, I think it's important, but it shouldn't rely so much on micro managment. I think there are a number of things that separate RTS games from reality, including the fact that you have to manage resources, and the fact that you generally do not have control over every single person.
I guess what I mean is, I would prefer if the gameplay stayed "fake" or whatever, but for the story to become much much more realistic. However, I would like to see less glorification in gameplay.
[edited by - Fuzztrek on April 9, 2003 5:22:21 PM]