Quote:
Original post by BrianL
Those who are looking for a more boardgame like experience may want to look at turn based strategy games. Many have a different pace and aren't as resource focused.
Actually, that's another very good point. I'm surprised none of us had thought of that before... [grin]
As pointed out somewhere above, the motivation for wanting to get rid of resource management is to give the player time to consider his situation properly, use every unit fully, and do the optimal thing.
That will *never* become possible in a realtime game, because the entire point in realtime is that you don't have time to stop and think indefinitely. The aim of a realtime system is to put pressure on the player and force you to choose what to focus on.
The reason you can manage every unit perfectly in the tabletop game is because it's turnbased, and not because it avoids resource management.
Edit:
Hey, look! I made a short(ish) post!
Oh, another point that occurred to me.
About defensive play being a valid tactic, that might be true, but there's quite a lot to be gained by forcing players to be offensive.
A simple reason is that the defender pretty much always holds an advantage. He can choose where to fight, he can position his troops in advance, use the terrain, maybe build defenses too.
In DoW, you get the extra advantage that many units can't fight as well while moving, which again hinders the attacker.
So, all this stacks up to give the defender a large advantage.
That's where it's so damn clever to *force* both players to be offensive. If the game didn't do that, a game would take forever, and the winner wouldn't be the best tactician, but the one with the least patience. The most defensive player would win, simple as that. But when both players are forced to attack occasionally, both players have to fight when the advantage isn't theirs, which is where good tactics really win the day.
It also inverts the slippery slope descriped in the OP. You're not usually on a slippery slope to failing. Because the more pressure you're under, the more time you'll spend defending, which actually puts you at an advantage of sorts. I've played lots of game where the enemy has literally been in my base, taken out half of it, and then been crushed before I went on to win (Of course, the opposite has happened too). This ability to make things harder for the winner, while helping the losing side is damn brilliant game design when it can be achieved. Other RTS games have virtually never managed that. They've had the typical slippery slope. Once an opponent gets into my base, I just have to waaaaaait for them to finish the job. And if I'm annoying, then they have to waaaaait while they try to track down my last unit... We both know I've lost, but it just takes ages to finish the job.
But this "inverted" slope in DoW means that *if* a game goes on for hours, it's not because it simply takes ages for the loser to finally lose (typical slippery slope), but because the loser might actually not lose. With one clever move, he'll be back in the game, as strong as ever, and the guy who looked like he'd win a moment ago might now be the one being pushed back. And it means that *when* you lose, it tends to happen quickly, at least. No slow slide down the slope, because in those cases, you typically recover and fight back. You need a lot of momentum to crush your opponent, but once you have that, you'll win without having to wait an hour for your opponent to finally reach the bottom.
[Edited by - Spoonbender on July 23, 2006 1:09:33 PM]