what I miss in RTS is to have really strategy, at best you have some tactics, but I'm not a game design expert to pull out ideas for how to let the player make great strategy.
Hard to say, but I would have thought that there is a bit strategy involved. Of course there aren't many and often they don't influence the game as much as just being faster than everybody else.
But if you think about it, sometimes in Starcraft 2 and many other games one player tries to kill some of the enemy workers early in the game.
Now it's clear the tactic employed is hit and run. But almost all the time the player is having a strategy in mind. In this case, weaken enemy economy early on to weaken his army in the mid-game.
Sure this is a very simplistic nevertheless efficent strategy. The problem is that most of the time games don't allow for anything more elaborate.
I'm not even sure myself if it's possible to ask the player for a deeper strategy in this genre. When you take a look at round based strategy it seems much more deeper. However imagine doing the same in real time.
I think SC2 is especially a tactic game. your 'strategy' is usually limited to your game goals e.g. "destroy enemy by destroying his resource collectors" "destroy enemy by destroying his key base building" "destroy enemy by..." and then you use your usual tactics: take a cheap fast unit and try to break into the opponent's base to spy his build order. the opponent does of course the same and you both know it and one of the 3 paths will come this one spy.
then, once you know his base, you decide for one of the common tactics and crosses his tactic, kinda like Rock, Paper, Scissors. so, the end of the game is mostly gambling, where both sides try to influence the chances for their side. it is still fun, but usually, both sides know in the same moment 'oh well, he used this strategy and I've used that one, it gonna end like ..." (at least in the more skillful matches).
partly it's also a finger-skill game, where both know in what order they have to click what commands to be most efficient and if you don't make misstakes and your enemy has maybe 3 wrong click (or 3 slow ones), you might be of an advantage even if his strategy was superior.
Strategy tends to be a matter of scale. Which is problematic when players refuse to spend more than an hour per game. The economies are so simplified, and the military too, that it's really totally impossible to use strategy.[/quote]I agree that it's a matter of scale, but not strictly something that has to be tight to time. of course, if you tend to have very little time, like in blitz-chess, you tend to rather have one goal and follow your mental 'reflexes' aka tactics. but you dont have to be super slow to come up with strategies.
let me coder-mind try a few possibitiles of strategy-game-design:
1. lets say you have the possibility to create buildings without binding them to a purpose. you build a barrack, but you could actually use it as a silo. your efficiency would of course be far inferior than with a dedicated buliding, but if your enemy would see your base with spy drones, he'd see "well, he can produce a lot of soldiers but if I bomb his refinery, he's out of resources and that's worth loosing a lot of my resources on planes". or you could actually place some non-functional imposter buildings/units.
it's of course a trade of, if you spend all resources on faking, your enemy gonna be lucky in any attack he attempts to do.
2. in C&C, both sides have their mega weapon, a-bomb or ion-cannon. but how bout having some more possibilities that aren't that obvious?
- a very slow unit that moves underground, you'd have to create a tunnel across the map, or maybe sneak with that unit somewhere, where your opponent isn't watching frequently, and start digging there, once there is a tunnel, you could move some units along it and start the attack right in the center of the opponents lines.
- a hacking unit that highjacks opponents, but without controlling them. the player can figure out that one of his units is highjacked, but selecting it and giving orders, which a highjacked unit would obviously not understand, but as long as it has to just go on with the usual route e.g. a harvester, it would transport the hacking unit into the base. inside the base, the hacking unit could sabotage buildings, yet again, not destroy them or something, but, lets say, drop their efficiency. by how much? that depends on the player who's send the hack unit. if you set the efficiency of a factory to 99%, nobody might notice, but might also not change anything. you set it to 90% the opponent might notice it sooner or later. you set it to 0%, well, if it's in the middle of his attack, he might not realize his base is not working at all, if you do it during normal gameplay, you might delay him by 3 tanks or something.
- you can 'poison' the enemies resources, maybe with some unit that drives over it to inject something or by regular drone flights that spray something toxic, as long as the opponent has no harvesters with guns mounted.
... but what makes that a strategy and not a tactic? well, you can't just 'build' it, you'd have to go through a chain of researches, or you could continuously research and the longer you do, the more efficient those a-bombs, ion-cannons, hacker, driller etc.
3. research:
usually definitions of strategy vs tactic say that strategy is long term. in case of RTS it means that you setup a chain of events and if they work out, you win. that chain means you need to exploit a particular (possible) weakness. if you can just tank rush the enemy, obviously, you won't see sense in not doing so, that means, you have to be sure you fail with that brute force. if you make a tank rush, the enemy towers will kill you.
but if the defense is overpowered, what's the point? well, it's not over powered, it has some default strenghts and obviously there will be a weakness also. but you cannot exploit it by default, you need to setup something. lets say, beyond the 'fire power', you also have 'aiming speed', 'recharge delay', 'range'.
now you can start to 'research'
- a tank that is very fast, everything else gonna stay the way it is, but it's gonna be so incredibly fast, enemy towers won't be able to hit it, as long as it's moving.
- cost reduction or impostor tech. you will create such a mass of units, that the enemy towers won't be able to recharge fast enough to kill all of them before they are destroyed.
- you can research fire distance of your artillery.
isn't that also just tactics? well, if you just 'upgrade' it and you tank rush -> yes: but you won't win this way, the enemy will react before you're done. but what if you send stronger and stronger tanks? the enemy will start to research stronger and stronger tower. now imagine you've spend at the same time a lot of resources into a very fast tank. the enemy will think "yet another wave of more powerful tanks" and then you unlock their ability and the defense-tower won't be able to hit.
4. your units need supplies:
what if similar to that WW2 russian strategy, your units would also need supply. nothing complex, just like a harvester, you'd send a unit that 'recharges' your tanks etc. every time it passes by. it doesn't even have to be like a fuel refilling, just, let say, 50% boost for 30s. maybe those recharge-units give even different 'boosts'. you already have a tiny 'strategy' element in choosing what you gonna boost, now you also don't want your enemy to boost their units, you might let some broken looking tanks behind you and then they'll attack those recharge-units after everything passed them. you might send some planes that just aim at those units, you'll loose a lot resources for those suicide planes, but if they hit, you hurt the enemy a lot. maybe you say 'i dont care bout that boost, I'll just build an extra tank instead of recharge units, saving on researching them means another dozen of tanks'...
Strategy takes root in complexity. ...[/quote]
I don't think it's really complexity, it's rather possibilities. but those possibilities can be very simple. I think mech warrior (and other games with RPG elements), expose that by simply giving you the choice how to arm your unit. you might have failed the mission in the first go and you prepare for a second run. usually you might feel depressed, but in mech warrior, you rather feel challenged "now, with two more coolers and rockets instead of lasers, I gonna rush-kill those lightweight mechs and then it's 1:1 against few of them with simple lasers, then I'll win *yay*"
it can be quite random in an RTS if everyone would build their own units, arming them. but if all of them have like 3 abilities and you can put your focus on those, you can try to also focus an weaknesses of your enemy and exploit it.
Most real time strategy games don't have the depth for strategy intentionally, not that they couldn't but because the audience has shifted away from the kind of people with the patience and desire to play deep strategy games.
that's maybe true, but most of the audience moved completely from RTS games, to simple "lets kill another mob" or "lets push some buttons to see another action sequence". but those who are left, would still probably love a game with possibilities.I think it's similar to what MMORPGs do, they try to stay simple to be approachable, because building your own house, training your riding animals, making complex stuff is way to time consuming to attract the masses. and then there is a tiny game called minecraft, where you have to build your house/castle/... not even from walls, but from little bricks. you have to even craft all your tools.... way too complex to be fun.
what I try to say is, I agree it is done intentionally to not have those possibilities in RTS, but not because it's more fun, but because nobody ahs yet found a way to integrate it in a good way. if you create an RTS, from scratch, have a goal to make one thing very special. playing a retro RTS like in the 90's is maybe fun, but having a stupidly simple game like minecraft, that cannot compete in any way with WOW, except for this one special "building bricks"-feature, would also work for an RTS. I would not care if it's top-down rendered, out of line-units. with just a white background, but hey, I can do this one really cool thing in it -> win. and I think, for an RTS, it's something with strategy. that has barely evolved in the past 20years. maybe that's why they don't sell?