There has been much talk as of late about Real Time
Strategy games being dead. People say that there is nothing
noteworthy being done with the genre and what you see now is
largely death throes, the golden age before the sun sets.
Others, of course, disagree. Opinions seem rampant on the
subject and I know you are probably thinking "I wonder
what Carcas has to say about this." *shrugs* Okay, maybe
not, but I will tell you just the same.
The RTS game we all know and love has been around for a
while now largely updated and repackaged, most of the
modernizations being done on the graphics and sound and very
little in the playability. In fact, the playability has seemed
to be something ignored by developers who seem to forget there
was meant to be strategy in RTS games.
The bulk of the RTS games are the market have a formulae
strategy: build a bigger army and wipe out your opponent.
There is a little strategy in the choice of forces and
defensive stance, but things such as maneuvering and position
become rapidly irrelevant with the often inane AI that runs
one's own units. Such as when one little scout runs by your
position and every defender spreads out in a long train all
trying to take a shot at the fleeing unit, ultimately leading
the string of defenders from their position into an enemy
position (usually their base) where a cluster f-... a cluster
fight, yes, that's it, where a cluster fight begins. Some may
say that is strategy, but I find it annoying, more like trying
to babysit while do housework about at the same time... and
really about as fun.
The absentminded AI often makes the player have to take
it's hand and lead it through the most basic tasks, directing
workers to work, patrollers to patrol, few allow really good
menus for setting tasks and leaving them at it. This means a
flurry of clicking and keystrokes, trying to get some of the
more basic tasks handled, complicated greatly by the
occasional combat or raid. There is little time to enjoy the
tactical game as things often degenerate into a brawl between
two hordes rather than a clash of two armies. All the while,
the computer players are simultaneously doing everything
without so much as a mis-click. In general, they quickly
dominate in the resource management game.
Some claim that the game truly enters it own in
multiplayer. While there are exceptions, for the most part I
find this to be untrue. It largely turns into a race of who
can field the most units until someone gets an overwhelming
force of whatever their choice uber-unit is with a lot of
waiting and resource hunting continuing while you build your
preferred forces.
I can hear some people now: "WTF, Carcas, how can you
dis War Craft II?" I am not. Really. Warcraft was a fine
game for it's time and innovative in a few ways. While it had
it's shortcomings, it's descendants have done little expand
the genre other than individual improvements, air units, task
forces, force commands, special weapons, improved balance,
unit customization, improved AI, etc. None that I am aware of
have