Hello everyone.
This being my first blog, liek ev@r, I'd like to take things a little slowly.
I'd like to point you towards one of the most glaring issues in strategy video gaming nowadays, RTS (Real Time Strategy) to be precise. With approximately half the universe waiting for Starcraft 2, and Command&Concquer Red Alert 3 being released recently, people seemingly failed to notice that both of these games (and in fact most of the other, smaller releases which I did not mention earlier as well) seem to have stopped evolving around the time Duke Nukem Forever got announced. All of them still feature baseline strategy, where victory depends mostly on your mouseclicks per second and unit choices, presenting the old Rock-Paper-Scissors mechanics.
Don't get me wrong, this is how the franchise grew big, this is what made it so popular in countries like South Corea. What really buggs me though is the fact that the games DID in fact evolve in the past years, it just seems like no developer noticed.
Relic Games, a canadian developer company, was responsible for three of the most ground-breaking strategy games franchises that I can think of: Homeworld, Dawn of War and last but not least Company of Heroes.
Whereas Homeworld introduced full-3D strategy gaming into my world for the first time, it was Warhammer 40k : Dawn of War that really came in with a big bang into the RTS fanchise. It featured in-depth combat, with a manageable amount of forces, relying heavily on tactics, usage of cover and different weaponry, differing in performance depending on range, line of sight and other variables. It also abolished the old concept of ressource-gathering, as it' reduced the total ressources to two, both of them being collected on-the go by either capturing enemy strategic points, or building energy generators. All of these factors made for a truly fantastic game, immensely rich in depth and tactics, and of course : Full of imbalances. Due to the fact that all of the factions were not carbon copys of one another, and all of them using different weaponry, some units were not at all balanced for competitive play, thereby voiding all it's chances of being recieved with open arms by the ever-growing RTS playerbase. It seems like only games approved by the Chinese and Corean playerbase are worthy of public interest. But wtf, right? It had awesome graphics, so that's one point where C&C and SC:2 copied from.
Then along came Company of Heroes, the last release by Relic. It managed to combine all of the godly elements a video game needs to have nowadays, it seems : It had top-notch graphics, a WW2-scenario (which, combined with the visuals made for some "Oh-AH, this must be Call of Duty"-moments when I showed my buddies some screenshots), and best of all: it had the same systems that Dawn of War used, but it improved it by one tiny little extra: Suppression.
While it was still possible to just spam the crap out of your opponent once you had your ressources in Dawn of War, the new suppression system implemented in Company of Heroes meant that a well-placed machine gun could theoretically hold of a near infinite amount of enemy infantry, as long as it managed to suppress all of them. This nifty little feature took the gameplay to a whole new level and, together with range- and cover-dependant weaponry, made for all-new tactics. For the first time ever, flanking moves were the most important part of a game. Sure, flanking had been in games like Panzers:Phase one already, but there it was merely a notion of tanks being weaker from one side then another. This however was something completely different: Tank battles decided within seconds, as one vehicle managed to flank the other due to superior speed. Infantry with flamethrowers flanking Machine Gun nests and burning each and everyone. Epic Sniper Battles. Area denial. Company of Heroes featured everything a good strategy game should. It even introduced a completely new ressource system, relying on you to capture connected territories. It was even possible to deny other people's ressources by cutting them off the main sector. All this made for heart-pumping action strategy gameplay. But guess what? Of course, it was not accepted by the wide majority of the playerbase, because once again, it was partly unbalanced.
Now, with the approach of Starcraft 2 as close as the release of Dawn of War 2, I'm really afraid that once more, strategy gamers will have to choose between a highly polished, "yes we've been there before" title, or an unfinished diamond, with so much innovation that most people's heads would explode.
We have accepted Battlefield 1942, and it's method of changing how we look and play modern team based shooters, so why can't we accept that sometimes some small imbalances are a little price to pay for an awesome gaming experience that goes against the grain?
Thanks and screw you
Didn't like Dawn of War though... not a big RTS pro...
Yeah Starcraft is a little to big for you to take on in your first blog here. Maybe you should have tried taking on Halo Wars instead. Just an idea.
BTW ... welcome to Destructoid.
Don't forget rule #1 .... DON'T SUCK!
My point is that all of these games don't really "change" something. In other genres, this would not be possible with as much player backing. It's not about Starcraft 2, or Red Alert, or even in Fact Dawn of War 2 or any other game. It's merely about strategy games not evolving in the same way other genres do. Innovative designs are pushed aside.
Warcraft 3
I can't think of a better game to use then Warcraft 3 to highlight significant changes made to the RTS realms. First of all they introduced the concept of hero characters. This not only brought a RPG element to the genre, it also gave you a unit that could completely turn the tide of battle, for either side of the campaign.
Warcraft 3 also introduced the idea of heavily micromanaging just a few units. Gone were the days of Starcraft and C&C where you could dominate with a huge army. Now even the largest Warcraft army could be taken out with a very well micromanaged small army.
Finally, let's not forget that Warcraft 3 introduced the first 4 faction game. These were not merely 4 carbon copy faction, but instead were 3 completely distinct fighting forces, with completely different strategies for both offense and defense. No other game has done this successfully since, with the acception of the upcoming Starcraft 2.
World in Conflict
How could you not mention this game as a game that tried to innovate the RTS genre? This game was just a breath of fresh air it was not funny, and it was also hugely popular. Not only did it get rid of resource micromanagement, but it also completely changes the way RTS multiplayer could work. It truly took the best aspects of FPS multiplayer gaming and incorporated them into a RTS multiplayer experience.
Starcraft 2
It's interesting that you have not mentioned how Ctarfract 2 plans to take the single player aspect of RTS gaming to a level never experienced before. Each faction is going to get it's own individual game with a 30+ mission campaign, and a cinematic storyline to rival anything ever seen in an RTS game. This is Blizzard we are talking about here, and when they say they are going to deliver, they will deliver.
My major complaints...
1. DoW's balance issues were very very serious early on. Many of the issues were a result of bugs. This definitely hurt the early impact of the game. Overall though DoW has done quite well. It has several expansions and was included in the '05 and '06 WCG.
2. CoH, from my impressions, lacks the necessary ingredients for a competitive game. There's too much 'randomness' found in the game and you can't even play mirror matches making a tournaments near impossible (unless that's changed). RTS games that aren't seen as competitive tend to stay small or die out.
3. Not to be rude or offensive but I question your skill level in RTS games (there's nothing wrong with being a mid-level player). It seems like you have a good understanding of the genre but you don't seem to understand some of the more finesse points of games like WC3, SC2, etc. While CoH features many 'hard' strategic mechanics the 'craft (and other) series has a heavy amount of 'soft' strategic mechanics. They take longer to notice, learn, and master but they're not any less important. Positioning, flanking, proper focus fire, and good ability usage add a ton of depth and strategy to the game beyond just having good apm. It's a very subtle effect but still has a huge impact.
In my opinion the more hard strategic choices you have the less impact the soft choices have. You make much more broad and sweeping choices (put machine gun here to deny that area) while not having to engage as much in smaller important choices. The less # of choices you have to make the less depth there is to the game as expert players will be able to master the proper responses to a much better degree. Currently in games like the 'craft series to perform the 'ideal' series of actions to win in a game or situation requires a speed and reaction time that is super human. Since the 'ideal' is not achievable players make mistakes (experts very very small ones, ones you might not even pick up on) and the game becomes a test of which player can make the fewer mistakes and capitalize on the mistakes on their opponents.
If you had players of the level of pro-korean SC players playing a game like CoH it wouldn't take long for the game to be 'exhausted' and come down to a very very formulaic flow. You'd likely see a much more crowded 'top' to the game as more players would be able to make the well documented and clear strategic choices than a game that favors subtlety like Starcraft.
Warcraft 3 did have the Hero system as well as the lower scale combat with less units fighting on one screen. It was hugely popular and, if I recall correctly, very well balanced. It also took on the aspect of ressource gathering pretty well, since it toned it down to only two ressources (as opposed to, say, 5 or more, as in Empire Earth for example) It was a very welcome change, which is undeniable. But this was 2002. Nothing much has changed in between Warcraft 3 and the release of Starcraft 2(or, as said, many other strategy games). In terms of Starcraf 2, it has even gone backwards. Don't get me wrong, it's really promising to get a HUGE campaign for every faction, altogether with awesome cinematics and all the like, but at the end of the day, it's the multiplayer experience that'll make the difference here. And with no heroes and no other big changes, Starcraft 2 just seems to me like a visually renewed rehash of what Starcraf : Brood War was: A damn good strategy game, perfectly balanced, but lacking "innovation".
The reason why I did not include World in Conflict was because, at least for me, it did not stand out as much as I'd hoped it to. It got rid of the Ressource gathering part, but on the other side, you weren't really punished for not looking after your units as much. Your "credits" were refunded, and did not tick while Units were on the ground, so basically, you had to lose one unit or another in order to adapt to a situation. Also, it did not take on the revolutionary concept of territory control, and rather tried a control-point heavy game, like Battlefield. But again, you're right, it was a change. One could mention it in the article as well, for one big reason: I still fail to see another game trying to catch on to that sort of gameplay.
And that's the beef I have with the subject. There have been many "revolutions" in the genre, but unlike in other genres, there's no real change overall. Revolutionary titles appear. They get played, reviewed and rated awesome, yet still games like Red Alert 3 appear, which are, from a game mechanics point of view... 7-8 Years old?
Sins of a Solar Empire (though technically a RT4X)
Supreme Commander
Age of Empires 3 (added a card based mechanic)
It seems that, under my (as always) too developed approach, my point is not really getting across, and that's my fault. I'm deeply sorry for that. In fact, you COULD reduce the text to "there were many interesting, innovative gameplay changes, but none kept on, instead, the big names keep making the same stuff over and over again".
You keep saying that the RTS genre has no "innovated", while other genre's have, but you have not once given a good example of how other genre's have innovated. I think if you look closely you'll notice that most of the other genre's haven't really innovated at all over the last 10 years. Most things that people think of as "innovation" in newer big name titles were actually done 5+ years ago in lesser known titles. These so called "innovations" are really just polished up rehashes of old ideas.
Somehow, I am able to "settle" for a masterfully crafted, well-balanced, insanely good strategy game, without needing it to have completely changed from last game. Do you really want Starcraft 2 to play differently from Starcraft? Because that's called being insane.