You see, that's where you're an idiot. If any decision in a game has an obvious correct or optimal choice, then the player should be able to completely automate that decision. There is no strategy involved in the micromanagement of decisions that always have the same optimal choice.SWPIGWANG wrote:It is not wrong, it is not that important.
No, dipshit, a game's strategy is defined by a player's thoughts. A game's interface is defined by a player's input.A game's strategy is defined by a PLAYER's input.
Bullshit. You've removed a valid strategic decision. That would be the decision of whether you wished to focus on anti-tank or anti-infantry effectiveness.In this particular case, you can simply replace rifle infantry and rocket infantry with an "infantry squad" that does similar damage to both tanks and infantry. There, you've removed micro without requiring AI. The game play remains.
Focus firing is not a "gameplay feature" as focus firing is a boring event which few would want to pay attention to even if it takes strategy. There. That sentence is just as correct as the one you wrote. There's absolutely no strategy involved in babysitting your idiotic units so that they actually focus their fire effectively, but RTS games still make players perform this trivial task.SCV mining is not a "gameplay feature" as mining is a boring event which few would want to pay attention to even if it takes strategy.
Why are you assuming, without anything other than your unsupported assertion to back it up, that making it impossible for a player to manage everything simultaneously is a good thing? Frankly, there should be little difference in the gameplay ability between somebody who clicks 500 times per minute and somebody who clicks 10 times per minute if they both understand the game equally well. That would be a true strategy game.I'm not saying that everything have to be done in a clumsy manner, but that down the line at some point, the player has to be spending its time choosing between an set of activities which he can not simulatously fulfill.
A strategy game's gameplay is actually defined by what decisions the player has to make, but then, you wouldn't know that since you don't play strategy games. You play action games that call themselves strategy games.A game's gameplay is defined by where the player do have to manage things.
No player should ever be overloaded with micromanagement. No player should have to perform any micromanagement whatsoever. Micromanagement is defined as repetitive actions that have obvious, trivial, correct choices, yet must be done individually due to an inferior interface.Diversions and traps has most of its meaning when the person on the other side is overloaded with his own micromanagement problems.
Thanks for identifying why Starcraft is a better game, and why it's considerably more fun, when it's played at a speed far below the default speed.Try playing starcraft at 1/20 its base speed for example (giving the average player 1000APM post scaling) and things like distractions no longer mean anything. Your opponent can easily deal with any distraction and everything else at that speed and it ceases being a gameplay factor.
No, that's what you've decided is the defining factor, since you're afraid of change and don't want actual strategic decisions to be the major gameplay factor for a strategy game.Remember, the gameplay factor that defines RTS is player input.
More useless bullshit. I love how your the basis for your argument is so incredibly pitiful that you're reduced to claiming that reducing micro and reducing game complexity are the same thing.You do NOT increase the range of strategy via reducing micro. Like I said, you can reduce micro VERY EASILY. It is so easy it is trivial.
That might be a choice, but it's not a strategic choice, since there is a single optimal solution.When the AI takes over a factor of gameplay, it removes that from strategy. There is a choice in "whether or not I micro my machinegunners to shoot enemy infantry" while there is no choice in "my machinegunners engage the enemy.
Nor should you have to look at your troops.The AI is good, I don't have to look at the troops."
Which, as has been pointed out to you multiple times, has absolutely no place in a strategy game.The question of where, and how to micromanagement units is an dimension of RTS strategy. It is not just about clicking fast. It is about clicking at the right things.
Well yes, that's why nobody in their right mind plays those games.The particular part about Age of Kings is hunting animals to boost the economy. (one gathers food faster by hunting than killing sheep, picking berries or farming) It is poorly automated, requiring the player to babysit the peasents to not killed by wild animals or other forms of stupidity.
Yes, it does detract from the gameplay in AoK. That kind of ridiculous micro requirement just to play the game means that the game is utterly worthless.When it comes down to it, that part about the gameplay does not detract from the AoK in general.
Would you please care to point out where the interesting decisions come into play when micromanaging units in Starcraft? Note that time pressure is not an interesting decision, it's an interface flaw.Just because it is boring to you does not mean it has no strategy or is easy to master.
And you, as the master of clickfest RTS games are obviously an authority on the subject. :rolleyes:Given that you do not play at a high level where minor map differences make the difference, I don't think you are in a good position to judge. I doubt you even really understood what different start locations on lost temple really means for combat given the different races.
I think most of the people on the rational side of this argument are well aware that Starcraft is a rather pathetic strategy game. You probably don't need to bother reminding us about that fact.Also, because of all the assymetries of races, only maps of a very limited design could be balanced for every race. There is not enough leeway build into the system to allow for drastic changes in strategy.
Then make your game so that there aren't a set of safe builds. This is not a difficult thing to do, unless you're not actually designing a strategy game, and are instead designing an action game, like the vast majority of RTS games on the market.In a "simple" game, there is usually a set of "safe builds" that is reliable to be competitive against any other start the opponent could get. Because those builds, aka "strategy", is so consistant and reliable, it can be reused quite a bit and is not really "creative" after the few experimenting souls developed them.
And you certainly don't have a single bloody clue about what strategic choices are, since you apparently actually believe that choices with trivial solutions are strategic.Anyways, few RTS players actually "want" to think very hard about all dimensions of strategy. Even the AI fanclub have little coherent idea of what strategy actually is.
The player should be making strategic decisions. I thought that would be obvious, even to somebody as limited as yourself, from the name of the genre.Strategy is about the choices the player makes.[/qutoe]
Close, but no cigar. Strategy is about the meaningful choices that a player makes.
More longwinded bullshit from the master. Proper unit AI in Starcraft would reverse the playing field so that those players who are smarter but don't click as fast would defeat the fast clickers every single time.AI is just a tool, it is not a wonder drug.
The question isn't that units are stupid. The question is what is it that the player ought to be doing.
The greatest thing you fail to grasp about RTS games, is that they are not simply a black box that responds to player input. Their attraction to the gaming public is that they are a complicated system that responds to player input in a predictable and immediate way through the interaction of a variety of rules. Without this interaction, which you are claiming is unnecessary, there is no reason to play the game.