Stark wrote:I guess that's the hostility: their speed/memorisation based skills would be less useful in games with these features. Hence a game being described as 'noob friendly' AS IF THAT WAS BAD. That's the ironic part about PIGWANG in particular: he goes on and on about how Starcraft really does have realistic strategy and tactics (honest), but resists any attempt to make the game ABOUT strategy and tactics.
What is strategy?
For most people, it is remembering a decision tree developed by someone else, or learning a set of heuristic pattern recognition by experience. It works for most games, TBS, RTS, board games, Chess, Go, you name it. It even works for some real commanders.
Yes, it involves memorization. Learning is largely memorization. You can't learn something if you can't remember it.
As such, RTS players that can remember past battles and have rapid pattern recognition for decision making is no less strategic than other games on this level.
Most of you people are describing games in terms of "physical interaction" as opposed to intellectual interaction on a fundamental level of decision making. No one has seriously talked about game theory or discussed what is a good set of choices for the player to make in terms of random variables and ultimate importance, or the computational difficulty involved in finding a solution.
It sounds like most of what people are saying is that "Woot, I'm moving alot of units while in total ignorance of all details. I am using STRATEGY."
Strategy, to me, is: 1. Knowing what you can do. 2. Knowing what your opponent can do. 3. Given what you know, think of a solution for success.
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I do not claim Starcraft have realistic strategy or tactics. Starcraft strategy or tactics is as realistic as chess. That is not at all.
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But I'll bring myself to look at the other, TBS games I've been following and what does it mean to play such a game.
Example One: Combat Mission, Barbarossa to Berlin
I remember years ago I got this game and when on the battlefront forums to learn strategy in the game. Here is what I found:
Aside from the things that the games teachs you in the interface like armor hit rates and penetration, the most critical thing to learn is the pinning system and infantry damage. I'm not talking about things like "if a machine shoots your troop in the open, you get pinned." No, I mean things like "it takes 10~20 on map 88mm mortar shells to pin a regular squad in a trench" and "machineguns can sustain pinning morale statistics over time, while being cheap" and "80 blast damage usually result in instant pin for a infantry squad in the woods" or "The firepower statistic represents the chance of killing over x period of time" or "it takes ~20 seconds to recover from pinned statistic for a regular squad, if not being fired upon" and all those details. There is also details on how to beat the command system, like how to use "delay points" to pre-enquene action in the lull for the first 15 seconds at the start of the turn.
It makes sense however. Any idiot can talk of things like "shooting the flank of a tank is a good thing." However, what seperates a good player from a bad one is this wealth of detailed information and interactions. It is almost like micro in that every tiny statistics is not overlooked, and winning isn't knowing the broad sketches of the battle. Knowing exactly what every unit can and can not do with frightening accuracy is a prerequisite to any real "strategy." Afterwards, the player can have those super carefully controlled fire plans that pins half your army in one go, or having tanks exploit things like turret rotation speed for a win.
I wonder if some the "but there is no strategy" people would dislike this game. After all, much of what it takes is indeed rout memorization. But really, for people that wouldn't even bother memorizing, they have no right to claim having any strategy.
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Example 2: Civ2, SMAC, Civ4
The Civilization competitive gaming community can be summed up in one word: "number crunching." (I wonder if any apolyton forumers is viewing this) The key to the game is not traditional types of "strategy." It is economics and the minute, precise number crunching to optimalize it. For the old games like Civ2 and SMAC, the community have found optimal builds in both city placement, terra-forming, and building combination. We are talking about an entire, completely designed city "grid" with a completely defined set of tile patterns. The highest level players in challenges (one city challenge, no military unit challenge, etc) will often have to resort to counting every piece of gold and mineral produced to optimalize the economy.
Grand scale stuff? puff, those are a luxury only taught to graduate students that can squeeze every piece of gold out of their cities after spending god knows how many hours managing the possibily hundreds of cities.
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So what is the point to of those examples? Strategy is not "some nebulous" set of "nice sounding actions." Strategy is knowing all the tiny details in the system and understand how all those tiny parts build up into a greater whole that bests the enemy.
Learning strategy is the hard and dirty grinding work of memorization, anaylsis and experience.
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And that is real life strategy too. For every decisive battle, countless staff workers organize the logistics, figuring out the carrying capacity of the road network, the expected supply tonnage, the mobility of foot marching infantry and so on.
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And some of you are implying that those small things are not strategy. No, those things are what defines strategy.
What is micro if it is not the set of those annoying details that you all considered beneth you? How can you claim to be an better and more strategic player if you refuse to learn about a very real aspect of the game.
I can understand why micro may not be appealing at all, as it is indeed tedium, annoying, and breaks immersion completely. However knowledge of those details do not mean a lack of strategy. In games where micro is a critical part of, well, everything, to discount it is to fail in the task of actually winning and a failure of strategy.