I have played and completed 'Comand & Conquer' & 'Dark Reign' and I have dabbled in many others that, quite frankly, where too dire to mention. The great failing I see in these RTS games is not their 2D graphics, for these have been the only significant improvement shown in these games over the classic Dune II. But the total failing of the designers to model a combat situation: Tactics are simplified to the point of becoming set pieces - these games become more of a straight puzzle game than a strategy war game.
Much of the 'strategy' of resource management that these games are founded on is merely going through the motions, nothing on the actual kinds of resource management involved in warfare.
Now it is vital to place the greatest emphasis in game design on the game being fun, but for myself and many others we desire emersive and believable environments. Without pushing a games atmosphere too far into the morbid (although I have enjoyed many blood soaked victories in 1st person shooters and the evil humour of Dungeon Keeper) it has to be believable.
There also has to be an element of skill, a system of challenge and reward that keep you wanting to play. For the players of RTS games - this is mental skill, to pit your mind against the computer or, even better, a human opponent. But I increasingly find myself limited within RTS games in the way I can conduct my campaigns. Can I conduct a Coup D'etat? Geurilla Warfare? Can I use sabotage and terrorist action to demoralise and weaken the ememies infrastructure? Can propaganda be used? Can I sack his home cities to demoralise his troops in the field?
I'd like to have an RTS game tackle combat properly and still have and attractive and ergonomic user interface. There have been some worthy attempts: Balance of Power, UMS II, Powermonger (but not the world war datadisk), Populous I (but not the sequels) old games from my Amiga 500 days that I loved and played endlessly. But these were only partial attempts that brought in different aspects:
Populous with its fabulous user interface that gave you a realistic removal from the direct control of your troops. (look to Majesty for a recent re-application)
Balance Of Power which, even if it was only represented by a menu item, featured much more advanced strategical features.
Powermonger with its more emersive, more realistic terrain and environment.
UMS II which I am reliably informed, was a bit too heavy for its own good. (Can anyone say Ceasar III)
There are so many good examples of games with excellent ideas - but we haven't really moved on that much. We now seem to concentrate of glorious visuals and sound... which can only be there to emerse the player. But where is the gameplay, where is believability and what the f**k is the difference between this and all the other RTS games that have been manufactured like boy/girl bands.
Fortunately I hear good things about a certain 'Black & White'...
![Happy [:)]](/Emoticons/happy.gif)
Basically - I'd like to see a game with a half decent AI, a good design, an ergonomic interface, beautifull graphics and above all the freedom to fight the war and which way we choose. I'd also like to see someone get consistency between the timescale it takes to construct a combat unit and the time it takes to fight a battle. Thats a key part of the way wars are conducted.
Plus, and this is a simple one, the units should learn how to fight while in the field - just like real soldiers. Boot Camp is great, combat is different.
Much of this I expect to see (at least to some degree) in B&W. It looks rather like B&W is going to be the benchmark for many future games. If it can stand up beside Populous & Doom and say I did something that most others wish they could have done, then it has succeeded.
Anyhow, I've rambled on far, far too long. If you want any further information on any of what I've just waffled give me a mail. I am a computer programmer with a degree in AI, so I can also guide people in how to achieve these things I have suggested. Damn shame I spend so much time coding for my day job, I get so little time to code for myself... actually thats a filthy lie - I spend too much time playing games.
Ben Chapman
(2am GMT - when all real programmers are at work)