
The Everyday Guide to Real
Time Strategy
RTSC tends to look better under Netscape
4.7x, Mozilla 1.5+, or IE 5.x and later.
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Unreal
Tournament epitomises the basic principles of a typical
First Person (FPS) or 3D Shooter on the PC. Premise:
run around like silly buggers, blowing up everything
that moves. Score points for the team. Get as many frags
as you can. Its fast and furious, and only stops when
everyone's hands cramp up. Great for your lizard brain,
but the rest of your starved cerebellum misses out. |
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is
a personal fan site for Real Time Strategy or RTS games played on the PC
platform under Windows. It began as a single
page for a LAN party once, trying to encourage some serious hard-core
Quake fans to dabble in a little Real Time Strategy. The idea was to smooth
the way setting them up, quickly show where all the best strategies and
game guides were on the Web, and hopefully on the day, there'd be a group
of new strategic
netgamers ready to rock and roll. It wasn't entirely successful.
Well, no one read it for a start. It was wild watching those Gods of
PC gaming suddenly turn into complete noobs when it came to building a
base and getting a few units out on the field. All of a sudden they had
no more concept of what was going on than, say, my mum. There's a fair
bit to learn with an RTS, and far too much to pick up cold for a one off
event. With an action game, you install it, run it and off you go! There's
about a ten second learning curve - mouse skills and motion sickness notwithstanding.
For very little effort you get Instant Gratification: immersive environments,
the buzz of a non-contact gladiatorial blood sport... thrills and spills
galore! Where else can you jump off tall towers into lava or get blown
into small giblets and come out smiling? About the only challenging thing
is working out the game's keyboard shortcuts and your graphic card settings;
the rest is just practice.
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2D Strategy: In StarCraft you're
given a scrolling window on a giant isometric map. Everything
here is abstract, almost cartoonish. Units and buildings
are iconic like playing counters, and you play on an animated
board game where the game rules are often very arbitrary. |
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But strategy games, even the most inbred, lolly-coloured ones made for the
kiddies, require forward planning and a capacity to do three things at once.
Real Time Strategy isn't like "older" strategy games, where players
have the luxury of considered turns; nor is it the run'n'gun 3D game where
everything is laid out for you to simply run over and the only thing you
have to worry about is what happens to pass in front of your cross hairs.
In RTS, there's an entire map to keep an eye on, and a lot of rules and
things to do. Your game relies on your controlling an army made up of dozens
- if not hundreds - of individual units. You only have indirect control
over them at best, giving them instructions which they try to carry out.
Most of the time they seem to die like flies the moment you take your eyes
off them.
But even worse, you have to build this force of yours up from
scratch, and with all those different units and weapons, its tricky to
know what to build, when and why. All those different units behave differently,
fill different roles, have different strengths and weaknesses, and many
have lots of specialised menus and commands. Not much is self explanatory,
unless you've played them before. Armies don't run on nothing, not even
RTS ones. Not only do you have to build everything, you have to develop
and grow an economy to support and feed it.
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2 1/2D Strategy: In Total
Annihilation you get a 3D world, but its still presented
as a top down, scrolling map view in 2D. In 3D, things are
a little more literal and "realistic". 3D games
use crude physics models to work out trajectories of artillery
shells or movement of vehicles over uneven ground to calculate
the outcomes of battles. The shape of the terrain can now
be used creatively by the player.
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You need a gang of workers to mine stuff, build stuff, repair stuff and back
up your army. These workers are the most important guys in your force,
even though they're not actually armed. If your economy's not up to scratch,
you have no army. Not only do you have to use the right forces at the right
place and time, you also have to build them first and make sure you can reinforce
them. Apart from good ol' fashioned carnage, there's a high degree of (gulp)
management to do.
So its not hard to see why trying to get a one off strategy LAN off the
ground. Laziness aside, Real Time doesn't give beginners the luxury of long,
considered turns, or just running around blowing stuff up. Experienced but
unscrupulous strategy players will massacre beginners purely on the basis
that they know where everything is. (This is known as bottom feeding in
some RTS circles) Any differences in players' abilities quickly translates
into lopsided routs that are just no fun for anybody. And all of this is
before you can think up a strategy of your own to stay in the game long
enough to enjoy yourself.
But if this is the case, why bother with Real Time Strategy? WHY? Because
its much more fun than blowing people's heads off, that's why!
3D shooters
make for excellent brain stem entertainment - but there comes a point where
the rest of your starved cerebellum demands a little bit more of the action
and a lot less repetition.
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3D
strategy: In Homeworld you
can move in, out, around and through the action. Strategies
rely on thinking outside a flat plane and making use of all
angles. 3D strategy games are VERY different to 2D ones, although
some things still stay the same. The behaviour of the units
and use of physics becomes all important. Depth changes everything.
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Real Time Strategy games satisfy both the need
for an intellectual exercise and some silly blood and thunder (preferably
with a sense of humor). While pure deathmatch is the gaming equivalent of
unending white noise, strategy games have definite starts, middles and ends
and a greater
sense of involvement, satisfaction and sense of achievement.
Put another way, RTSC's basic premise is this: you certainly have to put
a lot more effort into an RTS game, but you'll get much more out of it as
a result. When you claim victory or defeat in RTS its almost entirely your
own work - or fault. You can play a hundred Counter-Strike games in a single
night and then not remember a single one; but many RTS skirmishes evolve
and mutate in surprising ways, and individual games can become memorable
ripping yarns. The closest 3D shooters get to this is the excellent Battlefield
series. And unlike 3D shooters, you can't buy yourself an unfair advantage
with the best PC or graphics card or cable connection. In RTS, even the
laggiest player can blast the biggest spenders off the map if their strategy
and tactics prove to be the right ones.
For all you backyard footy players, this also makes a big point of including custom
mods. All good shooter fans know how great mods can be, and RTS
is no different. Many RTS games now sport custom modifications and total
conversions built by the technical "hard core" of gamers that
spice up play no end, and many developers have twigged to the perks of
life after their game's initial release. Not all of these mods are balanced
for equitable gameplay, but they're fabulous for anyone keen to "Sandbox" their
game on the side. Aside from social multiplayer, there's doodling around
in the shed, too.
Real Time Strategic Carnage is a one man show: a
part time pet project. There are no job vacancies here, nor am I looking for
any staff or volunteers. However, feel free to mention any fave games or yours
- I keep an info page on them at Other
RTS Games. For those who have a few comments, complaints, links or other
tidbits, or even have their own pages to link to, just email me.
If I think its worthwhile I'll add it to the site. |