Console RTS "still not close to PC"
Desktop dictating development, says EA.
Electronic Arts' Chris Corry believes there is still a long way to go before console RTS games can be as fluent as their PC counterparts.
"Console RTS design has come a long way, but I don't know if you will be able to lead design of a true RTS, which is so inherently reliant on the mouse and keyboard combination, on the console," the Red Alert 3 producer told Eurogamer.
"It's one of the reasons we don't do cross platform play - the way RTS' are meant to be played, the PC guys would be so much faster."
Numerous console ports of the Command & Conquer series have appeared on console, beginning with the original C&C on PSone and Saturn back in the 1996.
An increased console interest in the genre means more time and effort is being spent on it now, and Corry believes C&C3 expansion Kane's Wrath will raise the bar in what we expect.
"C&C3, by all accounts, did a great job of easing the management experience with a controller," he added.
"What our team has done with the new radial interface in C&C3 Kane's Wrath is leaps and bounds beyond that. It's still not close to a PC, but it shows we can keep improving and that's something our team is dedicated to continue to strive towards."
These "leaps and bounds" should be noticeable in Red Alert 3 when it's released on PC, PS3 and Xbox 360 sometime next year.
One of the areas Corry and his team will be brushing up on is multiplayer; not only will there be the jump-in co-operative campaign, but multiplayer will lie at the heart of the game engine.
"Multiplayer is something we're going to be focusing heavily on - we can't share a lot of details now on features, but we can tell you the SAGE engine's evolution and improvements aren't just about graphics or physics," continued Corry.
"We're making major improvements to the multiplayer technology resting in the heart of the game engine. This should lead to greater stability and connection reliability, not to mention fewer configuration challenges and problems from disconnecting cheaters."
Other fresh features will including base-building at sea, which will be handy for avoiding land-restricted tank rushes. There will be amphibious units, too, which will automatically adapt to the terrain they're on like clever little sausages, although they will be weaker than specialised land or sea units.
Pop over to our Red Alert 3 gamepage for plenty more where that came from.
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Comments (33) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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There's no way in hell the Wiimote is precise enough for this.
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I don't agree with that. Things are what they are. It's almost like saying bikes are dumbed down cars...
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@TelexStar: Absolute nonsense.
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I'm sure this statement has nothing to do with the fact that your competition's RTS has cross-platform play and is releasing next week...right?
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"I'm sure this statement has nothing to do with the fact that your competition's RTS has cross-platform play and is releasing next week...right? "
What Universe at War, that crap game no one seems to be buying or playing
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@jack_klugman: Just so we're clear, I'm not flaming the Wii here. It's just not possible to replicate the precision of a mouse into the Wiimote. There's no nonsense about it. For starters, the Wiimote pointer's detection zone is huge and would cause massive headaches when trying to pick out individual units. It's also pretty shakey no matter how steady your hand is. Imagine trying to play an RTS with a lightgun.
I hope someone will try an RTS on the Wii and prove me wrong but I think they'd be huge compromises in the GUI to get it to work.
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You'd just need to pick a sensible scale. Selecting units and issuing orders using the Wii Remote should be no more difficult than targetting an aim reticule in an FPS, which I believe we've already seen can be done with great finesse.
I agree, you won't be able to have an experience which is as pixel-precise as the PC mouse can give you, but if you work with a sensible scale and introduce additional mechanics to facilitate ease of unit selection and environment navigation I'd imagine you could easily provide an experience that at least feels, if not directly as responsive as playing on a PC, then a heck of a lot closer to that experience than you'll get with analogue sticks.
My argument is it feels like a no brainer.
The Wii gives you a very tactile and intuitive pointing mechanism. Most RTS games are all about the pointing.
Make it happen!
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Then you played on a sucky setup. Light interference, distance from the screen, sensitivity settings, etc. The right setup paired with an app that's decently programmed makes for pixel perfect precision, if you can muster it (i.e. don't play drunk
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Use the stylus on DS. Why the hell nobody's ported Command and Conquer to the DS is totally beyond me. It could easily handle those shitty low res graphics, and the stylus is perfect for this kind of gameplay.
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If it finds an audience with DS owners it could take off bigstyle, but so far current offerings are somewhere between 'meh' and utter shite.
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+1
Sure a pad might work in some botched way but an RTS doesn't adapt to a pad as well as an FPS does. It slow and cumbersome.
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I'm not much of PC Gamer these days but you obviously haven't played Crysis on decent DX10 PC. Consoles still have a way to go and they won't catch up this year, if ever.
As for the console RTS debate, you can't take the PC 'Mouse & Keyboard' template and shoehorn that onto a console. It's never going to be as efficent. That does not mean you can't have a slick, fast and playable RTS on console, just that we haven't seen a great one yet. Tom Clancy's Endwar looks to be taking a smart sidestep control-wise to try hit a new benchmark. It's impressing me so far and I look forward to the finished game.
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What have you been smoking Smoothnoodle? Universe at War on the 360 has a neat new way of controlling units for an RTS title and the PC market is not dying. There are more PCs installed around the globe than consoles for sure. Publishers and developers keep saying that the PC market is dying because they are just too lazy to develop games on the PC format and deal with some of the headaches when it comes to tech support.
People who spend hundreds of pounds on their PCs deserve high end gaming and not this dumbed down 'accessible' crap being released right now
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Umm, no? At launch, console graphics surpass PC graphics every generation, if not through sheer horsepower, then through the ability to focus optimization for a single hardware configuration. PC graphics just always catch up, sometimes sooner, sometimes later.
The original N64 Turok, which came out at around the same time as the first Quake, had codes for stuff like godmode, or big head mode or other silly crap. There was this one code for "Quack mode". It made all the textures blocky and unfiltered, and made all the character animations stutter as if they were running at 5fps. Obviously this made fun of Quake, which looked primitive on the PC in comparison.
Just to show how quickly PC hardware catches up though, barely a year later Turok was ported to the PC, albeit with a worse framerate depending on the hardware, no anti-aliasing, and some odd visual glitches.
People who spend hundreds of pounds on their PCs deserve to be ridiculed.
Fixed that for you. ;D
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Talking out of your rear end. A console has better graphics than a PC, which is always playing catch up? Are you insane? The reason why Turok was such a bad port was down to the developers being lazy. PC's are far superior in every way to consoles, whilst the PC pushes boundaries on gaming, when given the chance to do so.
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If you're still not happy, how about this one: look at God of war 2, to name an example. that's running on the very same console hardware from 8 bloody years ago. Do you seriously think PC hardware from that time could have handled anything even remotely like that, even if heavily optimized?
People who spend hundreds of pounds on their PC's are silly.