Taylor: RTS innovators going backwards
Supreme Commander urges restraint.
Innovation is a double-edged sword in the real-time strategy genre, according to Gas Powered Games boss Chris Taylor, because by trying to stand out too much you may not been seen at all.
The problem for the RTS genre, Taylor explained in an interview published today, has been trying to rethink the core base-building mechanic that made games like Total Annihilation fun in the first place.
"There's been some desperate moves in the industry to find a new place for RTS," Taylor told Eurogamer. "All these kinds of variations, but it's like saying let's add a fifth wheel to a car, or let's take a wheel off. But maybe we can actually make the car more comfortable, maybe we can make the drive less noisy or more fuel-efficient.
"There's other places to go than just pure breaking something off or sticking something on to innovate. I actually wrote an internal essay about this - when games run out of places to go and apply a gimmick instead, it's a turn-off, and not having had the resources or the dare to do it, they would have sold more copies.
"For years we've been beating the drum 'innovation, innovation, innovation'," he added, "but innovation for innovation's sake actually takes you backwards."
Ideas that enhance core RTS mechanics are what Taylor likes. In Supreme Commander 2, he's adding features like strategic zoom and Experimental units "that really make the game more lively but not at the expense of the core RTS experience", as you can read in last week's preview.
Alas, the follies of the genre have left Taylor as one of the last big-name RTS developers in the business, although there is another - and that company is Blizzard.
"We're doing a good job of revitalising RTS but keeping it moving forward in a way that doesn't forget itself, if you love Dune 2 and Command & Conquer and Total Annihilation and StarCraft," he said. "I mean, certainly Blizzard is staying on that track, they're not throwing away the old formula."
But he added: "It's no secret that they have a double-edged sword there, because you need innovation, but if the Koreans up and stop playing the game... What they should do is they should take Warcraft IV and innovate on that, because they don't have the same risk and they do need a free hand."
Supreme Commander 2, announced a couple of months ago, will be out in the spring on PC and Xbox 360.
Head over to our full interview with Chris Taylor to find out more.
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Comments (11) Latest comment 2 years ago
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Over the last few years, I found Company of Heroes was very innovative, Dawn of War 2 was aimed at being an RTS-RPG crossover and Creative Assembly are continuing their two-step approach for the Total War games (Big changes in one title followed by refinements in their next). On the X360 we had C&C 3 and Halo Wars, which weren't amazing RTS games but weren't exactly god-awful.
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No one wants just gimmicks (*cough*RUSE*cough*), but just because Blizzard are making the same game they did 10 years ago doesn't mean everyone should take that approach.
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Removing the harvesting (you fight over random tiberium drops), no base building, control point capture mechanics, unit count limits... They've basically removed all the gameplay mechanics that make the command and conquer series recognisable.
C&C3 was great. Rather than build on that they've decided they want to make Dawn of War 3 instead.
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Its the innovations of other companies which have reinvigorated and the standards for the RTS scene. You've no got your micromanagment heavy squad based RTS games like Dawn of War 2 and then you have your large scale warfare games like the Total War saga.
If anything the current batch of games released over the past few years show that many of the mechanics in RTS games are archaic and redundant. Base building and resource gathering is no longer essential to a games "strategyic" nature. I've had such a blast on DoW2 multiplayer as I could focus all my strategic thinking on squad choice, placement and what objectives to capture not what building do I build first and how many people do I sety off to gather resources..
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this is just a serious observation from an ex-fan.
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If you bear that in mind his comments make some kind of sense, since most innovation (like found in CoH and DoW2) is purely tactical in nature, and would make little to no sense in a strategic oriented game.
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Meh, I'll wait till Starcraft 2 if I want my classic RTS, and buy Chaos Rising, because Relic made it.
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"Base building and resource gathering is no longer essential to a games "strategyic" nature."
It does add to the depth and strategic choices of a game, though.
"I've had such a blast on DoW2 multiplayer as I could focus all my strategic thinking on squad choice, placement and what objectives to capture not what building do I build first and how many people do I sety off to gather resources.."
What you're saying is you prefer only having to think about your units, instead of your units + your base + expansions. There's dumbing down and then there's pointless dumbing down, and IMO the removal of base building from RTS games falls into the latter category.
@kcasier
"The problem is that the RTS moniker has come to comprise of two different game types; the Strategy game and the Tactical game, the "innovation" he complains about is actually the shift (in the market) from the strategy side of things to the tactical side of things."
Agreed - a lot of the new 'RTS' games should really be labelled as RTT (real time tactics) instead.
http://en .wikipedia.org/wiki/Real_time_t...