Damned Registrations
Furry Weeaboo Nazi Nihilist
- Joined
- Feb 24, 2007
- Messages
- 15,853
Except that the point of complex controls for an action game is typically to give the player a wider degree of freedom in what he can do- allowing complex combos in Nioh or a fighting game isn't there just to raise the skill ceiling, it's to let people play in different ways- some prefer to use long elaborate combos, while others focus on narrow timing windows for counter attacks, and other focus on precise positioning to bait out moves and counter with specific ones.
Making you select your command centre and build an SCV every few seconds 50 times in a row isn't some kind of expression of style. Everyone does that if they can. The only people that don't are ones so shit they need to queue up 5 in a row so they have time to do other shit.
There are dozens of avenues in an RTS that would raise the skill ceiling and allow for greater variation of styles; the variance between races in Starcraft is already an example. More unit and building types is another. Base layout could be made more important, large scale faction spells like the mass recall of the protoss could be added as well. Mutually exclusive upgrades could be added to the tech tree. Terrain features could be made more complex, allowing players to make a bigger impact by positioning on the map. The fact that things like that are on the table and what you want is 'Make me need to click shit more often to do things everyone is going to do 100% of the time' is mind boggling. It's like comparing Street Fighter to QWOP and saying 'Wow, this Street Fighter game is so lame, no skill expression, it just makes your character stand all on it's own.'
Yeah, some level of dexterity is going to be inevitable. I don't personally find it fun to dick around with workers slap fighting eachother, blocking building placement, or even dealing with shit like early reaper harassment. But I wouldn't suggest taking that shit out of the game because those are example of player expression- not everyone invests time and resources in doing those things. The player that always tries to irritate you early on is different than the one that focuses on scouting or tries some sort of cheese. There's no such equivalent for the busywork inherent in the economies of blizzard games or AoE. There's no way to play the game where you just say 'Fuck it, I'll just spend my effort elsewhere and make 1/3rd less minerals than my opponent by doing 3% more damage in combat with better control of 4 marines!'
Making you select your command centre and build an SCV every few seconds 50 times in a row isn't some kind of expression of style. Everyone does that if they can. The only people that don't are ones so shit they need to queue up 5 in a row so they have time to do other shit.
There are dozens of avenues in an RTS that would raise the skill ceiling and allow for greater variation of styles; the variance between races in Starcraft is already an example. More unit and building types is another. Base layout could be made more important, large scale faction spells like the mass recall of the protoss could be added as well. Mutually exclusive upgrades could be added to the tech tree. Terrain features could be made more complex, allowing players to make a bigger impact by positioning on the map. The fact that things like that are on the table and what you want is 'Make me need to click shit more often to do things everyone is going to do 100% of the time' is mind boggling. It's like comparing Street Fighter to QWOP and saying 'Wow, this Street Fighter game is so lame, no skill expression, it just makes your character stand all on it's own.'
Yeah, some level of dexterity is going to be inevitable. I don't personally find it fun to dick around with workers slap fighting eachother, blocking building placement, or even dealing with shit like early reaper harassment. But I wouldn't suggest taking that shit out of the game because those are example of player expression- not everyone invests time and resources in doing those things. The player that always tries to irritate you early on is different than the one that focuses on scouting or tries some sort of cheese. There's no such equivalent for the busywork inherent in the economies of blizzard games or AoE. There's no way to play the game where you just say 'Fuck it, I'll just spend my effort elsewhere and make 1/3rd less minerals than my opponent by doing 3% more damage in combat with better control of 4 marines!'