- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
That's not what he said. He want to be able to click on a doomblob and send it on the enemy, whereupon the IA just does the actual micro of "unit A is strong against Unit X and should target them" automatically.
That is a case where you have two options for getting a win:How would that work when both armies would be automatically trying to do that?
...maybe this would actually be a good counter if we weren't talking about MOBAs, which are not games about commanding an army, they're games about controlling a single character, if the 'micro' in even MOBA's like DoTA that are strictly based on a RTS game weren't vastly less APM heavy than that of most post Starcraft RTSs and if there even WERE a directly controllable macro layer in most.
As it stands this just changes your assertation of 'MOBAs are micro heavy' to 'I don't want to play MOBA style games'.
Which I understand. I don't want to play MOBAs either. I cannot comprehend why someone would want to play MOBAs, but you didn't say 'I don't want to play MOBAs', you said 'MOBAs are the epitome of micro'.
Some enjoy the tactical aspect but hate heavy micro so there's MOBAs
I don't feel the need to take responsibility for someone else saying something that is wrong.MOBA were given as an example of a genre that moved away from microing in favour of tactics. Sure there are tactics in MOBAs but not really the kind of tactics that makes RTS games different from other genres.
"PvP" and "toxic" go together hand in hand in my experience, it's why I avoid PvP like the plague. I don't know how much it's PvP attracting toxic people or PvP making them toxic, but the toxicity is there regardless.... I'll comment on MOBAs, but I don't think it is controversial that they are more a symptom of how some multiplayer genres work than actually respected games.
Most of what I hear about them is:
A- They are exclusively multiplayer games, which means they don't have much value to people who don't like their specific kind of PvP.
B- They are really toxic because of their high level of proficiency to actually play their specific kind of PvP.
That is a case where you have two options for getting a win:
1- Optimally you want whoever managed the better mix of unit counters to win. Say one side is a bit heavy on tanks while the other has enough tank killers to take them down faster. This moves the problem to being a mixture of predicting/identifying the enemy's build and getting the economy and production time to counter that properly.
2- More commonly the bigger doom blob wins, and the main goal is to make the blob faster than an enemy by just plain doing economy and production better.
Either way it has it so the armies are an extension of the economy instead. So your ability to macro (produce a better economy) is more critical than your micro (control over individual units during the fight).
That's assuming that the units in that game are melee based.Mhm, I meant more in a unit movement kind of way.
Each unit would move towards the unit they counter, and away from their own counter while the enemy units do the same, creating a continuous cycle of units moving around.
It seems to me like that would result in some kind of huge blob where both your army and the enemies are mixed together in a confusing melee.
Mhm, I meant more in a unit movement kind of way.
Each unit would move towards the unit they counter, and away from their own counter while the enemy units do the same, creating a continuous cycle of units moving around.
It seems to me like that would result in some kind of huge blob where both your army and the enemies are mixed together in a confusing melee.
Tangential: I want games to play with automated chains of command where you avoid an uncoordinated mess like that by establishing coordination.I mean, this just sounds like a pathfinding nightmare, and god knows collision boxes are already enough of a problem for any sufficiently big stack of units.
Sure, I'm fine with chokepoints, but your army getting into a confused traffic jam and dying because they're too dumb to coordinate for shit is just irritating.
Tangential: I want games to play with automated chains of command where you avoid an uncoordinated mess like that by establishing coordination.
Most cases of having groups form themselves up that I can think of use unreasonably rigid and formations thatare clearly dumber than the unformed blob. I am sure that can be done better.
The 4X-RTS. These are games with a lot of resources, tech trees, unit variation, and generally slower buildups. They are basically just putting a 4X game into a real time engine.
Yeah I have actively considered RTS with pause an entirely separate category since Sword of the Stars.I feel like a bunch of these are actually 4X-RTS with pause, which is actually just such a massive gamechanger on its own that I feel it really needs to be distinguished from RTS without pause play. Although I'm not sure which RTS would actually be made worse by having this as a QoL option.
(I definitely don't play these types of games in MP, can you tell?)
That the bit."PvP" and "toxic" go together hand in hand in my experience, it's why I avoid PvP like the plague. I don't know how much it's PvP attracting toxic people or PvP making them toxic, but the toxicity is there regardless.
I unironically support Sony telling smaller studios to clean up their game of unacceptable content since the responses toward it only justify the devs being made to change problematic content
Yes I am talking about the recent response to Lisa the Definitive Editions changes
Okay so I finally looked up what the changes are which mostly consist of changing mentions of alcohol to soda and drugs to candy or whatever. In a game as bleak as LISA where the themes consist of addiction, abuse, trauma in a post-apocalyptic world, the changes do seem pretty asinine.
Nevermind, you're right, this IS pretty dumb. It's already M-Rated, so why the changes?
What amount of benefit is there from focusing on dancing around your little dudes vs doing attack moves and then working on something else is the question. Heavier micro games tend to have you constantly (200+ apm at points!) making small but still impactful decisions (down to the level of dodging individual shots in an army based game) while low micro games tend to have units that already optimally focus fire or who are slower to reposition such that focusing your effort on them bears little fruit.
Article: Modern games' progressive reduction in focus on mechanics in favor of strategy and decision making had a dramatic impact on how games played out. Classic real time strategy games rewarded the player who could build the most units. It was mechanically impossible to maximize production efficiency by the mid- and late-game while simultaneously doing everything else. Players that were more mechanically skilled could win by simply building a lot more stuff than their opponent.
[...]
This extends to economic management as well – the sheer size of mid- and late-game economies and their spread across the map in classic real time strategy games required enormous mechanical skill to effectively manage. The limitations in the user interface contributed to this, such as simplistic or out-right missing waypointing systems, which forced players to do lots of simple mechanical actions. Modern games streamlined user interfaces to make economic management easier, allowing players to focus more on what their economy was trying to achieve rather than whether or not their economy was actually doing anything.
[...]
I touched on this topic in the mechanics section, but I focused mostly on its impact on how games play out. I also want to examine its effect on user experience. Classic real time strategy games, partly by choice and partly by technical limitation, emphasized very basic macro- and micromanagement. The game engines' capabilities were fairly limited, and players spent most of their time doing basic actions – selecting production facilities, queuing units, reorganizing their economies, moving units, targeting enemy units, etc.
Modern real time strategy games streamlined these mechanics and shifted focus to more advanced macro- and micromanagement with more strategic implications. Age of Mythology emphasized god powers, Age of Empires III emphasized positioning around cannons, and StarCraft II emphasizes ability mechanics (spellcasting, siege / unsiege, etc).
This approach synergizes with the economy changes mentioned previously. Dumb units in classic real time strategy games were remarkably ineffective without handholding, meaning that fights came down to control more than anything else. Losing units was also less painful because it was more acceptable to trade inefficiently. Smarter units in modern games are much more capable of winning fights on their own – a stronger army will generally defeat a weaker army, regardless of control. This places more emphasis on cost-efficiency and changes how players think about taking engagements. Players actively avoid fights they think they can't win, because they're less able to simply control their way to victory.
The difference in moment-to-moment actions also changes how difficult a game feels. Players in classic games spent their time doing things that were very easy and basic. Easy tasks feel easy. Players in modern games spend their time on more advanced and harder tasks like spellcasting. Hard tasks feel hard. I think this partly explains the feedback from Korean professionals that StarCraft II is "too difficult", even though it is less mechanically challenging in-aggregate than Brood War. Advanced actions, particularly binary mechanics like spellcasting, come across as more challenging than basic tasks like queuing units.
The experience of controlling units on a moment-to-moment basis is also particularly different. Classic real time strategy games featured units that were ineffective without manual intervention. Controlling units meant a focus on achieving something. Units in modern games are not only more capable than their predecessors, they're also easier to control thanks to user interface niceties like smart casting and stronger waypointing. Unit control has a chess-like feel to it – controlling an Oracle is less about achieving anything than it is about executing the right strategic decisions to get it in the right place at the right time to achieve a specific goal. Once that's accomplished, the unit can do the rest on its own, at least relative to units in classic games.
Article: The result is that many rote, mechanical tasks have been replaced by complex, strategic ones. Players frequently cite the mechanical difficulty and emphasis on rote tasks as one of StarCraft's downsides; this shift in focus toward more complex and strategic tasks should theoretically solve that problem and deliver a more satisfying gameplay experience.
In practice, this design approach has a number of unintended consequences, and they're related to the thought process players employ when playing real time strategy games – playing as fast they comfortably can and executing on tasks in priority order.
One is that hard tasks feel harder than easy tasks. Easy tasks – like going back to your base, clicking on each building one by one, and queuing up a new unit – may be mechanically challenging at a high level. But they're cognitively straightforward and deliver incremental benefits as the player improves. Hard tasks – like having enough game sense to accurately scout and predict your opponent's unit composition – are cognitively complex and deliver their benefits discretely rather than incrementally.
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Easy tasks feel good. They're intrinsically enjoyable to exercise, players receive immediate benefits from any rise in skill level, and they lack an element of cognitive confusion of wondering whether they're worthwhile to execute on. Meanwhile, hard tasks often lack an intrinsic physical element, deliver their benefits in a delayed and discrete fashion, and require relatively more thinking to determine whether they've been done correctly.