Jump to: The Introduction :: RTS101 :: A Brief History :: Trent + RTS = :: Conclusion
and PreviewBack in the day, when I was a strapping young lad
on the brink of finally convincing the parents that the household
needed
a computer as much as it needed gas and electricity, there were two games that I
was introduced to through two third-parties that I loved like no man should love
software:
Wolfenstein
3D and
Warcraft: Orcs and
Humans. Wolf3D was considered far too
gruesome and
controversial for a
conservative family like mine, but Warcraft, to the untrained eye, looked much
like a puzzle game to the unknowing guardians-that-be; that stayed in the house,
and I can safely say that I'm a better gamer -- nay,
person -- for it.
This game was the catalyst for one of the most consistent gaming loves of my
childhood, teenhood, young adulthood, and so on: the pure exciting, energetic,
exuberance experienced in the enjoyment of the
Real-Time Strategy genre.
This article is the first part of what will, most likely, end up being a
four-part series in celebrating and analyzing (mostly the latter) the modern
RTS. Coincidentally, it may also completely remove whatever sex appeal I had
left in favor of boosting my nerdiness, but that's neither here nor there.
From
Left: Dune II: The Building of a
Dynasty, Starcraft,
and Age of Empires
3.The
IntroductionIn this introductory article, my goal is to,
basically, attempt to summarize what I personally consider to qualify as a
real-time strategy game. After that, and what will compromise a large majority
of the length of this article (I got a
bit carried away), I'll look at
the history of the genre up to the point where I'll begin detailing more
specific aspects of today's modern RTSs. So, if you're really not a big fan of
reading a lot, feel free to skim through the history segment; a lot of it isn't
absolutely critical to the rest of the series, but I personally found it to be
really interesting stuff. After that, I'll go into a little
spiel about
why I personally consider RTS games to be amongst the most enjoyable and
long-lasting games around.
Subsequent articles in the series will take a
look at ideas and games which are far more applicable to the
here and the
now. In the second article I'll go through an in-depth look at a lot of
the prime mechanics and innovations that have been introduced over the course of
the last seven-eight years (with a focus on the last three-four, in particular)
that lead us into the current "generation" of RTS games. In the third article,
I'll then take a close look at what I, and many of the people I talk to,
consider to be the current big-name entries in the genre in order to give a more
current and practical spin to the ideas discussed in the second article. In the
fourth, and most likely final, article I'll take a look at the blockbuster
titles coming in the next six-nine months which should really inject a whole lot
of innovation and life into a genre which is constantly adapting to the
increasingly complex desires of PC gamers.
And that last point is really
the aspect of real-time strategy games that I find most noteworthy: with every
big RTS, gamers are introduced into an entirely new level of complexity. With
only a handful of exceptions, I think it's arguably one of the few genres left
in the realm of PC gaming that hasn't been a victim of the simplification that
tends to occur when games are simultaneously developed with both consoles and
PCs in mind. The result of this development is that a lot of complexity
(
especially in the user-interface) is compromised to make things far more
manageable for console gamers. PC RTS titles have been ported to consoles in the
past (generally much later than the original PC release date), but the amount of
map, unit, and base management that needs to be done by the player is incredibly
difficult to pull off with a joystick on a gamepad, and without a mouse and the
wide variety of possible keyboard hotkeys that PC gamers utilize.
RTS101I'm not going to get all
super-technical or create some kind of strict definition for what I mean when I
refer to a
Real-Time
Strategy (RTS) game. Sometimes this label gets overused on a lot of titles
that, for the most part, really don't deserve to be labeled as such. For the
most part, I'd say that the distinction between a lot of the particular
necessities for the genre pretty much just boil down to semantics, but
I'm told that reputable writers need to "define their terms" in an effort to
look all sorts of professional and informed-like. Anyway, there are a couple of
things that really
make an RTS as far as I'm concerned.
The
first, and most notable, is that the game is played-out in a fashion that the
title of the genre implies: real-time. This means that at no point should the
real guts of the game allow for the player to pause the game in order to plot
his base, give orders to units, or share baking recipes with the opponent. All
of the action in a particular match should not be interrupted unless it is a
complete interruption of input as well. There are some games which make
this benchmark complicated in that they may mix aspects of real-time strategy
with turn-based strategy in separate segments of the game.
Rome: Total War is a
prime example of this; the battles occur in real-time, but a majority of the
army, nation, and general army tactics all occur by turns over a map of Europe.
This game I would consider to simply be a Strategy game rather than refining the
label to real-time strategy.
Rome: Total
War.Secondly, I believe that the focus of the real-time
strategy in the universe of the average gamer is that each RTS puts a very heavy
focus on the military aspects of the game. Some games which call themselves by
the label even put military strategy as their
sole focus, but these
titles are a case that I will delve into a bit later. For the most part, though,
while certainly the major focus of a traditional RTS is on military tactics and
strategy, the importance of a player's economy, technology research, a base
structure cannot be overlooked unless the player wants to go through a match
with continually overpowered, technologically superior units of his enemy.
These things considered, a lot of real-time strategy games released over
the last fourteen years (Dune II was released in back in the days of the
cavemen, dinosaurs, and stone tablets of 1992) really have yet to pick up on one
of the most important aspects of strategy as far as military conflicts are
concerned: the actual
strategical prowess of a player. A lot of games
certainly require a great deal of thought put into a player's particular game
strategy (I'm using the word in a general sense here), but rarely does a game
actually reward players for actually employing a particularly complex strategy
with few units of low power against a far larger force which, by most
calculations,
should emerge the victor. There are numerous instances in
the history of world conflict where a country's forces have entered into a
battle completely overpowered, outnumbered, and generally outmatched, but yet
have managed to "win" the battle by most counts due to the strategic brilliance
of their commander. Most RTS titles, though, don't generally allow for this to
happen; an inept player with massed units, in some games, can simply enter a
fight with a superior player in command of very few units, and pull out with a
total victory. Does this prevalent shortcoming of the genre really change the
way we look at games under which it's labeled? I'd say no, but it raises
interesting questions which the next generation of real-time strategy games --
Supreme Commander
in particular -- are looking to remedy.
Supreme
Commander.A Brief History
of (Real)-Time (Strategy)There are articles across the
Intarweb that put a far larger emphasis on the history of the genre than I
should even attempt right now, but for the sake of completion, I'll devote a bit
of space to give a mere glimpse at the roots and titles which really laid the
groundwork for the modern real-time strategy game.
There are various
early games that are believed to have contributed to the idea of the real-time
strategy game as we think of it today; the first one being
Stonkers was released in 1983
(developed and published by Imagine Software). Stonkers was released for a
platform that, in all honesty, I never even knew about until I did some
preparatory research for the series: the
ZX Spectrum (and with the
breathtaking graphics of Stonkers that can be seen in the first
screenshot below this paragraph, I think I know why). In the game, players
controlled various types of units (infantry, artillery, etc.) and focused
entirely on the combat aspect of the game; while attempting to eliminate the
enemy, though, players had to be mindful of each unit's energy, and attempt to
conserve it to ensure that your supply units don't run out of munitions to
supply the units before a new shipment of energy arrives.
Stonkers.The
next evolutionary leap in the fledging genre (which, as of yet, wasn't
considered as such) is
Herzog
Zwei (roughly: "The Second Baron"), released for the Genesis' Mega Drive
back in the winter of 1990 by developer/publisher TechnoSoft. HZ was one step
closer to the RTS style that we play now -- though not quite the major catalyst
that will be discussed next -- in that it put the player into more of an unseen
commander deity that directly manipulated his forces. In Herzog Zwei, the player
took control of a robot (either flying or land-based) that was responsible for
the deployment and indirect control of his units, which came in one of eight
flavors of a land-based variety. Once each unit was deployed, the player had to
spend money to activate the unit with one of six possible activity "programs" --
three offensive ("enter the nearest minibase," "attack units at the nearest
minibase," and "attack the enemy base") and three defensive tactics (stationary,
circle, and aggressive defense) -- which defined how the unit would operate.
Each of the two players on a given battlefield had a unit cap of fifty units.
And, essentially, the goal is to completely annihilate the opposing player.
Herzog
Zwei.While this trip down memory lane (ha. ha ha.) is all
well and good, it's time we got to the game that is widely regarded as the
Grandfather of Real-Time Strategy as we know it:
Dune II: The Building of a
Dynasty. This game was released in 1992 by a developer that any strategy
aficionados should recognize very well: the late
Westwood Studios. That's right. The
same guys who brought the far more widely-recognized Command & Conquer
franchise to gamers across the globe were the same developer that really made
real-time strategy into a
genre. Dune II was a very
loose sequel
to
Dune (which
has is based off of Frank Herbert's
book
of the same name).
Dune II: The Building of a
Dynasty.Although Dune II seemed to be a sort of natural
evolution from Herzog Zwei, in an
RTS
history by Gamespot, Brett Sperry (considered Westwood's "visionary" behind
Dune II) considers the Advanced Dungeons & Dragons game
The
Eye of the Beholder to be a far more critical influence in the design of
Dune II. He said, roughly, that Dune II is the result of trying to envision a
game set in a real-time environment (like Eye of the Beholder) that "could be
combined with resource management and a dynamic, flat interface." This vision is
what, eventually, led to Dune II. A game where, while similar to Herzog Zwei in
its militaristic intent, allowed resource gathering, free-form base building
across the map, and an intertwined dependence on technology and structure
development in order to progress across some form of what is now referred to as
a "tech tree." Dune II also introduced the idea that there could be different
playable sides (races) that could have different forms of operation, different
weapons/units, and so forth -- an idea that is easily comparable to almost every
RTS on the modern market.
But, of course, it isn't always the first game
in a genre that really makes the largest impact -- for instance, in the early
years of the first-person shooter games weren't called Wolfenstein 3D clones,
they were called
DOOM clones --
and such is the case with real-time strategy games. The developer Silicon &
Synapse, probably best known for their puzzle/platformer involving a
trio of Vikings was
developing a game that would, for the most part, revolutionize the then-sparse
genre with a game involved around what seems like an eternal militaristic
struggle between green men and barbarians. Of course, Silicon & Synapse had
an identity crisis in 1994 and changed their name to Chaos Studios; though the
developers were dismayed to find that another company had already laid claim to
a similar name. The team eventually decided on the name
Blizzard Entertainment and shortly
thereafter released their first
major hit:
Warcraft: Orcs and Humans -- a
game which evolved Westwood's Dune II formula to, pretty much, a form incredibly
similar to the modern RTS. The resources involved were gold and lumber (a
tradition carried on throughout every game in the RTS titles in the franchise),
and involved an epic war between the Orcs and the Humans. Unlike later titles,
every unit of the same race shared the same voice (all of which were done by
Bill Roper),
and the Orcs were solely composed of Orcs (
Warcraft 2 evolved this into
Orcs, Trolls, and Ogres) and the Humans solely contained Humans (WC2 changed
this to Humans, Elves, Dwarves, and Gnomes). The units for one side, save for
some spells, also had identical counterparts on the opposing side as well.
Warcraft: Orcs and
Humans.Westwood eventually responded with their
widely-known
Command
& Conquer series in 1995, and the genre continually expanded and evolved
from there. A number of these evolutions are things which I plan to delve into
in more detail in the subsequent parts of this series. For further history on
the genre which goes into more detail (especially where I left off), I'd highly
recommend both the
Wikipedia listing
(for "Real-Time Strategy") and
Gamespot's
1989-1998 history.
Why Trent + RTS
= My personal motivation for writing this series of
articles is something I felt deserved a bit of attention, even if it's just for
the sake of completion. Back when I
finally had access to my first PC in
my own household back in 1994, the real-time strategy genre was really one of
the first things that I was introduced to which I legitimately enjoyed. My
parents were fairly strict about the kinds of games I played, and unlike
Wolfenstein 3D, Warcraft could easily be concealed as nothing more than a
base-building and resource management simulation as opposed to a mildly violent
war game if the eyes of the guardians were amongst me.
That may be the
reason for which my extended exposure to the genre originated, but it's an
interest of mine which has never really decreased over the years. Alongside my
real-time strategy fascination, I have a true love for first-person shooters as
well; however, as any gamer should be ready to admit, a first-person shooter is
generally a far more short-lived, flashy, blockbuster game which, until
multiplayer gaming became huge, really didn't have much of a lifespan (at least
for me). Throughout the years, I've always been able to count on RTS titles to
continually evolve into more complex (though, interestingly, more user-friendly)
beasts that continue to be amongst the greatest challenges for a gamer. I
believe that the average game's difficulty has decreased
significantly
since the days of games like
Ghost'n Goblins. When
I played through
Monolith's big-budget
shooter
F.E.A.R. for the first time
last year, I played the game on its Hard difficulty and, for the most part, it
was just a cakewalk in terms of its difficulty level. The game's Extremely Hard
difficulty setting, also, didn't provide much more in terms of additional
hardship for me to play through -- something I find fairly unsatisfying and
unrewarding. But when I recently played through
Warcraft III: Reign of Chaos
to its finish (I had always managed to lose my progress due to freak accidents
somewhere in the middle of the game in the past) on Hard, it was actually a
difficult experience. Had I not spent so much time playing the game in
multiplayer against
incredibly talented opponents on
Battle.net over the last four years, I can't
even imagine the kind of frustration levels it would have induced in me.
Warcraft III: The Reign
of Chaos.Most of all that
interests me, though, is that every RTS game feels so completely
fresh
compared to one another. I can get sick and tired of Warcraft 3 or
Rise of Legends (these are, of course,
titles I will actually talk about in detail later), I can simply pop in
Age of Empires 3 for a completely
different playing experience. Every developer has such a drastic separation in
what they envision their take on the typical real-time strategy formula that,
when all is said and done, most entries in the genre arguably bear little
resemblance to one another.
Conclusion and PreviewI can't even believe that all
of this was merely the first
part in the series. I expected this
introductory article to be a fairly quick run-through of the goals I wanted to
accomplish in writing the series and, now, I have a large six-page expedition
through genre that should make for a great entry into the rest of the series.
Once I reached the end of what you now see as the end of the
history segment of this article was the point where I
finally realized that I couldn't just delve into the huge story that could be
told about the genre's formation. See? This is my attempt to exercise my
pathetically weak amount of journalistic
restraint.
Now, as I
briefly laid out earlier in the article, the second part of this series will
take a look at several of the major innovations that have occurred in the genre
since the point where stopped in the history earlier. This will entail
everything from the introduction of major unit micromanagement to a slight focus
on adding more RPG-like elements to RTS games in the form of "larger than life"
hero units to the importance of realistic physics in a strategy game. That's all
in store for the next segment, and I hope you've enjoyed the series thus far.
Until next time:
rawr.