Showing posts with label Genre Examination. Show all posts
Showing posts with label Genre Examination. Show all posts

14 June, 2015

Genre Examination: Real-Time Strategy

In the first genre examination post, I discussed one of my favorite genres, turn-based small squad tactics games. In that post, I lamented how it is such a niche genre with only a handful of truly worthwhile (recent) entries. In this post, I will take a brief look at the more well-known cousin of TBSST, real-time strategy. Some well-known RTS franchises include Starcraft, Command & Conquer and Age of Empires.

Well memed, my friend. Picture taken from
<https://s-media-cache-ak0.pinimg.com/originals/8e/66/fb/8e66fbae5223ea2c26c7939cd7056048.jpg>

This post is quite different from the previous ones in this blog in that the prior posts have all dealt with games and genres that I particularly like, whereas I have never been particularly fond of RTS games. In fact, the only RTS game that I have really gotten into was Warcraft III: The Frozen Throne, and that was primarily because I loved the world of Warcraft (pun intended). I have also played a fair amount of Total War: Shogun 2 and a bit of Starcraft: Broodwar, but other than that, my experience with the genre has been quite limited. So, while I am by no means an expert on the subject of RTS, I think it is still interesting to look at how the genre has evolved over the years, and arguably somewhat faded into obscurity nowadays.

I was a scummy Night-Elf player. It is known that the Demon Hunter is the hero of choice for maximum edgelord potential.
Picture taken from
<http://krakou57.free.fr/War3/Models/Units/NightElf/HeroDemonHunter/HeroDemonHunter.jpg>

Historically, RTS has been one of the cornerstone genres for video games, with plenty of successful franchises. More recently, however, the genre has been in a somewhat of a slump, with few truly noteworthy titles being released in the last few years (the most notable arguably being Starcraft 2). Overall, it seems like the AAA game industry has largely moved away from the RTS genre, although fortunately series like Total War still remain fairly popular (even if Total War is not a pure RTS game). Generally, however, people looking to get their RTS fix should probably look towards the indie side of the game industry.

The Total War series offers battles of epic proportions. Picture is from Total War: Shogun 2.

The Early Days

It is interesting to consider why RTS turned from one of the most popular genres into its current, almost niche state. I assume that one of the main reasons RTS originally established itself as a prominent genre was due to simple technical limitations of the 80s and early 90s: the hardware available could not yet handle 3D graphics, which naturally severely limited the types of games that could be made. Consequently, side scrolling 2D action platformers were probably the "standard" game type during those times. Other prominent genres included (J)RPGs, point-and-click adventure games and, of course, RTS games. A clear benefit of RTS games is that they work well with simple top-down 2D presentation, thus making them relatively easy on the CPU. An additional benefit of the genre is that with proper UI design, they can be played largely with a mouse, simplifying the control scheme (although using keyboard shortcuts is obviously much preferred).

An orc base in Warcraft: Orcs & Humans. Picture taken from <http://us.blizzard.com/static/_images/games/legacy/wc4.jpg>

As the processing power available on PCs and consoles increased, we saw the advent of 3D gaming, which, I would argue, is the single most groundbreaking development in the history of video games. 3D graphics enabled developers to device completely new types of games, as can be witnessed today. While the switch from 2D to 3D revolutionized the industry, it should be noted that RTS games were left fundamentally unchanged; sure, they look nicer with 3D models and environments, but the core gameplay has remained largely intact (although there have been some developments, which are discussed a bit later). Although I think it was necessary to touch upon the technical aspects that played an important part in the history of RTS as a genre, that is not what I want to focus on here. Instead, I want to try and look at what kind of an experience the genre offers, and what makes it distinct from other genres.

What Makes Them Tick?

I suppose I'll start the analysis of RTS games from the letter S, for strategy. As the name of the genre implies, RTS games are ultimately about collecting resources, building armies and beating your enemies' armies in a strategic manner. That is to say, players should have some type of a strategy that they want to execute going into the game, but they should also be capable of adapting to what their opponents are doing.


This is at the core of an RTS experience. Picture taken from
<http://upload.wikimedia.org/wikipedia/commons/7/77/Waterloo_Campaign_map-alt3.svg>

Due to the strategical nature of the genre, there tends to be a deep pool of knowledge required to play and enjoy RTS games. One needs to understand the different types of units, buildings, build orders, tech trees, unit compositions, general strategies and also be able to react to what the enemy is doing. The vast amount of initial familiarization required makes RTS one of the most difficult genres to get into for novices. If you compare RTS to FPS, for instance, the difference is like night and day: in FPS games, a new player does not really need to understand a whole lot to be able to enjoy the game on at least some level - you have a gun, you point the gun at stuff and shoot. That's it. RTS games, on the other hand, only really become enjoyable once a certain skill and knowledge threshold has been reached, and the player can start to focus on what to do as opposed to how to do it. Of course the upside of all the complexity is that there is a great deal of depth in RTS games, but uncovering that requires one to stick through the often awkward learning phase.

It's dangerous to go alone! Take this. Picture taken from <http://pichost.me/1303432/>

Moving on to the letters R and T, although I generally like strategy games, I am not particularly fond of real-time strategy. This is because in RTS games, the pace of the game is generally high throughout the game, and there is very little chance to pause and really ponder through your options. Furthermore, a basic tenant of the genre is that multitasking is absolutely essential, and players typically have to juggle their attention between micromanaging their army, base building, strategizing and keeping an eye on what their enemy is doing. I find the constant time pressure to be rather stressful, especially when initially learning the game. Naturally, the upside of the time pressure is that even if there is a lull in the fighting, there is still always lots of things to do and decisions to make, and the games typically do not last very long.


This is pretty much how playing RTS games feels like. Picture taken from <http://mercercognitivepsychology.pbworks.com/f/1385057522/Multitasking.jpg>

When the above considerations are taken into account, RTS games demand quite a lot from their players: one has to both understand all the different components that there are in the game (such as units and buildings) and be able to keep up with the often frantic pace of the matches. They are certainly not pick-up-and-play types of games, but rather games that reward dedication and skill. This makes them good competitive titles, but not necessarily very appealing for the more casual players.

A casual after a ladder game of [enter your favorite RTS title here]. Picture taken from
<https://media3.giphy.com/media/HJTBvT7cTQqFq/200_s.gif>


Developments in the Genre

Now that I have briefly discussed what I think the key aspects of RTS as a genre are, I will move on to point out a few ways in which the genre has evolved over the years. The first trend that has emerged is the emphasis of  micromanagement over macromanagement (micro refers primarily to controlling your units in battle, whereas macro refers to higher-level strategical decisions, base building and economy management), such as with the newer Dawn of War games. In fact, it has become quite common for newer RTS games to abandon the base building aspects altogether and limit resource gathering to capturing control points on maps, as opposed to the traditional system of mining minerals with dedicated workers. In a sense, it could be argued that the genre has shifted its focus more towards action rather than strategy, with commanding your troops in battle becoming the primary (or even sole) focus of the games.

The second trend concerns how the units are handled. Whereas traditionally, one would produce and control single units individually, it has nowadays become more prevalent to replace single units with small squads of a particular unit type. For example in Company of Heroes, there are basic rifle squads and mortar teams that have multiple men, but which function as a single unit. I think this has been a great change, because it reduces some of the tedious micromanagement of controlling every single unit independently, plus it also makes more sense from a real-life military perspective.

A rifle squad in Company of Heroes. Picture taken from
<http://www.mobygames.com/images/shots/l/186195-company-of-heroes-windows-screenshot-a-squad-of-riflemen-on.jpg>

The third trend is featuring an experience system and customization options for units, thus providing an incentive to keep you troops alive. The basic gist is that as the units get more battle experience, they also grow stronger and often also learn new abilities. Sometimes there are also particularly powerful hero units that can have a major influence on how the battles play out. This is quite different from the more old-school approach of having all units be equal, which reduced particularly the lower-tier units into simple cannon fodder.

The Impact of The RTS Genre

Although RTS as a genre has seen a clear decline in popularity throughout the years, it has, nonetheless, had a major impact on the game industry as a whole. Perhaps most notably, RTS has been responsible in spawning whole new game genres. The new genres may have been born as custom maps for Warcraft III or Starcraft, but eventually outgrew those platforms and established themselves as independent genres. One example is the Tower Defence genre, which is still mildly popular, particularly in the more casual games, such as Plants versus Zombies and Orcs Must Die.

Personally, I never understood the attraction. Picture taken from
<http://www.loopinsight.com/wp-content/uploads/2010/03/tower_defense.jpg>

By far the most notable genre to have spawned from RTS is, of course, MOBA, or Multiplayer Online Battle Arena. I suppose it should be noted that the name of the genre is still a matter of some debate, and there are a variety of alphabet soup acronyms more or less commonly used, such as ARTS (Action Real-Time Strategy). In any case, MOBAs truly have taken the (competitive) gaming world by storm, quickly becoming the hottest genre together with Modern Military Shooters and "wacky" simulator parody games, such as Goat Simulator and I am Bread. I may later write some of my thoughts on why exactly MOBAs have become so immensely popular, despite the fact that the genre suffers from some pretty serious problems. To name a couple, MOBAs are infamous for having a very steep learning curve in terms of all the knowledge a new player has to acquire before being able to really enjoy the game (much more so than RTS games). What is more, MOBAs tend to have a poor gameplay ratio of "intense action going on, butter clench my buttcheeks real tight" and "just farming on my lane, I sure hope something exciting happens soon". Those issues, however, are a subject for another time.

19 January, 2015

Genre Examination: Turn-based Small Squad Tactics Games

This time, I want to briefly write about one of my favorite genres: turn-based small squad tactics (TBSST). As the name suggests, these types of games focus on strategically and/or tactically managing a small-ish squad of troops in battle, utilizing a turn-based battle system. Certainly the most well-known modern example of such a game is the excellent XCOM: Enemy Unknown. Some other notable examples include the older XCOM games, the Jagged Allience series, Fallout Tactics: Brotherhood of Steel, Silent Storm, and Frozen Synapse (although that one has a simultaneous turn system, which makes it somewhat different from the other titles). Unfortunately, the list of examples is quite short; for whatever reason, this seems to be a rather niche genre. It is such a niche genre, in fact, that it doesn't really even have a well-established name!


Frozen synapse has a very simplistic and distinctive look, but underneath the surface, there lies a deep layer of tactics.
Picture taken from <http://www.frozensynapse.com/>

What Are Typical Features of the Genre?

So, for the uninitiated, what are TBSST like? Often times, they share certain gameplay features, which include:

General


  • There are typically two distinct modes of play: a strategic/world map mode, where you manage your units, select which missions to take, purchase new equipment, etc., and the battle mode, where you control a handful of units from a isometric point-of-view.
  • The battles are fought on pre-determined maps/locations.
  • The player faces unfair odds in terms of the number of enemies he or she has to fight - this forces careful planning to succeed.
  • The game works with odds of success. For example, you may have a 57% chance of hitting a shot - do you take the risky shot, or look for a safer play to make?

Units

  • Units specialize in different combat roles (machine gunners, snipers, close-quarters combat specialists, medics, etc.).
  • An important aspect of your overall game plan involves customizing your units (their gear, stats, and possible special abilities).
  • The death of your units is often permanent.
  • Your units often improve with experience, which rewards keeping them alive.


The excitement of XCOM:EU's combat is complemented by base management.


A Genre for Armchair... Sergeants?


TBSST is an intriguing genre; to me, it feels like a halfway point between real-time strategy (Starcraft)  and larger scale strategy games, such as 4X (Civilization) and grand strategy (Europa Universalis). That is, TBSST focuses on a small number of units - a smaller number, in fact, than most RTS games - as opposed to the larger scale strategy games that are not interested in single units, or even single armies, but look at the bigger picture of politics, economy and geography. This puts the player close to the combat, where the excitement is. On the other hand, the game still plays in turn-based fashion, making the gameplay slower and generally more ponderous than RTS games (which tend to be very frantic), but not nearly to the extent of grand strategy games' spreadsheet-like gameplay.

The combat in XCOM:EU revolves largely around the use of cover and flanking your enemy.

The way I look at TBSST is that if RTS games are mostly action games with layers of strategy and tactics on top of them, and hard-core strategy games are for self-proclaimed armchair generals who are interested in high-level empire management, then I guess TBSST is for the armchair sergeants who want something in between. Basically, a game that is primarily concerned with low-level strategy and tactics, but also one that never gets too far away from the action. Add in a healthy serving of role-playing elements, such as improving your squad, and you've got a recipe for success.


Silent Storm is definitely a one of the better entries in the genre.
Picture taken from <http://www.giantbomb.com/s2-silent-storm/3030-10967/images/>


Tactical Squad-Based First-Person Shooters


Before wrapping this post up, I want to go on a little bit of a tangent here, and also write about first-person shooters that incorporate strong elements of squad tactics into their gameplay. Now, TBSST is a niche genre, but this goes way beyond even that. In fact, as far as I know, there have only ever been a handful of titles that really belong into this category. The best examples are the old Rainbow Six games, up to and including Raven Shield, and SWAT 4. Unfortunately, although this has never been a popular genre, nowadays it seems to be essentially dead. The only relatively recent game that could fall into this genre is Takedown: Red Sabre. Too bad that according to every account I've read, the game is an absolute disaster. So, hear I am, hoping for some (most likely indie) developer to breathe some life into the the tactical shooter genre. Unfortunately, I have a feeling I might have to wait for a while before any worthy candidates arise...

The butt-clenching moment before breaching a door in SWAT 4.
Picture taken from <http://www.kaskus.co.id/thread/52a747a4f9ca170e2d8b4696/swat-4/1>

In Closing

I honestly don't know why TBSST is such an underrepresented genre; to me, it seems like a nice mix of brainy tactics and up close and personal action. I guess maybe that type of gameplay just doesn't appeal very much to modern gamers, who look out for, shall we say, well-established action franchises and cinematic experiences that can be easily and quickly consumed. Strangely enough, the few recent entries I have seen in the TBSST genre have been mobile games, out of all things.

Still, I remain hopeful that there may be some light at the end of the tunnel, shining from the direction of indie developers. For example, a Kickstarter backed Door Kickers was released a little while ago in Steam, and although I haven't tried it, it seems like a promising title. It's basically a game about playing as a SWAT squad, breaching buildings and clearing them of threats, in the spirit of the legendary planning phase of the old Rainbow Six games. If I happen to buy the game and get around to playing it, I may write a post about it at some point later.