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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Mon Jan 02, 2006 4:34 pm Post subject: Realtime Strategy design |
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Has anyone figured out a way to beat the computer in realtime strategy games, but good? I mean, in Warcraft 2, in particular, I end up with tremendous losses anytime I try invading a city. I simply can't manage to organize my units to any degree of consistency, and they break into a free-for-all with the computer seeming to have an advantage because it can switch characters at will, and turn half my soldiers into critters before they even get to the battlefield. This seems to me very cheap; it's not possible for a human to control his mages this quickly and accurately, nor effectively. It would seem to me better to implement a "time delay" of say, 2 seconds (the time it takes a human player to identify and aquire an onscreen character with the mouse) between character aquisitions by the computer.
Now I know this isn't RPGs we're talking about here (although the lines are blurring somewhat), but it does seem to me relevant to RPG design. (yes?) Oh what they hey I'll put this in off-topic.
How do you guys win your RTS battles? (against the computer, of course)
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Mon Jan 02, 2006 7:39 pm Post subject: |
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RTS games tend to degenerate into clickfests, which gives the computer the advantage. However, the computer AI tends to be so bad that it needs that advantage, so things even out in the end. Typical strategy for Warcraft 2 against a computer opponent in an even game:- Get the economic advantage quickly by focusing on resource gatherers, buildings, and upgrades while building just enough military units to defend yourself. (I think towers work fairly well).
- Build a big army of your biggest units. That would be dragons/gryphons if you can afford them, and knights/ogres if you can't. Also get some catapults/ballista and/or death/ knights/mages. 18 units work well, since you can divide them into two groups of 9.
- Start you attack with your ranged units. When the enemy responds (preferably after taking significant losses, send in your melee units and crush everything in your path with an overwhelming force.
- Alternate strategy using flying creatures: take out his anti-air defense as quickly as possible. Pick off the rest at your leisure.
Personally I prefer my strategy games to be turn-based, which keeps them from degenerating into clickfests. Land of Legends anyone?
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Mon Jan 02, 2006 8:35 pm Post subject: |
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Rainer Deyke wrote: | Get the economic advantage quickly by focusing on resource gatherers, buildings, and upgrades while building just enough military units to defend yourself. (I think towers work fairly well). |
Yes, those towers do work very, very well. They tended to be my biggest source of casualties, after the mages and death knights...
I just don't see how to get to the towers though, without losing a good number of people. And, the towers fire often enough that they tend to inflict 15% more casualities than I'd otherwise take. Of course, ballista/catapult can destroy the towers easily, but not before you lose your men that were meant to guard the ballista.... In seiges, another issue is the problem of needing to take direct control of your armies, because it is necessary to concentrate your efforts on one enemy at a time to reduce your own casualties. But even then, you can only do this with one army at a time. Soon this army is surrounded by the enemy, and annihilated. Which means call out the second army, repeat the process.... It would be much better if it were possible to control both armies at once, or perhaps, to make individual control them easier.
There is a convention to make a group of characters follow another one (by right-clicking him after grouping several units), but it is buggy and error-prone. The leader often gets hemmed into a corner by his own men, or even completely surrounded by them and his advance halted completely if he is stopped.
Probably the best way to improve control on a scale that would parallel a disciplined army would be to allow "persistent groups": make any member of a group its leader just by clicking on them, without needing to recall the entire group. Memorywise, you'd leave formations persistent, as opposed to wiping them every time you selected a new group. Of course, they can be recalled, but you must hold down alt when clicking them to make the recall, and that's a distraction.
In the absence of a specific redrawing of the group, formation should be persistent.
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Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
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Posted: Tue Jan 03, 2006 2:38 am Post subject: |
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I have long despised RTS games for this very reason...click-fests. If I want a click-fest, I'll go play one of the millions of crappy-ass MMORPGs that require you do break your index finger with the clicking madness... _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Tue Jan 03, 2006 7:22 am Post subject: |
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Why, exactly, are we talking about, specifically, a game that is over a decade old? While, admittedly, the RTS genre still suffers, as you all have been so kind to point out, from the whole click-fest problem, it has come a long way from where it stood in the mid-90's; Warhammer 40K, for example, was marvelously done, as was Warcraft III. At the very least, in both games, it did not matter how many units you had and, with the exception of early rushes, it practically did not matter how quick you were to deploy them: what mattered was the composition of your teams. In Warcraft III, you were even limited to how many units you could profitably keep in your army at once, due to upkeep costs (although, after you finish mining all gold on the map, all bets are off). And in Warhammer 40K, you could practically take strategic points with only a squadron or two, if you knew what you are doing.
Pretty much any real time genre you look at is going to degenerate into a click-fest, and the partakers thereof would not have it any other way; take the FPS genre: veritable twich-and-kill action, yet, with the exception of obvious cheaters, you do not hear to many people compain about those games. (On the contrary: most criticism surrounding FPS games revolves around antiquated graphics, network lag, or bad automatic team-balancing, none of which has anything to do with how the player interacts with the game.)
If it makes the nay-sayers of the RTS genre feel any better, the latest and greatest from Chris Taylor is rumored to feature units whom respond differently depending upon how frantically one fires commands at them, as well as to feature more strategy and less tactics. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Tue Jan 03, 2006 9:27 am Post subject: |
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Although the RTS genre has evolved in some ways, I would have to say that Warcraft 3 is actually worse than Warcraft 2 in this particular aspect. Specifically, the large number of special abilities makes the game more of a clickfest than Warcraft 2 ever was. Playing as Night Elves, I've found that the only strategy that consistently allows me to win consistently (or at all) against a computer opponent is just as degenerate as any strategy from Warcraft 2:- Build lots of wisps.
- Do not build any expansions. Expansions are expensive to start, make easy targets, and require you to divide your forces.
- Do not build any military units yet.
- Upgrade the Tree of Life to Tree of Eternity as quickly as possible.
- Build Chimaera Roost.
- Build lots of Chimaera.
- If the enemy has air-to-air units, also get some Hippogryphs.
- Take out the enemy's anti-air defenses.
- Wipe out the enemy base.
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tunginobi Wandering Minstrel
Joined: 13 Dec 2005 Posts: 91
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Posted: Tue Jan 03, 2006 9:45 am Post subject: |
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Not a big fan of RTS games myself. The way strategy is supposed to work, the real-time element should pressure the player into quick thinking, which is nothing I've ever been against.
The problem is that the interfaces are usually (but not always) large, in order to cater for the many tactical possibilities these types of game present. They're big, and so they're inevitably harder to deal with. The other half of real-time is that the player must react quickly as well, and I find a large interface just gets in the way.
I think I'll just stick with my Final Fantasy Tactics and Tactics Ogre games.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Tue Jan 03, 2006 6:03 pm Post subject: |
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Which is where hotkeys come into play: most RTS games have ways of side-stepping the interface, which (a) helps reduce the number of clicks one must commit, and (b) increases the speed of gameplay.
And, with the exception of the whole infinite lumber thing, I mostly am not impressed with the Night Elves. Except for the most perfect unit message in the whole game: "I'll use my 'Human' call to attract the enemy: 'I'm so wasted! I'm so wasted!'". _________________ "...LeoDraco is a pompus git..." -- Mandrake
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Tue Jan 03, 2006 8:34 pm Post subject: |
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LeoDraco wrote: | Which is where hotkeys come into play: most RTS games have ways of side-stepping the interface, which (a) helps reduce the number of clicks one must commit, and (b) increases the speed of gameplay.
And, with the exception of the whole infinite lumber thing, I mostly am not impressed with the Night Elves. Except for the most perfect unit message in the whole game: "I'll use my 'Human' call to attract the enemy: 'I'm so wasted! I'm so wasted!'". |
Hotkeys are a poor solution, I contend. At the very least, they break the suspension of disbelief effect the game is meant to produce.
These games are meant to simulate real combat. Real combat is won by strategy, not mouse clicks. Nor hotkeys. In a clickfest, strategy deteriorates.
I think computer RPGs in general need to take lessons from their console counterparts. The keyboard has been taken for granted for years, and it has produced some geniunely horrific interfaces. Pressing 'b' on my keyboard to cast bloodlust (and having to click another unit with my mouse immediately afterward, no less!) seems to me little departure from the days of pressing 'J' to jump in Megaman PC....
It would be one thing if the entire interface were controlled by the keyboard, but of course that's pretty well impossible. The QUERTY layout was designed to be used with two hands, not one. And it absolutely wasn't designed to be used in conjunction with the mouse!
Hearing that mouse frequency effects movement orders is not what I needed to hear about the future of RTS, but apparently Mr. Taylor is producing another one of those awry experiments we so enjoy hearing about in magazine reviews. Another one for the bargain bin! This game really doesn't sound like a real "strategy" game to me. Real strategy depends on relying on other people to do a job right, not controlling it yourself.
Micromanagers always lose. Always.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Tue Jan 03, 2006 10:09 pm Post subject: |
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LordGalbalan wrote: | Hotkeys are a poor solution, I contend. At the very least, they break the suspension of disbelief effect the game is meant to produce. |
And how is viewing a battle from a birds eye-view working for that suspension of disbelief? How about the canonical overlord's hand thing? That is hardly realistic. Your argument against hotkeys is hardly logical.
Quote: | These games are meant to simulate real combat. Real combat is won by strategy, not mouse clicks. Nor hotkeys. In a clickfest, strategy deteriorates. |
Strategy, as Taylor points out, is hardly even properly implemented in most RTS games; what is implemented is more akin to tactics: i.e. momentary responses to stimuli, rather than an overarching campaign. The latter, I should point out, which has more to do with strategy than determining where to build one's towers, is often forced upon the player in campaign (e.g. single player) games, and is vacant in multiplayer environments.
Further, your assertion that this is meant to simulate real combat is, if nothing else, preposterous: half of the RTSs I have played are devoid of realistic physics engines, some make postulates that are inaccurate (such as the Age of Empire games, wherein the only effective difference between two races is their special unit), and many feature elements fantastical or otherwise fictional to a degree which "realism" has no apparent role. Take, for example, Total Annihilation, which is one of the most fantastic games of the genre: it has a Science Fiction feel, sporting units straight out of a Anime Otaku's wet-dream; how is any of that "realistic"? The physics, one might say, run as they might, should the specific technologies be developed, but, beyond speculative theory, we have no exact way of measuring how a phaser cannon would fire, or how a troll axethrower would combat a peon.
Quote: | I think computer RPGs in general need to take lessons from their console counterparts. The keyboard has been taken for granted for years, and it has produced some geniunely horrific interfaces. Pressing 'b' on my keyboard to cast bloodlust (and having to click another unit with my mouse immediately afterward, no less!) seems to me little departure from the days of pressing 'J' to jump in Megaman PC.... |
Keyboards are not intrinsically different from console controllers; they simply have more buttons. You argument is silly.
Quote: | It would be one thing if the entire interface were controlled by the keyboard, but of course that's pretty well impossible. The QUERTY layout was designed to be used with two hands, not one. And it absolutely wasn't designed to be used in conjunction with the mouse! |
Uh, where have you been for the past decade? Most "modern" games which feature dual control --- e.g. keyboard in one hand, mouse in the other --- have done so very suavely; with minor, modest, exceptions --- which are bound to exist in any case --- I have no problem controlling most games out there with one hand on the keyboard, and the other on my mouse. Moving to a controller is hardly an option: mouse camera control is lightyears ahead of analogue joystick camera control --- at least, that normally featured in, say, console FPSs, or console RTSs (which I personally shudder at). True, these problems could be alleviated on the consoles if the joysticks are truly analogue, and the player is allowed to change their sensitivity; the latter option is not always the case, however.
Quote: | Hearing that mouse frequency effects movement orders is not what I needed to hear about the future of RTS, but apparently Mr. Taylor is producing another one of those awry experiments we so enjoy hearing about in magazine reviews. Another one for the bargain bin! This game really doesn't sound like a real "strategy" game to me. Real strategy depends on relying on other people to do a job right, not controlling it yourself. |
From what I remember, that is part of the panic factor of the game; if you are controlling an army, and see that your base is about to be wiped out, you would be rather frantic to get a deployment of troops there as fast as possibe, yes?
And I seriously doubt that anything Taylor produces would be suited for the bargain bin; as mentioned, he created (helped to? heh) one of the better RTS games ever made.
Your argument about "strategy": look at the second definition here, as oppossed to the first definition here; strategy is, in part, dependent upon relying upon others. But, you are forgetting that it is a macromanagement situation, something that Supreme Commander supposedly purports to introduce (although, as is noted in the wikipedia article, hardly innovates) to the genre.
Quote: | Micromanagers always lose. Always. |
I think that fans of MoO1/2 would probably debate you on that; there exists a fanbase for creating games that feature a large amount of micromanagement. Which is something that is fun to do, from time to time. It is also fun to macromanage at times. Which is why Supreme Commander looks so enticing: if Taylor gets done what he wants, the game will allow for either.
In any case, many modern RTSs do not even feature "traditional" (here taken to imply Warcraft 2 standards) micromanagement; Warhammer 40K, for example, does not even allow you to directly control the actions of individual fighters, as the base infantry unit is a squad of fighters. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Wed Jan 04, 2006 7:03 pm Post subject: |
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LeoDraco, you take things waaay too seriously.
I don't even know where to begin my response to you. Your arguments didn't actually respond to my own. Indeed, you cast my argument as an opinion, as opposed to logical conclusion. (and it is the latter)
A game creates suspension of belief when you feel that its world is self-contained, and runs on its own rules. You see the characters in an overhead view, 3rd person game, and you accept the view as a window into their world. Slowly, you let yourself become immersed in it, and their story becomes yours. The two worlds become as one, until the game ends.
Having to struggle with a huge keyboard interface that doesn't take place on screen (and is therefore not a part of the game world) crafts a dividing line between the virtual world and the real one, and frustrates the experience. I am referencing, I should note, single player, story-driven play here.
I never suggested that RTS is designed to simulate real combat; I said it was designed to simulate real strategy, which is conducted with archetypes. (heavy units, fast units, long-range units, gatherers etc.) All RTS is based on archetypical elements, just as real strategy is, and just like all games are. We have archetypes in RPGs: the rogue, the wizard, the knight, the elemental spell, the hp-draining/poison status, the live character, the disabled character, the optional boss, the last boss, the scripted boss, etc. In fact, I've seen these archetypes so many times in RPGs that I can usually learn a new RPG right off the bat and complete it from beginning to end without dying, because I know what to expect. People call it cliche, but cliche doesn't really exist. All that exists are the archetypes, because they are parts of the mathematics which you use to make the game playable in the first place.
For a RTS to get real strategy right, it must faithfully reproduce the archetypes, not the physics. Paying attention to how quickly you produce orders is a poor appraisal of strategic worth.
I've been reading up on history, into how the most successful conquerers defeated their enemies. It turns out they usually didn't simply have superior armies. Indeed, victory in war was never a matter of resources nor even of armaments. Because in every war, only a fraction of the participants are the true fighters, and that fraction eventually become casualites. Once that fraction is exhausted, the honor of war vanishes from the host, and victory goes to the side that can logically and emotionally differentiate itself from its opponent, because the will to fight is gone, but the will for soldiers to be themselves remains.
Napoleon tapped into this feeling against his enemies. He had rapport with the enemy. So did Caesar, so did Washington, so did Hitler. That's why they won.
When that element emerges in real-time strategy--indeed, in any virtual strategy--then we will have arrived strategically.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Wed Jan 04, 2006 8:09 pm Post subject: |
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LordGalbalan wrote: | I don't even know where to begin my response to you. Your arguments didn't actually respond to my own. Indeed, you cast my argument as an opinion, as opposed to logical conclusion. (and it is the latter) |
My arguments did respond to your own, and your argument is opinion: you have no logical basis for your silly conclusions, which are founded in your misconceptions of reality.
Quote: | A game creates suspension of belief when you feel that its world is self-contained, and runs on its own rules. You see the characters in an overhead view, 3rd person game, and you accept the view as a window into their world. Slowly, you let yourself become immersed in it, and their story becomes yours. The two worlds become as one, until the game ends. |
The camera onto a game world is there to faciliate gameplay; it has next to nothing to do with creating a suspension of disbelief. You are attempting to draw an analogue between static media --- e.g. television, movies, theatre --- and dynamic media that does not exist.
Quote: | Having to struggle with a huge keyboard interface that doesn't take place on screen (and is therefore not a part of the game world) crafts a dividing line between the virtual world and the real one, and frustrates the experience. I am referencing, I should note, single player, story-driven play here. |
No, no it does not. You are again attempting to make your opinion absolute fact. Let's take a quick poll, shall we? To any who care respond, raise your hand if you think that hotkeys --- in general, now, not specifically to RTSs --- are a hinderance?
To follow with your logic, key strokes are "magic" that take place in the game world; they, in effect, are a part of that world, just as any other invisible element is. (You do not see the air your characters breath, or the light waves as they traverse the ether; are those any less a part of the game world?)
And it is utterly silly to consider things like menus to be a part of the game world; do you seriously think that your characters, in an RPG, carry around an unwieldy camp menu with them everywhere? That they take it out to look at their status, or to change their armor? Please: it is meta control, there to make the player's experience easier, and the game easier to develop/code. Menus have no logical basis as part of the game world, especially not in most RTSs. (The only exception to that is in the case of the SciFi RTS, wherein it is feasible to postulate the army commander having some funky menu to access information by. However, you were arguing about fantasy RTSs...)
Quote: | I never suggested that RTS is designed to simulate real combat; |
Yes. Yes you did. Look at what I quoted: you specifically say, "combat".
Quote: | I said it was designed to simulate real strategy, which is conducted with archetypes. |
No. No you did not. You said that "[R]eal combat is won by strategy, not mouse clicks"; note that the word "real" only occurs in one place in that sentence. Beware of what you write prior to misquoting yourself. (Or not: I love catching you in it.)
Quote: | (heavy units, fast units, long-range units, gatherers etc.) All RTS is based on archetypical elements, just as real strategy is, and just like all games are. We have archetypes in RPGs: the rogue, the wizard, the knight, the elemental spell, the hp-draining/poison status, the live character, the disabled character, the optional boss, the last boss, the scripted boss, etc. In fact, I've seen these archetypes so many times in RPGs that I can usually learn a new RPG right off the bat and complete it from beginning to end without dying, because I know what to expect. People call it cliche, but cliche doesn't really exist. All that exists are the archetypes, because they are parts of the mathematics which you use to make the game playable in the first place. |
That is as silly as your silly human labels you are so preoccupied with; those constructs exist as there is no feasible way to encode real aspects of real world combat perfectly into all games; the developers need to write what is feasible, and a system far too realistic would be almost impossible to control.
Quote: | For a RTS to get real strategy right, it must faithfully reproduce the archetypes, not the physics. Paying attention to how quickly you produce orders is a poor appraisal of strategic worth. |
Your latter sentence has practically nothing to do with your former; in response to your first, RTS games with detailed physics engines are, in my opinion, more enjoyable to play than their less beefy cousins. Why? Because I can rely upon the various subsystems in the games to work "properly" (a word I use here with the same caveats that applied in my post above). In response to your second: yes, that is true; however, you are missing the point: "RTS" is a bit of a misnomer, and always has been. It really should be, "Real Time Tactics," as that is what most RTS games more closely model. As I pointed out in my last post, RTSs generally have very little to do with strategy, and have almost everything to do with tactics; and, as tactics is generally reactionary, speed is of the essence.
Quote: | I've been reading up on history, into how the most successful conquerers defeated their enemies. It turns out they usually didn't simply have superior armies. Indeed, victory in war was never a matter of resources nor even of armaments. Because in every war, only a fraction of the participants are the true fighters, and that fraction eventually become casualites. Once that fraction is exhausted, the honor of war vanishes from the host, and victory goes to the side that can logically and emotionally differentiate itself from its opponent, because the will to fight is gone, but the will for soldiers to be themselves remains. |
Idle speculation. Where is your basis for such an absurd claim? Cite some specific, peer-reviewed articles by respected historians.
Quote: | Napoleon tapped into this feeling against his enemies. He had rapport with the enemy. So did Caesar, so did Washington, so did Hitler. That's why they won. |
Pardon? With the exception of Washington, most of those guys died an ignoble death; Napoleon was beat by the Russians (sort of; that had more to do with weather, but who cares?), as well as the British; Caesar, while victorious, was murdered by those he thought of as compatriots; and Hitler, as far as most speculation puts it, was killed during the invasion of Berlin, on the loosing side of his war. Where did you get your history from?
Quote: | When that element emerges in real-time strategy--indeed, in any virtual strategy--then we will have arrived strategically. |
That statement is so devoid of meaning to be meaningfully devoid. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Wed Jan 04, 2006 9:59 pm Post subject: |
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If must phrase an argument, LD, phrase it in logic, not vitrolic attacks.
Indeed, you've made little argument thus far. Your only prerogative has been to discredit its maker. Bad form.
Well then, considering my first arguments must be valid (as you are unable to oppose them logically), let's move on to your new "arguments".
You conclude I have misconceptualated reality, yet you do not describe how I have done thus. Please elaborate, and use logic to display the accuracy of your opinion. Perhaps I should better beseech you to... present definite truth.
You say that the analogue between television and overhead views do not exist. You are right. However, have you ever looked down from the top of a mountain? The brain processes overhead view scenes as analogues to the perspective provided by looking down from above. So experience reconciles the onscreen image with reality and the "window" effect is acheived.
You were not aware that Shigeru Miyamoto made his games with this idea in mind?
I have no problem with using the numeric keypad to control a videogame character. Nor do I have a problem selecting FPS weapons with the top row of numeric keys. I made my argument against the usage of QUERTY keys (like 'b' for bloodlust) in RTS games, not against using the keyboard in general. Quit distorting my position.
When I mentioned "real combat", I wasn't being so specific. Take context into account next time.
Do you not see correspondence between tanks and any kind of "heavy unit"? Workers in a factory with gatherers? Strategic archetypes, all of them.
"Your latter sentence has practically nothing to do with your former; " That was an implicit personal attack. Stay on topic. I'll share a secret with you: whenever I'm communicating with you, my mind has a tendency to randomly blank, and I lose my train of thought. It just happens, that's all I know to say.
"Pardon? With the exception of Washington, most of those guys died an ignoble death; Napoleon was beat by the Russians (sort of; that had more to do with weather, but who cares?), as well as the British; Caesar, while victorious, was murdered by those he thought of as compatriots; and Hitler, as far as most speculation puts it, was killed during the invasion of Berlin, on the loosing side of his war. Where did you get your history from?" What does that do against the argument they had rapport with their enemies on the battlefield? I'm talking about when they were conquering, not being conquered. Context makes that clear.
Peer review? Can you not see it in front of your face!? Context man, context.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Wed Jan 04, 2006 10:48 pm Post subject: |
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LordGalbalan wrote: | If must phrase an argument, LD, phrase it in logic, not vitrolic attacks. |
I'll start using "logic" as soon as you do, buddy.
Quote: | Indeed, you've made little argument thus far. Your only prerogative has been to discredit its maker. Bad form. |
In your opinion; I've been making succinct arguments; it is not my fault you, as you put it, blank out and disregard them.
Quote: | Well then, considering my first arguments must be valid (as you are unable to oppose them logically), let's move on to your new "arguments". |
None of your arguments have been valid. As it is, I am far to lazy to argue again against something I have previously argued, save with you explicating exactly where I have failed your take on "logic".
Quote: | You conclude I have misconceptualated reality, yet you do not describe how I have done thus. Please elaborate, and use logic to display the accuracy of your opinion. Perhaps I should better beseech you to... present definite truth. |
While hardly on topic: practically every post you have made to these fora has had, at the heart of it, some misconception of popular reality. I shall limit this to your views on proper OOP (and OOPLs, for that matter), which are incorrect; your silly persistence in psychological labels as valid science; your insistence that peer review --- which is at the heart of good science --- is absurd; your political assertions --- which others are, if not entirely agreeing with you in, have at least pointed out some of your fallacies. The list goes on and on. Your conception of reality does not sync with that of othes. Perception being a relative matter, some moderate degree of disparate opinions is to be expected, but the perception of reality that your posts have tended to suggest you possess is so completely off the beaten path, that there are only two conclusions that one can come to: you are simply a troll, looking to rile people up, or you are honestly deluded.
Quote: | You say that the analogue between television and overhead views do not exist. You are right. However, have you ever looked down from the top of a mountain? The brain processes overhead view scenes as analogues to the perspective provided by looking down from above. So experience reconciles the onscreen image with reality and the "window" effect is acheived. |
So, you are honestly suggesting that in every single RTS, there exist mountains from which a supreme commander is egging his troops on? I am sorry, but your assertion that the interface for such games in any way matches with reality is ludicrous: with the exception of ghosts (which have not been scientifically proven to exist) and Adam Smith's invisible hand abstraction, I do not see many disembodied hands floating about, directing people hither and thither.
Quote: | You were not aware that Shigeru Miyamoto made his games with this idea in mind? |
No. Are you intimately associated with the workings of Miyamoto's brain? With the exception of interviews and documents written by him, there is no way you can be certain of that claim yourself. Should he have actually felt that way, and that is documented somewhere, I'm sure you can produce the evidence to back your claim.
Quote: | I have no problem with using the numeric keypad to control a videogame character. Nor do I have a problem selecting FPS weapons with the top row of numeric keys. I made my argument against the usage of QUERTY keys (like 'b' for bloodlust) in RTS games, not against using the keyboard in general. Quit distorting my position. |
'b' is a key easily accessed by the left hand; I can easily stroke the key with one hand on my keyboard, and one hand on my mouse. Also, 'b', being the first character of the word, "bloodlust", makes perfect mnemonic sense to me. Hell, 'l' would make sense, too: afterall, it does occur twice in the word. Now, on the other hand, if you had to stroke 'e' to fire off bloodlust, that would be kind of weird. Unless, of course, the menus (as is often the case in many RTSs) use the convention of 'q' for the first menu item, 'w' for the second, 'e' for the third, 'r' for the forth, 'a' for the first on the second row, etc.
Why, exactly, are QWERTY keys such an abomination to you? I can touch type, which makes finding the hotkeys very simple. It would be one thing to argue against hotkeys that are bound to keyboard keys that are normally controlled by the right hand (say, for the left-hand-keyboard/right-hand-mouse setup), but it is entirely a different thing to make the argument you are making. Do you honestly expect to control your entire game with two mouse buttons and a few mouse gestures? What are you doing with your left hand (or right, should you be one of those left-handed folk) while you are controlling your game with your mouse? You are not giving appropriate context to your argument.
Quote: | When I mentioned "real combat", I wasn't being so specific. Take context into account next time. |
You had no context with that quote; you were talking about simulating real combat in RTS games, something that is done fairly well, although certainly not perfectly, from a tactics position.
Quote: | Do you not see correspondence between tanks and any kind of "heavy unit"? Workers in a factory with gatherers? Strategic archetypes, all of them. |
That's all there is, Galbalan; correspondance, not physical reality. It is nothing more than a model, not a perfect simulation. Why does the issue of control (or whatever your silly argument is) have to be anything more than what is really going on: to reiterate, those constructs were not put there because they are archetypes; those constructs are put there because perfectly modelling the real world is impossible, and gamers do not have sophisticated enough interfaces for appropriate interaction. (And no, I'm not referring to keyboards as a bad interface device; this goes into a whole other realm of discussion, stemming from the inappropriateness of utilizing keyboard/mouse for actions which are inheritly three dimensional.)
Quote: | "Your latter sentence has practically nothing to do with your former; " That was an implicit personal attack. Stay on topic. I'll share a secret with you: whenever I'm communicating with you, my mind has a tendency to randomly blank, and I lose my train of thought. It just happens, that's all I know to say. |
No, I was pointing out that there was no semblance of logical construction in your argument. If you take that as an insult, then perhaps you really should evaluate how you construct your logical theses, and revise how you make your arguments to others. That comment was perfectly on topic.
And it is not my fault if your mind blanks out; I can pretty much say the same thing about your oft inscrutable posts.
Quote: | "Pardon? With the exception of Washington, most of those guys died an ignoble death; Napoleon was beat by the Russians (sort of; that had more to do with weather, but who cares?), as well as the British; Caesar, while victorious, was murdered by those he thought of as compatriots; and Hitler, as far as most speculation puts it, was killed during the invasion of Berlin, on the loosing side of his war. Where did you get your history from?" What does that do against the argument they had rapport with their enemies on the battlefield? I'm talking about when they were conquering, not being conquered. Context makes that clear. |
You did not provide any "context" for that; you did not say, "when they were conquering". History does not see Hitler as victorious, nor Napolean as anything save a failure; those in Rome, at the time of Caesar, were fearful he would wrench its republican government away; it was the plebian that saw Caesar as great.
Quote: | Peer review? Can you not see it in front of your face!? Context man, context. |
My god, you are backasswards. There cannot be scientific progress without appropriate checks and balances, to assert that laws are laws and crackpot theories are either well-founded or appropriately trashed. You, by and large, consistently fail to present source material that is of respectible calibre to support your claims. If peer review were so unimportant, than the tabloids would be creditable sources of information. Any type of science requires that works published are peer reviewed, to locate flaws in observation, in methodology, in analysis, in conclusions, etc. The very fact that I continuously critique your tour de farce's that you post here is evidence enough that peer review is a needed aspect of proper information dessemination. You have been criticized of your lack of respect for this most sacred law quite often; hell, while he was still around, MarkY made it his point to criticize your unsophistication in this regard.
And about context? You never provide any! That's the point! You make these ludicrous claims without providing any substantial evidence to support them. _________________ "...LeoDraco is a pompus git..." -- Mandrake
Last edited by LeoDraco on Thu Jan 05, 2006 3:31 am; edited 1 time in total
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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Thu Jan 05, 2006 12:56 am Post subject: |
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LordGalbalan wrote: | Napoleon tapped into this feeling against his enemies. He had rapport with the enemy. So did Caesar, so did Washington, so did Hitler. That's why they won. |
Holy crap! Hitler WON?
LeoDraco, let it go. Reading over the conversation, I think it's clear you've made your points about history, strategy, and game immersion, and LG has subverted his own. You're right, he's wrong.
The only place where LG has a point is with the hotkeys thing, but not in the way he thinks. Ideally, games will have both a mouse option and a keyboard option for selecting commands, but this is from an accessibility standpoint, for people who are physically incapable of (or have great difficulty with) using one device or the other. It has nothing to do with strategy simulation or game immersion.
(Unfortunately, most such users would be prevented from playing RTS games anyway, since they often cannot manipulate the input device at the speed most people are expected to, so applying that logic to the RTS genre would still be pretty spurious, unless you were to claim that such games should also be configurable for the speed with which one can use the input device.)
Most of us work fine with the hotkeys. Hell, Ultima IV was ALL hotkeys, and once you internalized the commands (after about half an hour of play), it was so natural you didn't even pay attention to them, letting yourself be immersed in the game world.
But if you are somehow cognitively unable to internalize those commands so that they don't interrupt your immersion, as LG apparently is, I can see how it would be burdensome to play the game. For him, yes, hotkeys make for bad game design, because he can't use the keyboard in the manner you can. Unfortunately, as is typical with LG, this is another one of those things he doesn't easily master or understand, and rather than place it in the context of his own faults, he rails against it as a general case. _________________ Visit the Sacraments web site to play the game and read articles about its development.
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