Erik Rutins
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
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Mark, There are still plenty of RTS click-fest, but it's true that much of the RTS genre has evolved and included Real-Time concepts without a lack of strategy. The derisive "click-fest" term is not just a reference to the contest of interface needs vs. running clock, but to the lack of strategy (he who clicks fastest, produces more units and wins, whee). The problem is that while other genres (Role-playing, Adventure, First Person) have always been well suited to a real-time design, strategists often prefer having plenty of time to think things over and get a lot of enjoyment from the analysis of options that the turn-based model allows. I agree that there are a bunch of titles that have expanded the RTS genre in good directions, but it still has many problems for many wargamers. I'll comment on two of your examples specifically: Dawn of War, for me, was a great title because of it's focus on objectives rather than resource gathering. Felt like an actual 40k game and more importantly a game that required some tactics and strategy. Shogun and Rome Total War though are interesting to mention here. They are actually turn-based games with a real-time battle engine. I don't think they would do as well if the strategic side were real-time as well. Then again, Hearts of Iron is doing well enough, so perhaps I'm wrong on that. Regards, - Erik
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