Progression and Appeal of Real-Time Strategy Games
Developed by Westwood Studios and published by Virgin Interactive, this militaristic science fiction adventure is based on conquest. The objective is to harvest spice, trade it, and in turn build military units to attack enemy bases. A simple concept, but for the first time, completely focused on the development and strategic management of a force. From Dune II came Warcraft: Orcs & Humans, Blizzard's first venture into the RTS field.
Warcraft's appeal came from it's fantasy setting rather than futuristic science fiction. It had a more worldly feel and engaged the player with hand-to-hand combat of units. The addition of a complete society with civilian units and buildings to support the military also created a more immersive experience. In 1995 Westwood released Command & Conquer to compete with Blizzard's new hit.
This new Westwood game was Dune II all grown up, and expanded the standard military attack strategy to include special units that could, for example, convert and steal enemy buildings. Although it was a possibility in Warcraft, Command & Conquer became the first to popularize competitive multiplayer in RTS games. Following the two reigning RTS developers, other RTS games started popping up. Age of Empires by Ensemble brought a more realistic touch to the genre. Total Annihilation was the first to emphasize macromanagement and standardize 3D environments. In 1998, Blizzard released the hit that would become the fourth best selling pc game of all time.
StarCraft was and still is an international favorite of the genre, and even now, ten years later, it's still going strong with millions of active members on the StarCraft Battle.net server. Since these original staples of the genre, an abundance of sequels and new competitors have established real-time strategy games as one of the seven main genres. The opportunity to build a society from the ground up appeals to the two basic hunter, gatherer human instincts. So it's no surprise that the RTS genre has captured the hearts and minds of so many gamers. The initial gathering of resources feeds the desire to hoard and gain materialistic worth, and the production of a dominating force to defeat all opposition enforces that the player is indeed superior to any that might stand up to them. Every action completed in an RTS gives the player a feeling of satisfaction that they have done something to further their growth and ultimate domination. An important aspect in any game is the feeling of accomplishment. There aren't too many digital experiences more fulfilling than reaching the epitome of a civilization and conquering the world. Another interesting and unique quality of the real-time format is that the player is required to be constantly involved in one action or another. Every second is valuable. In addition to making the game incredibly immersive, this encourages a mindset of constant multi-tasking and time management, which if carried to real-world settings, could lead to increased productivity. Those who prefer turn-based games may argue that this demonstrates a skill in manual dexterity rather than strategic affluence, but the rapid mouse-clicks are accompanied by rapid thought patterns, not empty button mashing instincts. The biggest drawback of RTS games is, perhaps, also the biggest drawback of video games in general. There is always a singular goal and mentality of “kill everything everywhere!!1!”. Some progress is being made on this front by options such as those in Age of Empires, where a player can win by building an ultimate structure rather than by slaughtering an enemy.
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3 Comments:
So, are the rapid mouse clicks accompanied by rapid thought patterns or are the rapid thought patterns accompanied by rapid mouse clicks?
Hmmm...
-D.A.D.
Love your historical facts on RTS, but I only have two issues after reading it all...
-“kill everything everywhere!!1” typographical Error, you got to hold the Shift Key a second longer, lol.
- nothing is wrong with the killing mindset... best quoted "in life, war... killing... and mindless slaughter is natural. PEACE! was the accident" - Anonymous -
I'd aggree with critics who say violent games decrease fear and mindset of death and violence, but no one can prove that games create murder's out of the gamer's who play them. AOE added the "time mod" victory to appeal to (pussified) parents looking at buying this genre of game. Good job Ensemble on the "JEDI MIND TRICK" marketing technique. Domination is still the goal in any case. And for a real life situation. I'd rather be slaughtered by blades and bullets then be a third world country like Somalia who has economically become dependent on the rest of the World for survival because they forgot to be the first to gather the resources.
Give me an Honorable Death in battle anyday... I thats why I hate my life now as Society's slave. Man-made laws, jobs, taxes... blah! I'm just fortunate not to live in a Third-world country, wherer Xbox can free my mind.
You argue a valid point. But an outdated one. Humans are aggressive by nature. In general, we want dominance - like I said, the hunter instinct is in my opinion one of the biggest appeals of RTS games. I've never agreed with the Jack Thompson idiocy of "games create murderers", people murdered each other long before games came along. But our society has advanced. Beyond the need for murder and war. We can find better ways to fulfill natural selection. We need new instincts. Man-made laws, jobs, taxes and blah are what give us the lives that allow us to focus on evolving and finding a better life. They're not perfect. But that's what we should be focusing on - finding a way to make those laws and governmental functions more effective and purposeful.
If games can create a mindset at all, I'd like it to be one of constructivism. I've had my fair share of being a cynic. And we all know I indulge in the still lingering desire to shoot stuff and rule the world. But there's a reason my life goal is what it is. We have more potential than mulling over how to kill each other off.
And I'll refrain from pointing out your 'typographical' errors... At least mine was for emphasis ;)
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