COLUMN: 'Play Evolution': The Evolution of the Modern RTS
April 15, 2008 12:00 AM |
[“Play Evolution” is a column by James Lantz that happens sometimes and discusses the changes that games undergo after their release, from little developer patches to huge gameplay revelations, and everything in between. This week: evolution in the RTS genre]
After the huge success of Starcraft and the large success of Warcraft 3, Blizzard stepped off the RTS stage and let THQ nudge their way into the spotlight with Dawn of War and Company of Heroes. But, despite their commercial and critical successes, neither franchise could hold a flame to Starcraft’s ability to produce and maintain competitive play at a high level.
Right now, Blizzard is probably asking the same question we’re about to investigate: what made Starcraft a huge competitive success while Dawn of War and Company of Heroes have a comparatively piddling competitive fan base? And are Dawn of War and Company of Heroes really an example of where the RTS genre is headed?
The first, and largely underestimated, strength of Starcraft is its visual clarity. In Starcraft, you can glance at the minimap and understand almost immediately where your forces are concentrated, or look at the screen and quickly understand the flow of the battle. In Company of Heroes, however, the visual clarity gets lost amongst all the majestic effects that make the game so beautiful.
At first, this seems like a trivial difference. However, visual clarity is crucial when making the split second decisions that can steal victory from looming defeat. There are easily half a dozen times in any given Company of Heroes game where you must make a quick decision, usually about retreating, amidst huge clouds of smoke and severed limbs. Looking back on the replay, you’ll often have made the wrong decision when, if the circumstances were clear, the decision would have been much easier.

Starcraft’s second strength is the precise level of control it gives the player. Many casual RTS players see the gradual curtailment of micromanagement as a boon to the genre. However, the more complex AI comes at the cost of precise control at a higher level of play. As Starcraft evolved, competitive players tried to balance micromanagement with overall strategy and unit production, allowing them to hone a skill as well as push strategic innovations.
In Company of Heroes, however, the unit AI is complex and difficult to control manually. When you try to run a unit back, or micromanage it around to flank, you’ll often find it moving slowly because it insists on running from cover to cover. In buildings, even anti-armor units will often choose the wrong windows to fire from and get slaughtered by circling vehicles, which they could easily have killed if the player could simply tell them where to fire their rockets.
It’s also rather popular to praise Company of Heroes and Dawn of War for removing the micromanagement involved in resource gathering. In Starcraft, however, one of the most interesting choices that defines the course of a game is when to expand and when not to expand, a choice that Company of Heroes and Dawn of war simply remove. With the same stroke, Company of Heroes and Dawn of War also remove another layer of micromanagement (worker micromanagement plays a large role in Starcraft) and, consequently, another layer of skill.
Some might say, “Isn’t that just purely physical skill?” Well, yes, but the balance between physical skill and strategic skill is part of any RTS – just as the balance between how quickly you can target someone’s head and tactical knowledge is part of any FPS. If there were no micromanagement in real time strategy games then they’d just be turn based strategy games, and we already have a genre for those.
But Company of Heroes’ largest weakness is its randomness. Starcraft has very little randomness, and so the same ambush in the same place will almost always kill the same amount of units with the same amount of shots. In Company of Heroes, sometimes it takes two rockets to take out a tank, sometimes the first four miss and it gets off unscathed. Sometimes a grenade takes out an entire MG squad, sometimes it doesn’t kill anyone.
To most competitive players, this is unacceptable. If the entire course of the game can be changed by a bad roll of the dice, there is no point in learning the subtleties of the game that competitive players use to get slight edges over each other.
In Starcraft, whether or not your dragoons are positioned in such a way that they get the optimal number of shots off is largely inconsequential in a game between low level players, but it’s crucial at the pro level. However, almost everything in Company of Heroes has a random number generator attached to it. This lends it a sense of realism and tension (you never know what’s going to happen!) but severely limits high level play.
Among random number generators and confusing visual effects, the twin evolutions Company of Heroes and Dawn of War have proved another interesting, subtle point: there is such thing as AI that is too intelligent. The more intelligent AI is, the less control the player has: when your units scatter and take cover at the sight of an artillery blast, they’ll scatter in unpredictable directions, and sometimes in ways you didn’t mean for them to go at all (like into a tank).
Moreover, the less control the player has over individual units, the less player skill factors into a result. When an AI is dumb and predictable, the player knows exactly what will happen in any given situation and can use this knowledge to pull off difficult and impressive stunts.
However, when the AI becomes unpredictable and intelligent, the player loses that level of precise control over the game, making it a frustrating, slippery and often unintuitive mess, ironically the very thing that intelligent AI was supposed to safeguard against.
So where does THQ go from here? Both Company of Heroes and Dawn of War are innovative, intelligent RTSes. Yet, as both games have evolved, it’s become clear that the elements that make them so cinematic – randomness, visual confusion, lack of precise control – are the same elements that make them unsuitable for high-level play. The basic mechanics of reinforcement and capturing strategic points are interesting, but ultimately these RTSes need to turn their focus from cinema to gameplay if they want to become competitively successful.
In the long run, Company of Heroes and Dawn of War don’t support high level play in the same way that Starcraft does, even though they are often hailed as the pioneers in the RTS genre and true examples of a “modern RTS.” Both Company of Heroes and Dawn of War are brilliant cinematic experiences and excellent single player games, but it’s going to take innovation in a completely different direction to compete with Starcraft’s competitive multiplayer juggernaut.
[James Lantz is a starving writer who spends every other day pretending he is Jorge Luis Borges. He also writes a blog, of course.]
Categories: Column: Play Evolution








15 Comments
Great rant, which I must respectfully disagree with
you should read the discussion here regarding the exact same issue.
http://www.rockpapershotgun.com/?p=1539#comment-39688
ExitJudas | April 15, 2008 4:35 AM
"So where does THQ go from here?"
I don't see them needing to go anywhere. From a business point of view, who does it make more sense to cater to: the small % of gamers who are interesting in high-level competitive play, or the much larger pool of customers who enjoy a cinematic experience with plenty of "realism and tension" (as you so nicely put it) before buying the next game in a series?
It'll be interesting to see how Starcraft 2 looks through the lens of this essay.
Thanks for the thoughtful post.
Pete S | April 15, 2008 5:52 AM
I have to completely reject your first comparison between SC and CoH about visual clarity. I've played CoH on average of twice a week for the last year (however many hundreds of games that makes) and I've never had that issue. The number of units left in your squad and their health is always visible in at least your selection bar. I've lost plenty of squads thinking, "oh just need to capture this point first", or "oh just need to kill this enemy unit first", but I've never lost a squad because I couldn't see them through smoke or anything else.
Your following point about randomness is completely valid though :P.
Cyrenic | April 15, 2008 6:31 AM
Great article that I could not agree more with. As someone who enjoys following the eSport scene in Korea every point you made hits the mark exactly. These are some of the main reasons that Starcraft is both suitable for high level play and suitable as a spectator sport.
The 'spectator sport' part is particularly important: WC3 is another game which is played at a high level, but has not been able to build an entire eSport industry around it in the same way Starcraft has. The reason is simple: anyone can watch a game of Starcraft and grasp what is happening, where the frontlines are, who won a battle, and why the result was what it was. Warcraft3 suffers from having too many effects, spells, and skirmishes which don't result in a clear victor. In other words: a lack of clarity.
@Pete S - I see where your coming from, but I think you are forgetting that compared to the sales of WC3 and SC, both the DoW and CoH series are tiny. The weird phenomenon is that games which are suitable for high-level play are also suitable for casual play. Even more importantly is that support from high-level players (the 'core') is followed by sales from the casual players. Blizzard has given its "Donut" speech on this topic at multiple events, I would advise you check it out.
Hopefully SC2 will be able to maintain the balance between mechanics/strategy, clarity/aesthetics, AI/precision that it needs to be played at a high level, and enjoyable to view.
Josh Szepietowski | April 15, 2008 8:39 AM
@Josh - Good points, but WC3 and SC came out at a different time when PC gaming was much more prevalent than it is today. Or so it seems to me. And I'm sure SC2 will sell like mad because its Blizzard and they have such a devoted following (and you could argue that the reason they have a devoted following is because of the way SC plays, I suppose).
I'd love to see how something that plays like SC, but wasn't from Blizzard, would do.
Interesting discussion. Thanks.
Pete S | April 15, 2008 8:54 AM
@Pete S
I agreed, Starcraft/warcraft was from another time when the only serious competitor was Dune2 and Command and Conquest (with the exception of turn-based games).
IMHO even with the "fans factor", today there are little room for Starcraft2, Blizzard must think twice before launch it, if SC2 will fail then this will be because they will not be able to suppass to warhammer.
Starcraft in this aspect is still popular because can runs nice on a 200mhz (yes, sub-gigaherz) machine with a stunning 2d graphics card but you can bet that the new sc2 will need a beast of machine.
Jorge | April 15, 2008 3:18 PM
If 'competitive' players hate randomness, why is professional poker so popular?
SC is popular for some of the reasons you listed, true, but mostly the fact that everyone knows how to play it. It is the basis for every RTS that came after. All any of them did is riff off of SC.
And I must also say that micromanagement is not skill, it's eating shit and loving it.
Adam Burch | April 15, 2008 5:48 PM
@Jorge
Supposedly SC2 is not going to need system requirements that are nearly as high as those recommended for CoH - Blizzard's always been good about making games that run on low end systems (e.g. World of Warcraft)
@Adam Burch:
First of all, I don't think any randomness at all necessarily prevents competetie play, but CoH is particularly random and any subtleties which might define high level play are largely insignificant next to whether or not your three tank shots bounce off that King Tiger or knock out its engine.
As far as poker goes:
I just emailed someone about this, actually. Competetive poker is incredibly popular and challenging solely because of the ability to bet. Otherwise, the game is completely random - after the hands are dealt, players literally have no influence on which cards the dealer deals.
In each round, therefore, the player essentially weights the likelihood that his cards will win with a certain amount of money and challenges everyone to give him odds against their cards. If the odds are good, another player may call even with a bad hand. Bluffing is also a huge part of poker, and bluffing is intentionally misrepresenting the likelihood of your cards to win. Very few players, if any, calculate the exact mathematical chance that they think their cards have to win before betting (although there probably are some good players who do something very close to that).
However, in Company of Heroes, every match is of equal value. You can't pause every ten minutes and reassess the game and then bet on what you believe the outcome will be. Aside from a few bad beats, most good poker players win in the long run by putting more money on hands that win and knowing when to fold (or play) hands that don't. In Company of Heroes, this is impossible, as there is no system of betting. A player cannot lighten his losses nor can he gain more through his wins.
On the other side of the coin, there are many actions in CoH that allow the player to influence the outcome. Unlike poker, these good players are more likely to win and less likely to lose when put up against players near their level, although the higher level the two players are, the slighter the advantages, and the more luck plays into the game.
Therefore, perhaps if CoH tournaments were played like Poker Tournaments, where each player plays several hundred or thousand games (like hands of poker), the game would eventually reveal the best players. To me, RTSes are most interesting when played Best of X matches where X is a number below ten, as that's where players can really innovate new strategies and show off clever tricks that evolve the game. But who knows, maybe a huge league like that is possible (with a shorter game, probably).
jlantz | April 15, 2008 7:21 PM
But a single game in CoH is filled with hundreds of these moments. Do I bet my munitions on a risky airstrike? Do I commit a small force to a skirmish or a large force? Do I pull out that tank which is 1 lucky hit from destruction or leave it in there where it can do more damage? Few games are decided by a single action or a single moment of luck that the player has no control over, and if they are, then realising that a moment is of critical importance and then swinging the odds to your favour is itself an aspect of skill.
This knowledge of risk and control of risk within a single game is quite analogous to a poker tournament.
FhnuZoag | April 20, 2008 3:46 PM
Thanks for the brain-food, but mine finds it a little lacking. If high-level competitive play is merely the math of units and power, without chance it's really just chess with l33t gfx.
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