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Foundations of a Sucessful
RTS
By Tom
Cadwell aka Zileas
RTS is one of the fastest growing and
most popular genres of computer games today. RTS has several
sub-genres, which can basically be seperated into a multiplayer and
single player as well as economically driven, and non-economically
driven and finally between operational and tactical. For the most
part, and there are exceptions, economically driven, multiplayer,
tactical RTSes have been the most popular to date, and likely will
be in the future as well. Most of these RTSes are members of the
Dune 2 Descendant chain, and include RTSes such as Command and
Conquer, Total Annihilation, Dark Reign, and the Crafts.
RTSes of this type seem to have a
common set of pitfalls. The biggest pitfalls deal with the treatment
of game phases. Few RTSes have managed to go past the basic
build-and-rush phase (thus never leaving the early game for the most
part, or just having a very linear escalation in technology and
armies). Those few that have gotten past this often have
difficulties dealing with the late game. The most common attempts at
solutions seen are superweapons, an even bigger rush, and attrition.
I define a superweapon as a weapon of immense destructive power (And
cost) that can be operated out of a heavily fortified area (i.e.
your base), with no additional risk for attacking. The TA bertha is
an example of this. A bigger rush and attrition should be a little
more intuitive concepts. Each of these solutions has their own
problems, some worse than others. Another pitfall lies in the task
of diversifying multiple races, while at the same time maintaining
balance. The biggest dilema that I believe game developers have to
deal with is the fact that they are hard-core gamers, and can't help
but want to make a game that is for a hard-core gamer, which often
means more features. Generally, additional visible features (i.e.
buttons on the screen, additional stuff you have to do, etc) make
the game more daunting to a new user, and end up reducing the
marketability of the game to casual gamers, which are the majority
of the gamers who might potentially buy the game. On the other hand,
hard-core gamers recommend games to their casual gamer friends...
Its a delicate trade off. This, and the other recurring problems in
RTS, like any problems, have a number of solutions.
I feel that good balance theory, and
a firm recognition that "realism" (in terms of obeying
physical laws, etc) often detracts from gameplay, is important to
solving these problems. I've summarized my viewpoint on these issues
with a list of design principles and balance principles.
Principles of RTS Balance:
1. If race A builds up a unit mix,
and attacks race B with it, there should exist a cost-effective
counter for B that is available around the same time, and requires
slightly less time to build than race A's unit mix. This is best
accomplished by strong counter units, as well as a slight defensive
advantage (which is innate to any RTS because of the firepower
maximization of a micromanaged tactically sound defense formation).
Along similar lines, every build order should have a corresponding
weakness of magnitude related to the potential gain of it against
certain other build orders. Fast expanding should be rushable,
marginal teching should not be, etc.
In the case that certain attacks are
only non-cost-effectively countered, there must exist an equally
available, and equally powerful attack (in relation to the counters)
for the second race, otherwise an imbalance will exist. Also, it is
usually best for there to be several cost-effective counters to
mixes, varrying with strength. The strongest counters should have
corresponding weaknesses. Versatality should always be a little bit
weaker in general, though a versatile unit mix needs to be a viable
strategy -- Players like the idea of having to counter, but they
don't like the idea of up-to-the-second reconnaisance being
necessary for victory. The viability of versatile unit mixes makes
this possible. It should be possible for a player to regularly, but
not constantly, do recon, and learn what they need to do to optimize
their current versatile unit mix. On a smaller scale, versatile
units should be less powerful compared to specialist units, not only
to not make versatile units superior to specialist units (which
creates obsolete units -- a bad and confusing thing) but also to
avoid too many unit mixes with minimal weaknesses. Sometimes, though
there will be a cost effective counter to a build, the situation is
still an imbalance as the "production forks" leading out
of the situation are highly favorable to the race that forced the
other race to build a counter -- Timing is so so key, and though 2
unit mixes may appear balanced, even in terms of fastest build time,
the route you take to get them doesnt necessarily have to be the
fastest build time and COULD be imbalanced.
Some game designers have tried to
balance the game and diversify the races by giving certain races
higher strength at various phases of the game (rush/early, midgame,
endgame). This is dangerous and should be avoided if possible. By
dominating an early phase, you alter the balance of a later phase by
going in stronger.
2. Balance should take the form of a
balance between unit mixes, not a balance between individual units.
This ensures more diverse races, and generally will result in more
skill differentiation as countering an attack (or making a good
attack in the first place) involves more than just building a large
number of one unit. I do not feel this detracts from instant
addiction in the least -- in fact it might add to it when it comes
to playing online. Generally speaking, each unit, or even unit type,
should have a very effective counter even so so as to make unit
mixing all that much more powerful. Compare tank rushing in RA, to
what was seen in later RTSes and it is clear that this is important.
3. You should always consider maximum
firepower concentration. Many super-long range units is very bad.
The siege tank in starcraft is an example of a unit that is
unrealistically short ranged (though this didnt bug any players as
far as I can tell), but which is balanced due to its low mobility
and not really all that long range (compared to a bertha in TA). The
siege tank, on a side note, is also an example of why sacrificing
realism for gameplay is often good, and has worked in the past.
4. Range and attack power should be
closely intertwined. Long range siege units should always hit for
very little, so as to just force a response, or slowly wear down a
target. It really is necessary for gameplay to sacrifice the realism
of LR units hitting hard -- Yes thats how "real' war is but I
feel that this creates too many potential imbalances and generally
puts too much power in one unit. It is possible to somewhat balance
out a long-range unit by making it innacurate, but against larger
groups this effectively becomes a long range area effect unit of
normal accuracy. Though realistic, I think that this is only a
partial solution, and just making the long range weapons weak in
general is a better solution.
Some games have dealt with range
dynamics very well to date. A strong combat dynamic of ranged, melee
and various types of artillery as seen in myth 1 is very important,
and has led to the success of several games, including myth. One
mistake dozens of game designers have made is to make long range and
medium range attacks only marginally lower than short range attacks.
Because of range attrition (i.e. the damage a unit sustains while
rushing up to bear short range weapons to bear), particularly with
impassible terrain features, it is dangerous to make any long range
attack very powerful. Powerful short range area effects are
necessary to encourage unit mixing however. Weak long-range area
effects may also be acceptable. Super-low rate of fire, high damage
long-range area effects are potentially imbalanced however, even if
long-range units logically hit very hard. This is because of the
fact they eliminate skirmishing, a great component to have in an RTS,
and because they tend to be devastating with map lag. Also,
long-range units should not be able to skirmish well at all for
obvious reasons; In other words they should never have much mobility
compared to other units. There are many other issues with range and
attack power, but to cover them all now would take at least 5 pages.
5. Map lag is the solution to many
early game problems. By not allowing units, especially early units,
to cross the map too quickly, you solve many problems with rush
fests.
6. Combat formulae and the various
values units have need to be very flexible, and have a wide array of
effects. This makes patching and fixing balance if problems are
discovered after release extremely simple.
7. Every attack should have a risk.
Though cool, I feel that "superweapons" are bad as they do
not incur risk. Also, a per-attack cost is not to be confused with a
risk. There should always be some opportunity for your opponent to
counter your attack and destroy your resources cost effectively.
Even with this premise, you can still have cool, mega-destuctive
weapons that carry risk. The nuke in SC is far better than the nuke
in TA for this reason.
8. Endgame driving forces must be in
place. I personally feel that attrition is the way to go, otherwise
things tend to degenerate into a swirling powering fest devoid of
strategy. Bigger isnt necessarily better -- after a certain point
players find the administration of controlling 100s of units with
any degree of adequecy completely overwhelming. Keep it simple -- it
doesn't have to be huge in # of units to seem epic, and if you tend
to have less units in general, you can also pump up the FX of those
units.
Also, static defenses need a very
effective means of being cracked so that a player who suffers from
attrition will be unable to continue. Basically, I feel turtling
should be a bad long term strategy. If it is powerful, not only will
you get stalemates, but you will be reducing the excitement of the
game by making very very very standoffish situations. I could
discuss this for hours at end why this is the case, but this is
supposed to be a very general, and very short paper.
9. Mobility is one of the most
important traits a unit can have. An extremely mobile unit should
never be very powerful, but these can be in the game. Fast reaction
time, and pinpoint, on-demand firepower delivery are powerful tools
indeed. It is dangerous to have low mobility high firepower/hps
units, particularly as cornerstones of a race's units, as they will
create map-specific imbalances in that their response time will be
horrible on larger maps but acceptable on smaller maps -- And you
have to balance their power relative to one, but no matter what you
do you muck up other size maps. If you were to go with a fixed size
map, you'd still have this problem with any units that have movement
constrained by impassable terrain, as some maps would take longer to
transverse than others.
Design Principles:
1. If it isn't fun, it shouldn't be
in a game. Giving players lots of adminstrative tasks is silly.
Players like action, and players like making split-second decisions.
Battles are far more interesting than spending 20 minutes planning
out your base and hitting your units over the head to build what you
want where you want. Tedious building tasks should only be
implimented for play balance reasons, or because there is no other
way to keep the player busy without creating an imbalance. If they
wanted administration, they'd go buy Sid's latest game. Peon
pumping, or the tediousness of expanding as Protoss in SC are good
examples of where a boring task was put in to encourage balance.
Supply depots are a good example of a boring task put in for
absolutely no good reason. A boring task is better than no task at
all, but you can always replace a really boring task with something
more fun I think. I can think of a number of ways the early games of
various RTSes could be improved on -- too many designers are locked
in the mode of, "we have to start at an early point in order to
make the strategy deep" and just overlook the fact that the
very initial buildup is silly. Why didnt you start with more power
in your commander in TA? Why didn't you start with 7 peons in SC?
Beats me.
Along similar lines, units should
generally not do stupid things. Nothing frustrates a player more
than their units acting idiotically and requiring constant
babysitting. The AI should help the player, not annoy them.
2. Gameplay over realism. You need
the game to "make sense", but adding additional realistic
features, though cool on the back of a box, eventually detracts from
gameplay in many cases. If you have to sacrifice one or the other,
sacrifice realism.
3. The aspects of a game that appeal
most to the hardcore gamer should tend to be either in the form of
hidden features (hotkeys listed in the manual but not visable on the
screen, combat bonuses for cover, etc), or in deep strategic depth
that only comes out with lots of play. Even a hardcore gamer may be
daunted by 101 buttons on the screen. A player will only discover
and explore just how awsome your game is if they get hooked in the
first few minutes. Basically, don't clutter the screen with buttons
-- keep it to a very sane low limit.
4. Sound effects and visual affects
are extremely useful for making a game instantly enthralling, while
in no way affecting play balance. For this reason, they should be
used extensively. Visual effects also look good on the back of the
box -- in many cases way better than those 40 realistic features
that might diminish gameplay do.
5. Strategic wealth should always be
sought after. This is what creates the true fans. True fans will
recommend your game to their friends, which means more sales for
you. Strategic wealth isnt an obvious thing however. More units isnt
the way to accomplish this -- complex unit interactions or a simple
but elegant resource system is. Just as chess is simple yet elegant,
so should an RTS be. You should keep the game simple, but make the
simple parts (which should be, for the most part, the ONLY parts) of
the game interact in extremely complex ways that are not readily
apparent. I truly feel that this is the singular reason SC was
probabaly the best RTS to date. Note that complexity only is
relevant to the "game system", as in the unit costs, the
ways resources work, the ways unit work -- it has nothing to do with
how advanced the engine is (well for the most part -- some engine
things will change this), and it certainly doesnt have much to do
with how good the GFX or SFX or story are.
6. Give units a "purity of
purpose". Rather than think, "this race aught to have a
unit, and it logically would have these abililies", think,
"what does this race need to flesh out its combat abilities in
a unique way", and then come up with a unit that fits the
racial "feel". Also, avoid giving units more than one
major use, and if you do, make them very expensive. A spellcaster
should not be a very good warrior, nor a warrior a very good
spellcaster, etc. Also, don't have more than one unit per race that
does essentially the same thing. This encourages unit mixing and
reduces confusion for new players. You shouldn't add units that add
very little to the game besides "another unit" as these
just add confusion, and little else.
7. Never let a unit become obsolete.
Many RTSes have made higher tech levels superior in every way. This
only confuses players, and can also lead to more imbalances. It
certainly cuts down on strategic wealth.
So What Does All This Mean?
Unfortunately, a lot of game
designers just stick things in randomly, and never apply them to a
central philosophy. The most successful games of our time have all
taken that approach -- though this philosophy may or may not be
widely embraced by RTS developers, I feel that -A- philosophy that
is adhered to is crucial to a successful game. Those features that
bug players a lot, invariably are the ones that stick out from the
rest of the game, because they werent scrutinized with regards to
the central design philosophy.
Everything in a game should have a
purpose -- It shouldn't be there "just because it sounded
cool" or "just because it would be realistic". There
has to be some gameplay benefit from every single aspect of the game
that the user deals with. Game design is as much an artistic thing,
as an engineering problem. Just as a game should be artistically
cohesive, its parts should have functions and usefulness beyond
aesthetics. Everything in a game must be aesthetic AND augmenting to
the gameplay.
by Tom "Zileas" Cadwell
April 2nd, 1999
Updated April 20th, 1999
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