RTS or 4X ? What's your favourite ?
Hey everyone,
I was hoping to get some feedback of people that play strategy games :)
I'm working on a strategy game, and i'm right now wondering if the right path is go torwards a more Sins of a Solar Empire kind of game, or a more standard RTS.
Following the new RTS games (Dawn of War2, CnC4, etc), except StarCraft2, all RTS games are going torwards a more easy way to play, more arcade, no resources, no building, etc, while 4x games have all this inside.
Our game altough RTS, is not a pure RTS, has diferent mechanics, but in the core it's a RTS, also splitted into a Campaign with several levels and a background story.
4x games don't have this, it's usually a big universe, and you have to expand, develop, etc.
4x games are less content heavy, and more into AI, and much more complicated to balance for a small team, RTS games are more content heavy and less AI.
Getting so far into development has been a huge task, competition in the RTS market is big, altough we don't think there's much space RTS's around, there's quite a lot of 4x games, either from indies or commercials.
You can see how the game is shapping up in our Blog if you wish.
What's your take on this ?
What kind of game do you guys think is more viable commercial ?
thanks for your opinion :)
Bruno
Quote:Original post by Bruno
competition in the RTS market is big, altough we don't think there's much space RTS's around, there's quite a lot of 4x games, either from indies or commercials.
Space games lend for horrible level design. There's only so much nothingness players can take. Terrain and different climates lend themselves well to RTS games. Imagine if you took your game and put terrain under the ships and had resources other than asteroids. (You could have floating minerals for instance over the terrain and ones on land. This would allow more than just floating satellites for your buildings). (Just an idea since I hate space games).
Quote:Original post by Bruno
What kind of game do you guys think is more viable commercial ?
RTS games probably.
After reading over your blog the game looks like it lacks gameplay? What exactly does the player do other than get within range and then tell their units to attack and then wait?
The rotating planets look impressive though. Very nice graphics and shield effects.
Yes, one of the problems of Space Games it's exactly the game design. Space is void, so you have to come up with natural obstacles to replace the mountains or rivers on earth. We are going to use gas clouds of diferent types, that block ships in diferent ways, so that you have to use diferent strategys/ships to get the job done.
Regarding the game in the blog, the game obviously is not done, and it's just showing ships shooting eachother.
Regarding the game in the blog, the game obviously is not done, and it's just showing ships shooting eachother.
I prefer RTS more. I think it's not following SC2 is a huge mistake. Starcraft is still hugely popular and has consistent professional leagues. Starcraft 2 is likely to follow in its path. I am not saying SC2 will be perfect, but Blizzard has some great ideas and strategies for creating a balanced and fun RTS experience. I think you should use their successes and failures as a way to propel your game forward.
Also, if you make a game too easy to play, you turn it into something too simple and does not create a lasting gaming experience. You need to add some difficulty to the game aside from "figure out the best units vs X and build them". Base and resource management are two perfect areas to use in your RTS.
Also, if you make a game too easy to play, you turn it into something too simple and does not create a lasting gaming experience. You need to add some difficulty to the game aside from "figure out the best units vs X and build them". Base and resource management are two perfect areas to use in your RTS.
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