Sunday, 21 October 2018

Real-Time Strategy Game Design Philosophies — by Farseer Kam Totemsteer From March 25th, 2015




additional tags: knewing later arrival would none theless come see it, thus weren't in retrive mail yeah,  full epicness bro, yeah,  sweet, trophy earned, achievement unlocked, thumb up, crowd cheers


Instead of auto rege, an option of going to shop, hero buy item, hero use item on unit or self to heal, is placed.

This replacement, an augmentation of strategies (game-structure-woks), cannot be good to the feel unless there is underlying meanings deeply related ah to life.


The imba-ness in the game warcraft III the frozen throne of the human race was concerning and an especially controversial topic for awhile now.

It was able to defeat undead with pure fortified bases, low upkeep gold income and siege engines only, building no units other than peasants, towers, siege engines (tier 3 unit) and an archmage.

It was also able to crush any elves through early tower rushes with footmen andor with the above in combination.

From a balance perspective, this was wrong.  While from an entertainment perspective this was wronger.  So was it in the cultural reflection aspect of the game, of the real ways of battle that would've happened in the warcraft 3 realm.


The human race managed to achieve the imbaness through the following contributing factors:
1. the human militia was able to reach far into the 2nd gold mine and provide fabulous takedown power
2. they manage to survive battle and stay to return to builder mode just as soon as the battle finishes
3. guard towers were fabulous for its cost in all forms, arcane tower was also good enough as well
4. initial several provide healthy damage, they also pack an amazing health: no walls needed to defend their positions from closer melee strikes
5. while in longitive perspective, their 0 food cost make the upkeep tax avoidable















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