I can't both manage my base and command an army, it's just too complicated :kitty-cri-screm:

  • fanbois [he/him]
    ·
    2 years ago

    Why not? I agree if it's a round based game, but in a real time game your actions in real time determine the outcome. Of course you can put a limit to the complexity, but that will very quickly put a skill ceiling to what is possible in your game.

    Also you don't need to be hitting those 300 APM to enjoy the game. There are people with one hand that reached decent ranks in StarCraft 2 with barely 70 apm. The limit for most RTS players is a mental one, getting disorganized and distracted like OP. Not a matter of finger speed.

      • fanbois [he/him]
        ·
        2 years ago

        The Starcraft Model deliberately bakes excessive complexity & hyper-specific unit functionality into the game rather than allowing complexity to evolve naturally out of otherwise simple to understand principles

        StarCraft units are mostly, apart from the spellcasters, very basic. Fast weak ranged unit. Fast cheap melee unit. Flying unit that can hit ground. Flying unit that can hit air. Slow splash damage unit. I can explain every unit except maybe the Dark Archon and the Defiler in like 4 to 5 words and you would get it.

        The reason people still play StarCraft isn't because it's complex unit design but precisely because of the insane emergent gameplay and strategy that is STILL developing after 23 years of being played to death in a million professional matches.

        I'm not arguing this is going to be fun for most people. It's certainly not. The UI is unbearable if you played any game in the last 15 years. But it's probably the most beautiful competitive game ever made.

    • FourthArrow [none/use name]
      ·
      2 years ago

      micro is important but Starcraft just has a shitty UI that makes basic shit take 40 extra clicks.

    • FirstToServe [they/them]
      ·
      2 years ago

      Because it's bad when the interface is the antagonist and not the other player. You shouldn't feel like you're fighting to make the units do what you want them to do. Your skill is just overcoming bad design.

      • fanbois [he/him]
        ·
        2 years ago

        I hate to do this, but Day9 (probably the only good gamer) has this covered extremely well in this video: Pathfinding and Micro in SC. I know it's rude to just link a 35 min vid, but it's well worth your time.

        Long story short: Better UI/Pathfinding/Simplification doesn't equal a "better" game. Just because something feels easier, doesn't mean it's actually for the better of the game or your enjoyment.