I’m calling it right here, right now… StormGate will have its coop, campaign, and map editor, so as long as it doesn’t fumble the ball in those modes it should be fine overall. But…. this Uncapped game is going to leave SG (along with SC2) in the dust as a competitive game. Games should be as fun as they are challenging and David Kim knows this.
Oh... so content creators did really play this game... so we have a decent game there like stormgate and zerospace already right from the announcement WOOOOOOW
Absolutely LOVE Uncapped's decision to take a critical look at what mechanics are making RTS less accessible. We very clearly saw during the transition from Brood War -> StarCraft 2 that if you take away menial tasks (In that case manual worker rally, multiple building select, etc) the skill doesn't disappear in competitive play, instead actions are freed up for competitive players to do things elsewhere. Great to see Uncapped understands you can both have an incredible skill ceiling while being more accessible to new players!
Much like how I felt with stormgate, I hope you guys stick to what you think is cool. Pros want what they are familiar with, stick to what you want to make, and what you think is fun.
I'm getting strong vibes of Dawn of War 1 from this, that was the most fun PvP RTS I ever played, not macro heavy, not micro heavy, yet somehow you constantly had to do something, and not reacting in 3 seconds wouldn't result in half your army being wiped.
All of these guys and the people watching in awe and hopes for more games and stories like this are my family! Even if we might never meet each other. Know that a lot of my heart lies here, with these games.
Wow, this is huge. So much going on in the RTS space, and this is the first time I've heard of Uncapped Games. Glad to see David Kim behind this new project. Can't wait to see what's in store next!
Uff, I can't believe it, a legend like you making an RTS, Mr. David, I like your work and your way of designing, you really inspire me, I hope you are successful, greetings from Chile
thanks for inviting me to try the game out with the other SC2/RTS folks... was a blast! I can't wait for this to go live. The game is fun and a new type of RTS that many will love!
I always wanted SC2 multiplayer to play like SC2 campaign. I got to say the SC2 coop is far and away their biggest accomplishment in pushing the genre forward. Breaking up the complexity into smaller chunks so each race can have different representation without it feeling like complexity bloat was amazing.
For all the talking about "paradigm shift" they really do mention Starcraft often. And that's on top of non stop featuring art from SC, designs from SC, specifics of SC, screenshots from SC, blurred screenshots and snippets that looks like SC artstyle, inviting SC players for a playtest, and half of the company working on SC beforehand. Together with Stormgate, ZeroSpace and that third game who's name I forgot, this is like the fourth Starcraft clone / "spiritual successor" in developement right now. Edit: Scratch that, I've found a 5th clone just now.
They make a game different from Starcraft in a large way, coz they were not allowed to do it with SC II, which needed to stay close to its classic design. The immportant points for good RTS are common and SC gets a lot of stuff right, but in an old fashion way.
The vast majority of RTS games are AOE or C&C clones. I think SC clones with some variations in gameplay are worth exploring, even if I might not play them myself.
@@oOOoOphidian there’s barely any C&C clones that came out in the last decade. If anything we’re getting a SupCom wannabe every 3 years and an autistic unplayable war game “look! It’s rts but this time there’s no base building! Nobody has ever done that before!” every 6 months.
SC2 is the most popular RTS and a masterpiece. It’s THE game to dethrone. If you think this game sounds like it’s going to be a clone then I don’t think you were paying attention.
I’m a die hard SC fan since the first game went out. Interesting to see another RTS in development by a lot of the SC dev team. While I’m not sure I’ll love it more than SC because of the lore but I’ll give it a try for sure. Looking forward to it!
Sorry for my bad English. I'm not a native speaker. I think having some automated resource income increment you can stop or restart by hand is a good idea. I think that is one type of interesting decision. Especially if you can decide between 2, 3, or 4 resources. So you not only decide if you want to increase the income, but you also have to decide which resource you want to increase automatically over time. Of course, you can maybe pimp that through upgrades so you can get 2 different resources and or 1 resource faster, etc. per base/ main structure. I think it will also be good to just decide to increase the number of production facilities for combat units and you don't have to find a place for the structure. So you click a button and the facility is automatically placed near the main structure or something like that. Of course, you will have several main structures and you can decide which main structure will get the extra production facility. That will also highlight the strategy part. (One thing that could be lost is the possibility of hiding production and tech structures etc. anywhere on the map like hidden Gateways or Dark Shrine or something like that. Not sure if this will easily be possible in that game. Is for me one of many important strategic options.) I think also just having a menu full of different upgrades sorted in the economy, new units, and existing unit improvements would be a cool idea. Unit improvements can be abilities like blink that give some existing units totally new options or something like a general power or defense upgrade for a group of units like armor. In this case, I would like to split armor and weapon upgrades into more different categories like laser, explosive, poison, or projectile weapons and armor types. That could increase the diversity in battles. So for example a unit with a projectile weapon can be changed to a unit with a laser weapon etc. It may be something that you don't just upgrade, but you can also change for the current production cycle of the unit. So after you have built the unit with the laser weapon upgrade you can change that back to the unit with the projectile weapon if needed. And it's good that they will probably remove that boring supply thing so you start with 4/200 for example and you don't have to increase the max supply. One thing that is actually missing in a lot of different rts like all C&C, StarCraft, and WarCraft titles is the strategic diversity auto-generated maps offer. That are several things. One thing is that scouting becomes more important because you don't know what the battlefield looks like. That gives you also more options to hide economy, production buildings, and tech more easily and will play a bigger part in the decision-making. I really like that in Age of Empires 2 and I miss it in Starcraft and Warcraft. In combination with more spread resources like stone, food, gold, and especially forest in Age of Empires 2 there are a lot more options for possible bases or places for economy and hidden economy. In Age of Mythology and also in Starcraft etc. the places for an economy are really limited. Especially when you don't have auto-generated maps. I think that could increase the strategic part of the game if you increase the options instead of limiting them. That would for me some really important parts of an RTS. StarCraft 1 is of course a great game, but it also has its parts for improving. People should more often combine the best things of Starcraft:BW and Age of Empires 2. One last thing. I would also overthink the start position thing. In Age of Empires 2, there is something called "nomad maps" so you start with 3 workers who are randomly distributed across the map. Those are really funny maps because each game has its own individual story. For example, one time you start really near to an opponent and you will have from the beginning a really action-based match. Another time you start far away from every opponent and you can hide and build up your great economy. Furthermore, sometimes the match develops into a defensive style of play depending on the many things that can happen during a match. This map type also benefits greatly from randomly generated maps. In addition which resource you have enough in range or not is totally different in each match. So there is so much variety so the basic principles are different from ... for example Starcraft, where you know most of the things. You know where your opponent starts, how the map looks like, where the opponent can expand, where you can expand, and where are the roads to the opponent's bases or to your bases, you probably also know the few build orders your opponent can play and you can play and of course, you will probably know your build order you will play in one match, etc. In Age of Empires 2 the 4 different resources also make it possible to decide if you want to build high-quality units (gold units) or trash units (food/wood units) or to build more defensive structures (stone things like castles, turrets, walls). The last thing can help you to get different and more resources and go over to a more aggressive playstyle with a lot of harassment with a small group of units etc.
I give you guys one advice Be focus more on campaing aspect then multiplayer at first time. Because from my chiledchood, what do I really memorised in RTS is for the their unforgotable story telling, main protagonist (either good or bad) and their continuation what will be next.
This is funny as fuck to me, all these starcraft devs are like Oompa Loompas that have quit working for Willy to set off and make their own Wonka Bars because they have his secret recipe i fuckin love it keep it up yall!
Talking about a game that has no gameplay footage out seems premature - it's hard to have an emotional investment in a game when you could be building the next halo wars
Man I love the artstyle from what you've shown so far. These thick lines robots that are not exclusively humanoid shapes is tickling my neurons in a fun way. I'm a big fan of the execution heavy aspect of RTS but I really look forward to seeing what you guys come up with! Can't wait to play.
Love the idea of factions not being so strict and being able to mix and match!!!!! !! In real life you are not so strictly bound to your "race" (~species) or ~faction of origin ~ to be your allies and there's crossover that makes much more sense to go by, outside of the imperalist mindset most/all of these games are modeled on. Yeah they want it to help for strategy/gameplay purposes but in terms of the world building this just feels much better as a starting point to me and what you can do with it, + giving "soul" and heart to the game potentially with making something new. Sometimes a hydra and a marine should fight side by side.
It seems like every new RTS that comes out, I hit David Kim repeatedly on the ladder, usually with a screen name like 'DavidKim'. He's certainly an RTS savant, and I'm happy to see the introspection at 10:11 regarding some of the flaws in Starcraft 2 and how to make a better game in the future. Looking forward to what Uncapped Games creates!
Yes, finally, someone speaking sense! I've been playing a descendant of Total Annihilation called Zero-K for 13 years and there: You start actually fighting your opponent within the first 30 seconds of the match, almost all rts start slow and you just follow some optimal build order. Economy is streamlined and tech tree is flat, meaning less time spent NOT fighting your opponent and more spent making tactical decisions. (and tons of other things) I am totally going to keep an eye out for what this game might be.
I’ll try this game when it comes out. I’m a bit apprehensive to hear some things so far, but the RTS scene needs new blood and new life, innovation can’t hurt to try. I hope to see more soon!
I like the idea of rethinking RTS quite a bit, but I feel like this video has given me very little idea of what new ideas are being put into practice. The whole documentary/ad is so conceptual that I'm not sure what any of the things they say mean in practice.
Bit surprised any Starcraft 2 ex-developers would make a PVP focused RTS game. They surely know from their own stats that the vast majority of the players go for single-player only, and don't touch PVP even once. (This isn't me saying this: This is Blizzard and other devs saying it). The PVP scene is the same pool of die hard sweats that every game fights over. It's very brave of them to join that brawl.
but people keep saying this , but won't you not prefer to focus on the 20% from multiplayer in the long run? when those people play maybe 100's of hours compared to single player 1-20 hours and then they are gone to maybe return once an dlc comes out and they complete that and leave again? and all Rtses that are competetive, also actually has an campaign. Starcraft 2 has a great campaign right, so what is there to focus on there? beside making more campaigns? the Skirmishes do get attention also.
@@haakonglindtvad5489 the more they play, the more it costs for server infrastructure. Single player DLC sells too Multiplayer is good for keeping the hype going, but unless it hits the superstar like Blizzard or Relic's games then you're mostly fighting over scraps. Look at Eugen, for instance.
But the other ex-Blizz team is already marking the RTS you describe? They’re including PvP too, yes, but that’s a relatively part of their total scope. I think it speaks to these guys confidence that they’re crazy enough to do PvP only. They must really believe they’re onto something special since they’re going to have to make up for the lost players that make up the vast majority of a the player base of games like SC2 or StormGate.
These are good visions for sure. I guess it will come down to execution. Nobody has come close to making a good RTS after Starcraft, so I am skeptical. We'll see.
Guys, you are talking to me. I am your targeted user. Always loved the idea of building armies from interesting composition of units but always been too slow and bad with multitasking 😢 gonna follow you really close
Now there are too main highly produced rts games on the horizon. I really hope this one is a pure AAA game that has a "buy once" business model. And not a minigame turned into a full game thanks to leveling up your account and more social elements than the game content itself, like any moba out there.
This is why I keep saying Total annihilation :Kingdoms is better than people think. My fav RTS game because it focus is less in resources and more on building/strategy which is more fun and fast pace moments. Wish more RTS would do that. But this project here from Uncap has a l ot of potential, great video .
There was one thing I always respected about David Kim and his team when they worked on starcraft 2 and that was he was never afraid to make crazy changes even if the community would hate him for it afterwords 😂. Excited to play!
David Kim was notorious for creating SC2's extremely unbalanced meta with Broodlords, infestors and swarm hosts. If this game also has free units like those by Zerg in SC2, then the it will be toast with terrible game design.
This actually sounds really promising. What makes a RTS game is 1. Decision-making at every stage in the game matters. 2. Decision-making is multi-tiered between where you focus your attention (broadly, micro and macro but these are multi-faceted), and 3. Mechanical skill of the player changes the potential of every unit and interaction. David Kim seems to get all of this. Didn't know about this until I saw it on Artosis' YT channel, but I'm already excited to see some gameplay!
I think the distinguishing feature is the economic element. Fundamentally, the gameplay relies on gathering and exploiting neutral resources. These same resources are equally valuable to both players, and thus you have the options of maximizing the value of a given resource via micro or maximizing the exploitation of those resources via macro. That’s not something you find in other games because most games rely on a fixed economy or magic (ammo or health pickups, respawns, etc). It’s what gives RTS games their weight and impact. It’s not just skill expression in a flashy play, it’s a huge sprawling strategy that encompasses multiple levels of gameplay.
@@loldoctor I missed a key word, which is "good" RTS. I agree with you for sure, and if I were to add one more point, it would be that the scale of the decisions and gameplay should increase as the game progresses. This is directly tied to the growing economy of each team, and why it's really boring these days to watch SC2 when every game goes to 200/200 at minute 5.
I understand the purpose of this documentation: to create interest, to fill the need of devs to be able to communicate that there is something in the works for years. On the other hand it's almost absurd to do half-an-hour of talking about a game that hasn't been revealed and where they must not show literally anything tangible about this game except a few non-descript zoom-ins and a one second long animation in the end. To blame is the age old stupid secrecy of this industry where everyone is always paranoid of showing and revealing content. It's frustrating for both players and devs and doesn't really serve anything or anyone. I get NDAs and building up towards a proper reveal date. But then either (I use this case specifically but it's meant as a general request) make this documentary shorter or be able to show a least some screenshots, or to play sounds, or give some hints about the lore so that people don't feel let down after half an hour of introduction that leads into a plain reveal date almost two months away.
Really hopeful this is hinting at something which feels like dawn of war 1s eco and supply system the amount of variety and interactivity that was present in that game is in my exprience the most varied and innovative across any titles ive played and its really sad that it just disappeared in later games.
I am glad RTS games are shifting into a direction, to focus more on the real-time-STRATEGY, rather than the real-time-mechanics. If the game developers of multiple newly developing RTS games (e.g. Uncapped Games, Enhearten Media, Frost Giant Studios) collaborated their ideas, I think each game would turn out better for it.
I never played Starcraft. I was too busy playing Warcraft. I loved Warcraft III. My most played game apart from WoW probbly. My first PC games I ever played was Red Alert and Ceasar III, then Warcraft 2. I always found it sad that nobody makes good RTS anymore. Hopefully you can revive it, but I don't think you need to reinvent the wheel and for god's sake, don't make it "cute". This was great. Best of luck guys! 💪 I will follow.
This is the reason why I stopped playing starcraft and starcraft 2. I still love to watch it, but playing it is just not a fun experience. Like the video stated, the tedious house keeping of constantly having to maintain your workers, supply depots, chrono boost, etc is not fun. The fun part of RTS is the battles and the army engagements.
Macro is part of rts games, you Can just play games with less macro as Command and conquer games with no villagers. Or the upcoming Tempest Rising and Zerospace they have no workers
Fascinating. Having played SC2 as my main game for years now, I would have thought that playing something that sounds similar to an auto battler wouldn't be very fun and misses the charm of hardcore RTS which stresses your mechanics to its limit with a mixture of tedious chores and actual unit movement. But after being hyped for Stormgate and Zero Space, watching many of its interviews and games but ultimately not feeling disappointed that I missed out on the Stormgate beta or feeling any urge to give it a try when it became an open beta, I have to wonder if you guys are actually on to something. I have no idea what you're cooking up but it still sounds very similar to arcade games like Marine Arena, or this other one where it was a team game where you select a type of unit in order to spawn in a bunch which you get to micro, gain income by killing units and win when you destroy the opponent's main base. Players on both teams would then constantly try to spawn in a different set of units that counter the opponent each time their existing set of units dies.
I hope you think about letting players choose some pre-programmed behaviors, so some stuff are automated by my order or the lack of it. Like it should be with indirect fire, where I can order it to hit only not moving targets and focus down some unit types or letting it try to predict position of enemy unit and aim there, so walking in a straight line is a death wish... But then you can order units to move in a spread out, unpredictable way vs this indirect fire... OR choose to preprogramm their behavior so they do it on their will, during "not in a direct control mode"... A "direct control mode" is when your units do not do automated stuff, or at least some of them, so they are more predictable to you. E.G. in COH1 infantry spread out in to cover, when near in, but with the direct controll mode, they should not do it. A road priority in COH3, which should be turn off and on, for every unit or by a different click and a voiceline from unit as confirmation of what it is going to do... But they choose to delete it, coz players hated it, thanks to not being sure where unit is going to go. I would love to work on clever RTS, not a mundate grind of chores to click in RTS. DOW1 had some of it, but in an ancient way. Like its: -morale system - run faster, but dps reduced -when enemy use CQC on you, use your male atack -collect bodies of necrons by one click ON and OFF -stances, which can be set from even a building, during making of units -autoreinforce on and off per unit AOE2 has some neat unit`s atack priorities.
Really looking forward to this game and what it has to offer. Listening to the design decisions and new direction has me very curious. Maximizing the "fun" time rather than spending the first 2-5 minutes of every game doing the same exact thing.
Every game project start with low numbers unless it's made by a very popular company to begging with, if the game is amazing the chain reaction will start.
i still play sc2. i often just enjoy macroing so im worried when hearing how they want to remove a lot of that. making lots of units cleanly can be very cathartic
StarCraft 2 is perfect to me, I enjoy macroing while microing, the game is beautiful and clear, the way you control the units feels natural and precise and the community has that hardcore mentality that makes winning feel very rewarding. I'm surprised by the sudden explosion of new RTS projects, from what I have seen they are not well received by the current video game player base, I think this is because RTS are seen as hard games (they are), while people are looking for mindless easy games with non-skill based reward system or pretty 3d visuals. Hardcore mechanic based gamers are only a small subset of gamers. What is the audience for this new game? Is mass market the goal? I like the ways they are trying to make it way different because let's remind ourselves that we have SC2... the only way I will be interested is if it bring a lot of new mechanics in a way that feel almost opposite to SC2 while keeping the hardcore aspect and somehow still please the average gamer for mass market, that's a very hard task, I can't wait to see what they have created. I really enjoyed the video, a lot of smart talented people in there with successful track records. gl hf
This made me really unconfortable, because I don't think that at any point any of them mentioned Total Annihilation or Supreme Commander or even acknoledged their existence. And plenty of what they touted as inovation that the genre needs, has existed in some way shape or form in SC since 2008 or a few years later as community mods. It gave the whole video a strange vibe of "sales pitch for investors who don't really know anything about RTS" which I'm sure isn't their intention.
Company of Heroes 2 is still the last great RTS Ive played. But I still think that the innovations like Wings of Liberty campaign, Men of War attention to detail or Sins of a Solar Empire's massive scale were abandoned too soon in a trip to Nostalgia. 90% of modern RTS are "spiritual successors" with no new mechanics, of course New is not what sells, RTS is a nostalgia genre.
Really sad to see this team throw so much shade at SC2. I'm excited to see what they end up making but I'm worried their focus is in the wrong place. The apparent discouragement of macro and base building will likely lead to less interesting strategic decisions if the focus is more on just managing your army the whole time. I'll hold judgement until we see more but I don't know that the best way to attract RTS fans is to present past RTS games as deeply flawed. Those fans played those games for a lot of the reasons they seem to think people don't want to play them. I guess it might be an RTS game for non RTS fans.
RTS, is not what it use to be. I stopped doing compétition when people online started to use layer telling them what to do. AI is killing it. Which kinda appear in sc2. I had way better ladder/competitive match to be remember in Starcraft 1. Strategy and micro/macro management was the way to go. It actually feel like it was real fight on the brain scale.
I'm not hyped for this i love rts but from what i hear not the direction i want. All about unit compositions but never do i hear about scouting and countering their unit composition or pokeing for weakspots. It just feels like more starcraft.
Uncapped Games is part of TENCENT As much as I appreciate the effort and the content of this Video, TENCENT has been a giant RED FLAG when it comes to personal Data and security Issues. So thanks for the effort but no thank you.. I wish you all the best of luck and sales though
between this and stormgate, a healthy competition in the revival of RTS is unbelievably lovely to see
Yea that is great but we do have more competition with games such As Tempest Rising and Zerospace
Yeah, don't forget Zerospace, Tempest Rising, Immortal: Gates of Pyre. The future of RTS is bright.
I’m calling it right here, right now…
StormGate will have its coop, campaign, and map editor, so as long as it doesn’t fumble the ball in those modes it should be fine overall.
But…. this Uncapped game is going to leave SG (along with SC2) in the dust as a competitive game. Games should be as fun as they are challenging and David Kim knows this.
"Healthy" and "revival" you say...
@@haakonglindtvad5489 lol no one is going to play tr or zs
I haven't been this excited about a new RTS in a while. Really enjoyed my time with the game so far!
Oh... so content creators did really play this game... so we have a decent game there like stormgate and zerospace already right from the announcement WOOOOOOW
you said this for stormgate -_-
@@JimRisingTV😂 win some and lose some
Love ya mate
@JimRisingTV that was before this point.
I think I'm gonna cry. They mentioned the forgotten one 😭 Hots forever
Absolutely LOVE Uncapped's decision to take a critical look at what mechanics are making RTS less accessible. We very clearly saw during the transition from Brood War -> StarCraft 2 that if you take away menial tasks (In that case manual worker rally, multiple building select, etc) the skill doesn't disappear in competitive play, instead actions are freed up for competitive players to do things elsewhere. Great to see Uncapped understands you can both have an incredible skill ceiling while being more accessible to new players!
This game really could change everything for the RTS genre. I'm very excited and looking forward to trying it out
Much like how I felt with stormgate, I hope you guys stick to what you think is cool. Pros want what they are familiar with, stick to what you want to make, and what you think is fun.
I'm getting strong vibes of Dawn of War 1 from this, that was the most fun PvP RTS I ever played, not macro heavy, not micro heavy, yet somehow you constantly had to do something, and not reacting in 3 seconds wouldn't result in half your army being wiped.
If I remember correctly the main designer of DOW1 mechanics died? So big loss for this already stale genre.
All of these guys and the people watching in awe and hopes for more games and stories like this are my family! Even if we might never meet each other. Know that a lot of my heart lies here, with these games.
Wow, this is huge. So much going on in the RTS space, and this is the first time I've heard of Uncapped Games. Glad to see David Kim behind this new project. Can't wait to see what's in store next!
Uff, I can't believe it, a legend like you making an RTS, Mr. David, I like your work and your way of designing, you really inspire me, I hope you are successful, greetings from Chile
thanks for inviting me to try the game out with the other SC2/RTS folks... was a blast! I can't wait for this to go live. The game is fun and a new type of RTS that many will love!
And it Will not be too allienated for classic rts gamers? Will we feel at Home ?
@@haakonglindtvad5489 if u like the fun stuff that most people see as fun then this RTS delivers
I always wanted SC2 multiplayer to play like SC2 campaign.
I got to say the SC2 coop is far and away their biggest accomplishment in pushing the genre forward. Breaking up the complexity into smaller chunks so each race can have different representation without it feeling like complexity bloat was amazing.
For all the talking about "paradigm shift" they really do mention Starcraft often. And that's on top of non stop featuring art from SC, designs from SC, specifics of SC, screenshots from SC, blurred screenshots and snippets that looks like SC artstyle, inviting SC players for a playtest, and half of the company working on SC beforehand.
Together with Stormgate, ZeroSpace and that third game who's name I forgot, this is like the fourth Starcraft clone / "spiritual successor" in developement right now.
Edit: Scratch that, I've found a 5th clone just now.
yep, many of the new games look like starcraft clones.
They make a game different from Starcraft in a large way, coz they were not allowed to do it with SC II, which needed to stay close to its classic design. The immportant points for good RTS are common and SC gets a lot of stuff right, but in an old fashion way.
The vast majority of RTS games are AOE or C&C clones. I think SC clones with some variations in gameplay are worth exploring, even if I might not play them myself.
@@oOOoOphidian there’s barely any C&C clones that came out in the last decade. If anything we’re getting a SupCom wannabe every 3 years and an autistic unplayable war game “look! It’s rts but this time there’s no base building! Nobody has ever done that before!” every 6 months.
SC2 is the most popular RTS and a masterpiece. It’s THE game to dethrone.
If you think this game sounds like it’s going to be a clone then I don’t think you were paying attention.
I’m a die hard SC fan since the first game went out. Interesting to see another RTS in development by a lot of the SC dev team. While I’m not sure I’ll love it more than SC because of the lore but I’ll give it a try for sure. Looking forward to it!
It’s a blast listening to you express your thorough thought processes and I’m hyped already! Good luck & have fun
Sorry for my bad English. I'm not a native speaker.
I think having some automated resource income increment you can stop or restart by hand is a good idea. I think that is one type of interesting decision. Especially if you can decide between 2, 3, or 4 resources. So you not only decide if you want to increase the income, but you also have to decide which resource you want to increase automatically over time. Of course, you can maybe pimp that through upgrades so you can get 2 different resources and or 1 resource faster, etc. per base/ main structure.
I think it will also be good to just decide to increase the number of production facilities for combat units and you don't have to find a place for the structure. So you click a button and the facility is automatically placed near the main structure or something like that. Of course, you will have several main structures and you can decide which main structure will get the extra production facility. That will also highlight the strategy part.
(One thing that could be lost is the possibility of hiding production and tech structures etc. anywhere on the map like hidden Gateways or Dark Shrine or something like that. Not sure if this will easily be possible in that game. Is for me one of many important strategic options.)
I think also just having a menu full of different upgrades sorted in the economy, new units, and existing unit improvements would be a cool idea. Unit improvements can be abilities like blink that give some existing units totally new options or something like a general power or defense upgrade for a group of units like armor. In this case, I would like to split armor and weapon upgrades into more different categories like laser, explosive, poison, or projectile weapons and armor types. That could increase the diversity in battles. So for example a unit with a projectile weapon can be changed to a unit with a laser weapon etc. It may be something that you don't just upgrade, but you can also change for the current production cycle of the unit. So after you have built the unit with the laser weapon upgrade you can change that back to the unit with the projectile weapon if needed.
And it's good that they will probably remove that boring supply thing so you start with 4/200 for example and you don't have to increase the max supply.
One thing that is actually missing in a lot of different rts like all C&C, StarCraft, and WarCraft titles is the strategic diversity auto-generated maps offer. That are several things.
One thing is that scouting becomes more important because you don't know what the battlefield looks like. That gives you also more options to hide economy, production buildings, and tech more easily and will play a bigger part in the decision-making. I really like that in Age of Empires 2 and I miss it in Starcraft and Warcraft. In combination with more spread resources like stone, food, gold, and especially forest in Age of Empires 2 there are a lot more options for possible bases or places for economy and hidden economy. In Age of Mythology and also in Starcraft etc. the places for an economy are really limited. Especially when you don't have auto-generated maps. I think that could increase the strategic part of the game if you increase the options instead of limiting them. That would for me some really important parts of an RTS. StarCraft 1 is of course a great game, but it also has its parts for improving. People should more often combine the best things of Starcraft:BW and Age of Empires 2.
One last thing. I would also overthink the start position thing. In Age of Empires 2, there is something called "nomad maps" so you start with 3 workers who are randomly distributed across the map.
Those are really funny maps because each game has its own individual story. For example, one time you start really near to an opponent and you will have from the beginning a really action-based match. Another time you start far away from every opponent and you can hide and build up your great economy. Furthermore, sometimes the match develops into a defensive style of play depending on the many things that can happen during a match. This map type also benefits greatly from randomly generated maps. In addition which resource you have enough in range or not is totally different in each match. So there is so much variety so the basic principles are different from ... for example Starcraft, where you know most of the things. You know where your opponent starts, how the map looks like, where the opponent can expand, where you can expand, and where are the roads to the opponent's bases or to your bases, you probably also know the few build orders your opponent can play and you can play and of course, you will probably know your build order you will play in one match, etc. In Age of Empires 2 the 4 different resources also make it possible to decide if you want to build high-quality units (gold units) or trash units (food/wood units) or to build more defensive structures (stone things like castles, turrets, walls). The last thing can help you to get different and more resources and go over to a more aggressive playstyle with a lot of harassment with a small group of units etc.
I give you guys one advice Be focus more on campaing aspect then multiplayer at first time. Because from my chiledchood, what do I really memorised in RTS is for the their unforgotable story telling, main protagonist (either good or bad) and their continuation what will be next.
This is funny as fuck to me, all these starcraft devs are like Oompa Loompas that have quit working for Willy to set off and make their own Wonka Bars because they have his secret recipe i fuckin love it keep it up yall!
yeah my favorite smell of free units and other shit
Talking about a game that has no gameplay footage out seems premature - it's hard to have an emotional investment in a game when you could be building the next halo wars
Lots of people love/loved Halo Wars. Just because it didn't have a crazy esports scene doesn't mean it wasn't good.
@@8thlvlMage thanks for your comment but you missed the point
It doesn’t look like they’re expecting an emotional investment. It’s a soft approach, and pretty personable. That must be what they wanted?
What a moronic logic.
Well we can make our minds up when we see it in a couple months at next fest anyway. So no emotional investment is required
Had a blast playing, looking forward to it!
So are you more hyped for this than Tempest Rising. Or the other rtses? Zerospace /stormgate
Man I love the artstyle from what you've shown so far. These thick lines robots that are not exclusively humanoid shapes is tickling my neurons in a fun way. I'm a big fan of the execution heavy aspect of RTS but I really look forward to seeing what you guys come up with! Can't wait to play.
Love the idea of factions not being so strict and being able to mix and match!!!!! !! In real life you are not so strictly bound to your "race" (~species) or ~faction of origin ~ to be your allies and there's crossover that makes much more sense to go by, outside of the imperalist mindset most/all of these games are modeled on.
Yeah they want it to help for strategy/gameplay purposes but in terms of the world building this just feels much better as a starting point to me and what you can do with it, + giving "soul" and heart to the game potentially with making something new. Sometimes a hydra and a marine should fight side by side.
*have been modeled on
It seems like every new RTS that comes out, I hit David Kim repeatedly on the ladder, usually with a screen name like 'DavidKim'. He's certainly an RTS savant, and I'm happy to see the introspection at 10:11 regarding some of the flaws in Starcraft 2 and how to make a better game in the future.
Looking forward to what Uncapped Games creates!
Yes, finally, someone speaking sense! I've been playing a descendant of Total Annihilation called Zero-K for 13 years and there: You start actually fighting your opponent within the first 30 seconds of the match, almost all rts start slow and you just follow some optimal build order. Economy is streamlined and tech tree is flat, meaning less time spent NOT fighting your opponent and more spent making tactical decisions. (and tons of other things)
I am totally going to keep an eye out for what this game might be.
Zero-K is a lot of fun
Every RTS artist should listen to those guys: 15:55
DK is back ! 🎉
I’ll try this game when it comes out. I’m a bit apprehensive to hear some things so far, but the RTS scene needs new blood and new life, innovation can’t hurt to try. I hope to see more soon!
Really awesome to look forward to 3 RTS games, including this one in the future.
So Tempest Rising, Stormgate and this ?
@@haakonglindtvad5489 ZeroSpace
I like the idea of rethinking RTS quite a bit, but I feel like this video has given me very little idea of what new ideas are being put into practice. The whole documentary/ad is so conceptual that I'm not sure what any of the things they say mean in practice.
8:21 literally shows you how it plays
@@coolzoky That's just showing a little animation as to what the dude is talking about.
@@coolzoky
That 22 second animation gives me very little clarity about what ideas are actually being put into practice.
Sneaky Noclip vid. Oh man, just a laundry list of devs of games I love. Looking forward to what you guys bring. Good Luck
Looking forward to this so much! The passion is clear from everyone in the video and I'm sure you have something special for all of us to experience!
Bit surprised any Starcraft 2 ex-developers would make a PVP focused RTS game. They surely know from their own stats that the vast majority of the players go for single-player only, and don't touch PVP even once. (This isn't me saying this: This is Blizzard and other devs saying it).
The PVP scene is the same pool of die hard sweats that every game fights over. It's very brave of them to join that brawl.
but people keep saying this , but won't you not prefer to focus on the 20% from multiplayer in the long run? when those people play maybe 100's of hours compared to single player 1-20 hours and then they are gone to maybe return once an dlc comes out and they complete that and leave again? and all Rtses that are competetive, also actually has an campaign. Starcraft 2 has a great campaign right, so what is there to focus on there? beside making more campaigns? the Skirmishes do get attention also.
@@haakonglindtvad5489 the more they play, the more it costs for server infrastructure.
Single player DLC sells too
Multiplayer is good for keeping the hype going, but unless it hits the superstar like Blizzard or Relic's games then you're mostly fighting over scraps. Look at Eugen, for instance.
But the other ex-Blizz team is already marking the RTS you describe? They’re including PvP too, yes, but that’s a relatively part of their total scope.
I think it speaks to these guys confidence that they’re crazy enough to do PvP only. They must really believe they’re onto something special since they’re going to have to make up for the lost players that make up the vast majority of a the player base of games like SC2 or StormGate.
These are good visions for sure. I guess it will come down to execution. Nobody has come close to making a good RTS after Starcraft, so I am skeptical. We'll see.
Shout out to the absolute boss OG Imperial Guard Player, Stefan Haines.
Ok, now i'm pumped. Love what i'm hearing so far. VERY excited to see what all you lovely people are working on!
I really appreciate that your studio is really questioning the paradigms of RTS that are mostly just accepted now.
Really excited to see what you have cooking
There is one thing at least, for an rts game to work, and that is to deliver a map editor with it, build a mapmaking community.
Guys, you are talking to me. I am your targeted user. Always loved the idea of building armies from interesting composition of units but always been too slow and bad with multitasking 😢 gonna follow you really close
I am excited to see what this group cooks up.
Looks very very interesting, cant wait to give it a try!
Can't wait to see this in action
21:00 - This is the only RTS game worth being excited about, everything else is a rehash of the past
Now there are too main highly produced rts games on the horizon. I really hope this one is a pure AAA game that has a "buy once" business model. And not a minigame turned into a full game thanks to leveling up your account and more social elements than the game content itself, like any moba out there.
A dev that realizes that what makes RTS games fun is not the piano spam? Holy shit this is gonna be good.
This is why I keep saying Total annihilation :Kingdoms is better than people think. My fav RTS game because it focus is less in resources and more on building/strategy which is more fun and fast pace moments. Wish more RTS would do that. But this project here from Uncap has a l ot of potential, great video .
Aquí un amante del genero que toda su vida solo jugó RTS , a esperar el anuncio oficial del titulo , saludos desde Perú
There was one thing I always respected about David Kim and his team when they worked on starcraft 2 and that was he was never afraid to make crazy changes even if the community would hate him for it afterwords 😂. Excited to play!
David Kim was notorious for creating SC2's extremely unbalanced meta with Broodlords, infestors and swarm hosts. If this game also has free units like those by Zerg in SC2, then the it will be toast with terrible game design.
This actually sounds really promising. What makes a RTS game is 1. Decision-making at every stage in the game matters. 2. Decision-making is multi-tiered between where you focus your attention (broadly, micro and macro but these are multi-faceted), and 3. Mechanical skill of the player changes the potential of every unit and interaction. David Kim seems to get all of this.
Didn't know about this until I saw it on Artosis' YT channel, but I'm already excited to see some gameplay!
I think the distinguishing feature is the economic element. Fundamentally, the gameplay relies on gathering and exploiting neutral resources. These same resources are equally valuable to both players, and thus you have the options of maximizing the value of a given resource via micro or maximizing the exploitation of those resources via macro. That’s not something you find in other games because most games rely on a fixed economy or magic (ammo or health pickups, respawns, etc). It’s what gives RTS games their weight and impact. It’s not just skill expression in a flashy play, it’s a huge sprawling strategy that encompasses multiple levels of gameplay.
@@loldoctor I missed a key word, which is "good" RTS. I agree with you for sure, and if I were to add one more point, it would be that the scale of the decisions and gameplay should increase as the game progresses. This is directly tied to the growing economy of each team, and why it's really boring these days to watch SC2 when every game goes to 200/200 at minute 5.
Great to see new teams picking up the flame Blizzard discarded. Love the passion of these guys and Frostgiant.
I cannot wait for this!
I understand the purpose of this documentation: to create interest, to fill the need of devs to be able to communicate that there is something in the works for years. On the other hand it's almost absurd to do half-an-hour of talking about a game that hasn't been revealed and where they must not show literally anything tangible about this game except a few non-descript zoom-ins and a one second long animation in the end. To blame is the age old stupid secrecy of this industry where everyone is always paranoid of showing and revealing content. It's frustrating for both players and devs and doesn't really serve anything or anyone. I get NDAs and building up towards a proper reveal date. But then either (I use this case specifically but it's meant as a general request) make this documentary shorter or be able to show a least some screenshots, or to play sounds, or give some hints about the lore so that people don't feel let down after half an hour of introduction that leads into a plain reveal date almost two months away.
I can hardly wait for it!
Sounds awesome, I can't wait to see it!
Looking forward to the next few decades of Tastosis casting this game
Is that Mr. Jack?! Great art is guaranteed!
Is that THE Mr Dash Dash Jack Art????
Wher's Darian ❤
He's held hostage inside the basement. We need to move there quickly to save him😃
Really hopeful this is hinting at something which feels like dawn of war 1s eco and supply system the amount of variety and interactivity that was present in that game is in my exprience the most varied and innovative across any titles ive played and its really sad that it just disappeared in later games.
I am glad RTS games are shifting into a direction, to focus more on the real-time-STRATEGY, rather than the real-time-mechanics.
If the game developers of multiple newly developing RTS games (e.g. Uncapped Games, Enhearten Media, Frost Giant Studios) collaborated their ideas, I think each game would turn out better for it.
This sounds much closer to a ‘spiritual successor’ to SC2. Very excited.
Supreme commander my favorite rts. Hope it goes that path.
I never played Starcraft. I was too busy playing Warcraft. I loved Warcraft III. My most played game apart from WoW probbly. My first PC games I ever played was Red Alert and Ceasar III, then Warcraft 2. I always found it sad that nobody makes good RTS anymore. Hopefully you can revive it, but I don't think you need to reinvent the wheel and for god's sake, don't make it "cute". This was great. Best of luck guys! 💪 I will follow.
Stormgate seems slow and dense to me. I would like Uncapped to have the reaction speed of SC2 that the units have.
Now i'm so excited about this game.
This is the reason why I stopped playing starcraft and starcraft 2. I still love to watch it, but playing it is just not a fun experience. Like the video stated, the tedious house keeping of constantly having to maintain your workers, supply depots, chrono boost, etc is not fun. The fun part of RTS is the battles and the army engagements.
Play Direct Strike custom game in SC2.
@@markpayton3895 yup I played that for a while. Also desert strike. Definitely a lot more fun and enjoyable.
Macro is part of rts games, you Can just play games with less macro as Command and conquer games with no villagers. Or the upcoming Tempest Rising and Zerospace they have no workers
Fascinating. Having played SC2 as my main game for years now, I would have thought that playing something that sounds similar to an auto battler wouldn't be very fun and misses the charm of hardcore RTS which stresses your mechanics to its limit with a mixture of tedious chores and actual unit movement. But after being hyped for Stormgate and Zero Space, watching many of its interviews and games but ultimately not feeling disappointed that I missed out on the Stormgate beta or feeling any urge to give it a try when it became an open beta, I have to wonder if you guys are actually on to something.
I have no idea what you're cooking up but it still sounds very similar to arcade games like Marine Arena, or this other one where it was a team game where you select a type of unit in order to spawn in a bunch which you get to micro, gain income by killing units and win when you destroy the opponent's main base. Players on both teams would then constantly try to spawn in a different set of units that counter the opponent each time their existing set of units dies.
I hope you think about letting players choose some pre-programmed behaviors, so some stuff are automated by my order or the lack of it.
Like it should be with indirect fire, where I can order it to hit only not moving targets and focus down some unit types or letting it try to predict position of enemy unit and aim there, so walking in a straight line is a death wish... But then you can order units to move in a spread out, unpredictable way vs this indirect fire... OR choose to preprogramm their behavior so they do it on their will, during "not in a direct control mode"...
A "direct control mode" is when your units do not do automated stuff, or at least some of them, so they are more predictable to you.
E.G. in COH1 infantry spread out in to cover, when near in, but with the direct controll mode, they should not do it.
A road priority in COH3, which should be turn off and on, for every unit or by a different click and a voiceline from unit as confirmation of what it is going to do... But they choose to delete it, coz players hated it, thanks to not being sure where unit is going to go.
I would love to work on clever RTS, not a mundate grind of chores to click in RTS.
DOW1 had some of it, but in an ancient way. Like its:
-morale system - run faster, but dps reduced
-when enemy use CQC on you, use your male atack
-collect bodies of necrons by one click ON and OFF
-stances, which can be set from even a building, during making of units
-autoreinforce on and off per unit
AOE2 has some neat unit`s atack priorities.
Really looking forward to this game and what it has to offer. Listening to the design decisions and new direction has me very curious. Maximizing the "fun" time rather than spending the first 2-5 minutes of every game doing the same exact thing.
192 subs and 5 comments… Feels like this is gonna blow up.
Every game project start with low numbers unless it's made by a very popular company to begging with, if the game is amazing the chain reaction will start.
it is THE David Kim, excited for this one!
GAME OF THE YEAR!
Let’s gooo 🔥
11:55 - "Is multitasking and macro while also fighting the most fun thing ever?"
YES. IT IS
데이비드킴 형 진짜 많이 응원합니다..!!
Yooo im so excited to see it holy shittttt
I'm mad knowing David Kim could have fixed LotV but he decided to save these ideas for how own pet project. He really was the death kneel for SC2.
i still play sc2. i often just enjoy macroing so im worried when hearing how they want to remove a lot of that. making lots of units cleanly can be very cathartic
SC2 was an evolution in this respect compared to BW. Give it a shot!
StarCraft 2 is perfect to me, I enjoy macroing while microing, the game is beautiful and clear, the way you control the units feels natural and precise and the community has that hardcore mentality that makes winning feel very rewarding. I'm surprised by the sudden explosion of new RTS projects, from what I have seen they are not well received by the current video game player base, I think this is because RTS are seen as hard games (they are), while people are looking for mindless easy games with non-skill based reward system or pretty 3d visuals. Hardcore mechanic based gamers are only a small subset of gamers. What is the audience for this new game? Is mass market the goal? I like the ways they are trying to make it way different because let's remind ourselves that we have SC2... the only way I will be interested is if it bring a lot of new mechanics in a way that feel almost opposite to SC2 while keeping the hardcore aspect and somehow still please the average gamer for mass market, that's a very hard task, I can't wait to see what they have created. I really enjoyed the video, a lot of smart talented people in there with successful track records. gl hf
Great video. Loved all your thoughts and explanations. Looking forwards to playing the game!
This made me really unconfortable, because I don't think that at any point any of them mentioned Total Annihilation or Supreme Commander or even acknoledged their existence. And plenty of what they touted as inovation that the genre needs, has existed in some way shape or form in SC since 2008 or a few years later as community mods.
It gave the whole video a strange vibe of "sales pitch for investors who don't really know anything about RTS" which I'm sure isn't their intention.
maybe it is, there are many new developers claiming they are the future of RTS and it just sound like a pitch for the inverstors...
I'm subscriber #268.
Good luck with your startup!
Company of Heroes 2 is still the last great RTS Ive played. But I still think that the innovations like Wings of Liberty campaign, Men of War attention to detail or Sins of a Solar Empire's massive scale were abandoned too soon in a trip to Nostalgia. 90% of modern RTS are "spiritual successors" with no new mechanics, of course New is not what sells, RTS is a nostalgia genre.
🔥🔥
Really sad to see this team throw so much shade at SC2. I'm excited to see what they end up making but I'm worried their focus is in the wrong place. The apparent discouragement of macro and base building will likely lead to less interesting strategic decisions if the focus is more on just managing your army the whole time. I'll hold judgement until we see more but I don't know that the best way to attract RTS fans is to present past RTS games as deeply flawed. Those fans played those games for a lot of the reasons they seem to think people don't want to play them. I guess it might be an RTS game for non RTS fans.
I had a very similar reaction to you, look at my comment further down the chain.
lets goooooooo!
extraordinary
I just want to say that I can't fING WAAAAAAAAAAAAIT
I see the map is on the right side of the screen, I hope you make an option to move it on the left.
Good point, same thing for left click and right click and all basic controls... if they accomplish the same function.
RTS, is not what it use to be. I stopped doing compétition when people online started to use layer telling them what to do. AI is killing it. Which kinda appear in sc2. I had way better ladder/competitive match to be remember in Starcraft 1. Strategy and micro/macro management was the way to go. It actually feel like it was real fight on the brain scale.
What do you mean by : layer telling them what to do. Never heard of that. You will never face an AI on SC2 ladder.
YES!
Darian was not in the video 😞
Good luck!
Cant wait to buy the battle pass!
Hey Dayvie! Its me GreenGasMan. LOL.
Man spending 5 years on a game that never ships sounds so upsetting ):
my old team mates!
How is no clip Danny here? Welcome though :)
I'm not hyped for this i love rts but from what i hear not the direction i want. All about unit compositions but never do i hear about scouting and countering their unit composition or pokeing for weakspots. It just feels like more starcraft.
Uncapped Games is part of TENCENT
As much as I appreciate the effort and the content of this Video, TENCENT has been a giant RED FLAG when it comes to personal Data and security Issues.
So thanks for the effort but no thank you..
I wish you all the best of luck and sales though