Converging Design Trends in Strategy Games (The Foxhole #5)

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  • Опубликовано: 13 янв 2025

Комментарии • 11

  • @leetorry
    @leetorry 6 лет назад +5

    There arent of of channels that focus on strategy games as whole that are popular (compared to the fighting, rpgal, and fos community) so its nice to see a channel like yours exist.

  • @adrixshadow
    @adrixshadow 6 лет назад +7

    While they are good ideas I wouldn't consider them essential.
    If we are talking about a fundamental trend there is one:
    Strategy games need to focus on single player not competitive multiplayer.
    Especially for RTS, competitive multiplayer is a death sentence, they are built to die.
    I would like to see how things shape up with something like procedural campaigns, with more advanced AI and more asymmetric design between player and AI forces.
    That is the future.

    • @ShogunV
      @ShogunV 4 года назад +1

      As someone who dislikes micro click-fests I fully agree, whether playing a strategy game or a military shooter I always find myself favoring realistic tactics over "gamey" gimmicks. And I just wish to see a superbly done grand strategy single player game with AI that can mimic real tactics from history

  • @tomc8231
    @tomc8231 6 лет назад +3

    Good video, thanks for your work.

  • @tomc8231
    @tomc8231 6 лет назад +3

    Dunno if you covered this already but I do like how different factions can specialize in different aspects in strategy games by player choice. Company of Heroes 2 is a decent example with the commander system though CoH1 was better in that aspect I feel. I am also not much of a fan of factions that are inflexible in their gameplay and are specialized from the start though it works alright in games like civilzation.

    • @DespeLearns2CoH
      @DespeLearns2CoH  6 лет назад +1

      It was indeed covered first in the video :-) Factions in Civilization games are actually only marginally different from each other, to the point where more unique bonuses could really help flesh out each faction.

  • @collierapgar2590
    @collierapgar2590 5 лет назад +1

    Provinces in total war for as long as you can remember? It only started in Rome 2.

  • @Hebdomad7
    @Hebdomad7 5 лет назад +1

    Focus fire. Also not an issue and focus fire IS used in combat. Look up how mass artillery fire works.
    Upsides is that you kill things really quickly. Downsides is that a lot of damage output is wasted on a single unit.
    It takes good unit control to know when focus fire is needed and when it's detrimental.
    Stack of doom: Not really an issue as long as counters are viable. There are reasons to mass your forces and there are reasons to disperse them.
    Like massing your forces in real life you can only defend or attack a single location at once leaving yourself vulnerable to being attacked on multiple fronts.
    Area of Effect attacks also punish players who mass units together (siege tanks in starcraft or onager in Age of Empires).
    Games have restricted the stack of doom by having a 'logistics' burden on a stack. Bigger armies cost more to maintain or require higher tech levels. (Warcraft 3 or Galciv)

    • @ShogunV
      @ShogunV 4 года назад

      I'd make focus fire target an area rather than an individual. And only some units like assassins or snipers can have the ability to target an individual enemy unit