Re:In defense of hard counters in real time strategy games
by usrusr on Tuesday July 27, 2021 @07:21PM
(#27978782)
RTS originate from single player where you don't even need balancing: it's perfectly fine if there is a winning move, the joy lies in discovering that winning move and exploiting it until you happen upon a level that introduces a counter, providing you with the nice riddle of what the next winning move might be. The balanced multiplayer variations, though far more impactful once computers started to be connected, always seemed a bit "is that still fun?" to me.
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Re:In defense of hard counters in real time strategy games
by spywaregorilla on Tuesday July 27, 2021 @07:53PM
(#27978968)
I think this is a really important point. Solo RTS is very engaging even if you actually suck at it. The layers of complexity required to be good are basically unfathomable unless you grind against competitive players and understand the various local maxima of the metas.
Competitive RTS is very stressful. I would say, more stressful than other competitive games as mistakes, or rather, the absence of great moves, compounds quickly into a disadvantage.