RTS Evolution

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  • + guest595d41 Kenji Lum 2 months ago
    I found this to be really good, but I agree with the poser below because there were RTS games before Warcraft 1 and Dune II. However, as the Wikipedia article on RTS games states, Dune II was the first game to act anything like a modern RTS.

    http://en.wikipedia.org/wiki/Real_time_strategy#Precursors_and_early_genesis
  • + guest489d2f guest489d2f 8 months ago
    This evolution fails to note the earliest games in the genre. Stonkers (1983), The Ancient Art of War (1984) and Herzog Zwei (1989) all preceded Dune II (1992).
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RTS Evolution - Presentation Transcript

  1. The Evolution of Real Time Strategy Video Games The Top 10 Most Revolutionary RTS Games
  2. What is Real Time Strategy?
    • RTS games usually include:
      • Real time military combat
      • Resource gathering
      • Direct control over units
      • Base building
      • Technology development
    • People vary on their definitions of an RTS game.
    • Dan Adams, with help from Blizzard’s Rob Pardo, defined RTS as “a military strategy game in which the primary mode of play is in a real-time setting.”
  3. The Big Question
    • How did we get here? How has RTS evolved from the original Dune II to the huge hits below?
    • This presentation will showcase the top 10 most revolutionary and influential games that have contributed to the evolution of the RTS genre.
  4. 10. Lords of the Realm II
    • Released 1996
    • Sierra Studios
    • Primary Contributions
      • In-Depth World Map
      • Castle Combat
  5. In-Depth World Map
    • Merged Turn-Based Gameplay with Real-Time Gameplay for the first time.
    • Players controlled army movement and resource management on world map, while combat was conducted in Real-Time.
    • Games like Star Wars: Empire At War and the Total War series followed this precedent.
  6. Lords of the Realm II
    • Campaign Screen
    • Combat Screen
  7. Rome: Total War
    • Campaign Screen
    • Combat Screen
  8. Castle Combat
    • Prior to Lords II, most “castle” combat involved building walls and towers that stood alone and never formed a cohesive complex.
    • Lords II was the first game to simulate castles and provide a true defender advantage.
    • This was important in historical games and was implemented in all Total War games.
  9. 9. Age of Empires
    • Released 1997
    • Ensemble Studios
    • Primary Contributions
      • Random Map
      • Racial Bonuses
      • Alternative Victory
  10. Random Map
    • Age of Empires developed the idea of random maps in skirmish mode leading to infinite replayability.
    • However, most RTS did not adopt this feature and instead focused on map editors and player-created content.
  11. Racial Bonuses
    • Age of Empires also featured twelve different factions.
    • Some units were unavailable to certain civilizations and each civilization received bonuses in areas that they were historically strong in.
    • Racial bonuses have been the primary mode of differentiating civilizations in historical games like Empire Earth and Rise of Nations.
  12. Alternate Victory
    • AoE also featured alternate victory conditions for the first time in an RTS game.
    • AoE allowed players to win if they:
      • Destroy their enemies
      • Find all religious relics
      • Build a wonder
      • Explore a certain percentage of the map
      • And others
  13. 8. Shogun: Total War
    • Released 2000
    • Creative Assembly
    • Primary Contributions
      • Realism
      • Heroes
      • Scale
  14. Realism
    • Shogun introduced a high amount of realism in combat that had only been seen in turn based wargames.
    • This realism included troop morale, terrain advantages, weather effects, realistic unit tactics and stamina.
    • This type of gameplay can be seen in all Total War games as well as recent releases such as Company of Heroes.
  15. Heroes
    • Although previous games implemented hero units, Shogun was the first game to make them more than just supercharged versions of regular units.
    • Generals in Shogun had personality because they were named, gained experience, and boosted morale to name a few abilities. A General’s command bonuses could turn the tide of the battle.
    • Shogun opened the door between RPG and RTS, although it was Blizzard’s Warcraft III that merged them together.
  16. Scale
    • The most eye-catching feature of Shogun was its sense of scale. Battles didn’t involve tens or hundreds of units, it usually involved thousands of individually drawn soldiers.
    • This shift towards massive armies promoted the “bigger is better” philosophy, and influenced games such as Empire Earth.
    • In addition, the use of a 3D camera hovering above the landscape had a cinematic feel, which would be emulated in later games like Company of Heroes and Supreme Commander.
  17. 7. Homeworld
    • Released 1999
    • Relic Entertainment
    • Primary Contributions
      • 3D
      • Persistence
  18. 3D RTS
    • Homeworld was a bombshell for the RTS community because of its 3D system.
    • 3D opened up many more strategic options since adding a Z-axis made the game more complex.
    • The visuals of the 3D engine also made the game very immersive.
    • To date, no space RTS game has been able to match the beauty and gameplay of Homeworld.
    • All other space RTS games such as Star Wars: Empire At War and Hegemonia were influenced by Homeworld.
  19. Space RTS Before Homeworld 1998
  20. Space RTS After Homeworld
  21. Persistence
    • In Homeworld, the player may take all of the ships they have built in one mission and carry them over to the next. These are called persistent units.
    • Persistent units have been utilized in Company of Heroes and Warcraft III.
  22. 6. Warcraft III
    • Released 2002
    • Blizzard Entertainment
    • Primary Contributions
      • Hero Units
      • Multiplayer
      • Less is More
  23. Hero Units
    • Although Shogun introduced Generals in 2000 and thus opened the door between RPG and RTS, it was Blizzard’s Warcraft III that blew the door off its hinges.
    • The hero unit became an integral component of gameplay that had RPG characteristics.
    • Games that were influenced by Warcraft III include Supreme Commander and Star Wars: Empire At War.
  24. Multiplayer
    • Warcraft III was not the first RTS to offer multiplayer, but Blizzard’s support of the game through Battle.net revolutionized the way multiplayer is offered.
    • Instead of offering lobbies and game rooms like MSN Zone, WC3 on Battle.net allowed for arranged teams, official ladders, anonymous matchmaking, and other facets that promote competitive gaming.
    • Command and Conquer: Generals and Supreme Commander both feature multiplayer systems similar to Warcraft III’s battle.net.
  25. Less Is More
      • Warcraft III was a game that moved away from the “bigger is better” shift and instead focused on small groups of units led by heroes.
      • This led to innovations such as subgroups and autocasting for more control.
      • The success of Warcraft III proved that small scale games were also viable, leading to a split between large army games like Supreme Commander and small goup games like Company of Heroes.
  26. 5. Command and Conquer
    • Released 1995
    • Westwood Studios
    • Primary Contributions
      • Story Development
      • Ease of Control
  27. Story Development
    • When Command and Conquer was first released, part of the immersive factor of the game relied on the cheesy Live Action sequences.
    • These sequences set the backdrop for the mission as well as developing the story and entertaining the player.
    • This mode of story development has been adopted throughout the RTS genre in games like Supreme Commander, Age of Empires II, Warcraft I and II, and other games.
  28. Ease of Control
    • The big innovation that Command and Conquer gave to the RTS genre is its control scheme. The drag and box to select a group of units has become a genre standard as well control groups.
    • The ability to give actions to multiple units at the same time has become embedded in the RTS genre.
  29. 4. Warcraft II
    • Released 1995
    • Blizzard Entertainment
    • Primary Contributions
      • Map Editor
      • RTS Defining
        • Food
        • Right Click
        • Freedom to Build Anywhere
        • Fog of War
  30. Map Editor
    • The map editor included with Warcraft II allowed amateurs to create their own levels, but it wasn’t until Daniel Lemberg designed his own map editor that mapmaking became popular.
    • Daniel’s tool was so good that Blizzard began to use it and it heavily influenced their Starcraft Editor.
    • You could say that RTS modding began here.
  31. RTS Defining
    • Warcraft II defined many of the aspects of RTS games today including:
      • Fog of War – Complete information only if units are in that area.
      • Context Sensitive Right Click – Used in nearly every RTS, it is preferred over the Command and Conquer Left Click because it allows players to target other units with more freedom.
      • Freedom to Build – This allowed players to take advantage of strategic chokepoints away from their base and has been implemented in Supreme Commander, Command and Conquer: Generals, Age of Empires, and others.
      • Food – Food was introduced to limit the number of units built and is used in many RTS games to help prevent rushing and slow down the pace of gameplay. Notable examples are Age of Empires, Empire Earth, and all Blizzard RTS.
  32. What game is this?
  33. This is the Alpha of #3 on our list
  34. 3. Starcraft
    • Released 1998
    • Blizzard Entertainment
    • Primary Contributions
      • Unique Game Balance
      • Immersion
      • Perfection
  35. Unique Game Balance
    • Although the first RTS games offered different factions, Starcraft offered completely unique gameplay for each race in the game.
    • Every unit was useful from beginning to end.
    • Although each race played completely different from each other, they were perfectly balanced.
    • Games that were influenced by Starcraft include Warcraft III, Company of Heroes, and Age of Mythology.
  36. Immersion
    • Like Command and Conquer’s FMVs, Starcraft drew the players into the world.
    • Starcraft seamlessly integrated plot development in the game, unlike Command and Conquer which delineates between gameplay and plot development.
    • It was also the first time all campaigns were connected as a narrative, instead of each campaign being mutually exclusive.
    • The player was also drawn into the world by unit portraits, professional voice acting, in game cutscenes, and character development.
    • This influenced games like Homeworld, Company of Heroes, and Warcraft III.
  37. Perfection
    • Believed to be the greatest RTS game of all time.
    • Because it is so recognized, many RTS attempt to emulate it.
    • Recognition:
      • Greatest Game of All Time – Gamespot
      • Walk of Fame Inductee 2006
      • #7 Game of all Time – IGN 2005
      • #9 Game of all Time – G4.TV
      • #1 Reader’s Top 50 – PC Gamer
      • 7 Game of the Year Awards
      • 11 Strategy Game of the Year Awards
      • Average Score: 96%
      • Including the Above – 46 Awards
      • South Korea
  38. 2. Total Annihilation
    • Released 1997
    • Cavedog Entertainment
    • Primary Contributions
      • Revolutionary Units
        • 3D
        • Behavior
        • Waypoints
      • Realism
        • Physics
        • Scale
      • Internet
        • Downloadable Content
        • Boneyards
      • New Features
        • Commander
        • Resource Model
  39. Revolutionary Units
    • Pioneered the transition from 2D to 3D.
    • Pioneered the feature of “defined behavior” – return fire, hold fire, etc
    • Expansive waypoint system that reduced micromanagement in construction and commands.
    • Influential Upon:
      • Warcraft III – 3D, Waypoints, Rally
      • Rome: Total War - 3D, Behavior
      • Age of Empires II – Behavior
      • Homeworld – 3D
  40. Realism
    • Total Annihilation offered unprecedented scale when it was released. Featuring over a hundred units, players could field massive forces.
    • It also sported a realistic physics engine that accurately tracked ballistic weapons, long range artillery, rockets, aircraft, etc.
    • Influential Upon:
      • Company of Heroes – Physics
      • Total War – Scale
      • Empire Earth – Scale
  41. New Features
    • The Commander of TA was the first true hero unit that Shogun and Warcraft III expanded upon. The Commander was the ultimate unit.
    • TA also had a unique resource model where resources were infinite, leading to different strategies.
    • Influential Upon:
      • Company of Heroes – Resources
      • Warcraft III – Heroes
      • Shogun – Heroes
  42. Internet
    • For the first time ever, players could download new units every week from the TA website. This allowed the game to continually expand and players were even able to create their own units.
    • Boneyards, the multiplayer service of Cavedog may be the future of MMORTS. It gave players a larger context to immerse themselves in.
    • Influential Upon:
      • Warcraft III – Extra campaigns
      • Rome: Total War – Alexander
  43. 1. Dune II
    • Released 1992
    • Westwood Studios
    • Primary Contributions
      • Resource Gathering
      • Mouse Movement
      • Shroud
      • Construction
      • Unique Factions
      • World Map
      • Interface
      • Technology Tree
  44. Dune II
    • Resource Gathering
      • Worker harvests resources on the map.
      • Resources are finite.
      • Worker must shuttle back and forth between resource and drop off point.
    • Mouse Movement
      • Control units with the mouse.
      • Can direct places to move or units to attack with mouse.
    • Shroud
      • Covered the map with darkness except for immediate area.
      • Players have to explore with units to remove the darkness.
  45. Dune II
    • Construction
      • Players created buildings and placed them on the map close to each other to form a base.
      • With buildings as prerequisites, players could create units that would appear on the map.
    • Unique Factions
      • Three different sides to play, each with unique units and strategies.
    • World Map
      • After the RTS component was complete, players would go to a world map and choose the next territory to attack.
  46. Dune II
    • Interface
      • Dune II created the standard Command and Conquer interface.
      • It included Move, Attack and other commands as well as basic information concerning the selected unit.
      • It also included a minimap.
    • Technology Tree
      • In order to create the more powerful units, players had to meet prerequisites by building certain structures. This was to provide strategy between “teching” and “rushing”.
  47. Conclusion
    • How did these games evolve RTS?
      • They fine-tuned existing RTS elements.
      • They invented new elements by merging genres.
      • They invented new elements by altering existing elements.
      • They attempted to present the game in a new way.
      • They made the game easier to control.
      • They got the player involved in the game.
      • They created new elements by innovation.
      • But Also: They made excellent RTS games.

+ wuzziwugwuzziwug, 3 years ago

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