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Real-Time Strategy Games - Too Many Clicks? 174

simoniker writes "A new Gamasutra article asks provocatively in its synopsis: 'Could games like Civilization benefit from putting their interfaces on a diet? Can a player control too many objects at once in a strategy game?' Are RTS titles too UI-intensive? The author notes: 'Even for a Civ addict like me, the game isn't much fun after about 1800. Too many clicks. I counted the clicks, mouse movements, and keystrokes that it took me to get through one move of Civilization III in the year 1848. Many hours later, when that turn was done, I'd counted 422 mouse clicks, 352 mouse movements, 290 key presses, 23 wheel scrolls, and 18 screen pans to scroll the screen.'"
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Real-Time Strategy Games - Too Many Clicks?

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  • Automation (Score:5, Interesting)

    by Iamthefallen ( 523816 ) * <Gmail name: Iamthefallen> on Thursday August 24, 2006 @09:23AM (#15969050) Homepage Journal
    From TFA:
    I was attempting to construct a railway line connecting the north end to the south end of my civilization.
    [Snip] ...
    I needed to assign about a hundred workers to building the railway line in order to get it built before being overrun. For each worker, I had to click on it once to bring it into focus; then type 'g' to begin a movement, scroll to its starting point on the railway line, and click again. Later, when it reached that point, I would have to type "ctrl-r" to build a railroad, scroll to the end of that unit's portion of the railway, and click again. That's three mouse movements, three keystrokes, and three mouse clicks per unit. I tried to keep the workers in groups of three, although this was possible only about half the time. So it probably took me 600 clicks, keystrokes, and scrolls to build that railway.

    Imagine if I'd been able to say that I wanted to build a railroad, click on its start, and click on its end. The computer would then have directed workers, as they became available, to work on sections of the railway. The entire railroad could have been constructed with the same amount of supervision that it took me to direct one worker.


    Yeah, imagine that, it's called Civ4. You can direct one worker to build it, you can direct a dozen.

    But again we go to TFA:
    You may wonder why I'm talking about Civ III, when Civ IV has been out for months. I never bought Civ IV. I'd been waiting and hoping for a more playable Civ. What finally arrived was a Civ that takes just as many clicks, but with a new animated 3D UI.

    Yeah...

    In CIv4 you can automate most actions and take a hands-off approach and focus on the general direction of your empire. More and more I play my games by automating construction in my non-critical cities, I let workers build improvements automatically, I make choices as to what crucial structures will be built where, but the mundane, repetitive clicking can be mostly done away with.

    Point is, the choice to make detail decisions is entirely yours. I don't think it's a UI problem when you choose to build dozens of cities, hundereds of units, and then micro-manage them all. Especially when the UI of the game in question (CIV III) is several years old. Imagine that, UIs evolve!

    What's next, a 6 page article on powertoys for Windows 95 and why they don't increase productivity?
  • by aliquis ( 678370 ) on Thursday August 24, 2006 @09:42AM (#15969169)
    lol!

    422 mouse clicks is much?! Go watch the APM for say Grubby in WC3 or whatever korean in Starcraft and then come back and talk about the amount of actions. Thought their games really ARE RTS, isn't Civilization turn based?
  • by Beolach ( 518512 ) <beolach&juno,com> on Thursday August 24, 2006 @09:54AM (#15969283) Homepage Journal
    I used to consider RTS games to be among my top favorite genres, maybe even #1. But it's gotten to the point where they're ruled by the twitch gamers, just like FPS games (which have been among my least favorite genres). WC3 is the main RTS I play right now, and in normal games I really suck bad. So I tend to end up playing custom games, mostly Tower Defence maps.

    The problem I have is that the RT is overruling the S - the Real Time nature of the game means that you don't have enough time to work on a long-term strategy, because you have to defend against immediate threats. But because multi-player is such an important feature to have in mass-market games, it's hard to do away with Real Time, because Turn Based Strategy games are more difficult to correctly implement multiplayer, not on a technical level, but on a "pleases most players" level - you don't want to allow one player to slow down the game for all the other players, but you don't want to rush anyone, either. Also, Turn Based Strategy seem to have this "obsolete/inferior" rap going against them compared with Real Time Strategy, which they really don't deserve.

    I really liked how Majesty [cyberlore.com] removed the twitch-gamer advantage, by removing the low-level control of individual units. I'd probably play Majesty more than WC3, except that WC3 is more popular with my friends.
  • by PFI_Optix ( 936301 ) on Thursday August 24, 2006 @10:24AM (#15969507) Journal
    Another vote for Supreme Commander

    From TFA: "The RTS user interface hasn't improved since Total Annihilation (1997), which had more useful unit automation than many current games. Meanwhile, the number of objects our computers can control and animate has increased, and continues to increase, exponentially. The old UI model isn't at the breaking point - it's broken."

    Total Annihilation allowed you to automate most of the less exciting parts of an RTS.

    Need repairs? Put a few construction or repair units on a patrol route through your base. They'll stop to repair any damaged buildings. Want a fighter screen around your base to deal with bombers? Set your airfield's rally point as a patrol route and queue up a few dozen fighters. Speaking of queue...construction queues are virtually unlimited. No more going back and selecting each building to queue up 5 or 9 or 12 units every couple of minutes. The same goes for building construction; they can be queued, so that your entire base is planned and you don't have to select your construction units for every new building.

    If Supreme Commander lives up to its promise of being an heir to TA, it has already addressed much of the problems mentioned in TFA.

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