| ▲ | taurath 4 hours ago | |
I agree, I think MOBAs superceded the "real time" part of RTS's, while the more turn based Civ/4x, Total War series strategy type games ended up taking a lot of the base building part. Having them both together was just straight up difficult and incredibly intense, like the game itself demanded you be on adderall because your attention cannot wane for a single moment. The better I got at competitive RTS's the less interesting the game got for me, it just kinda of felt like chess where there was only going to be one or two interesting interactions in the game if played well, otherwise its just a game of who makes a mistake too early. Teamfight Tactics and Autochess are interesting newer entries though, allowing time to strategize and adding a lot of randomness to the games, where you can't just play one build. Even then though, as these games get more and more explored, "optimal" strategy gets eventually discovered and the game devs especially in TFT are in a race to try to keep things high variance but also seem fair - its definitely a difficult job! | ||
| ▲ | lurk2 3 hours ago | parent [-] | |
> The better I got at competitive RTS's the less interesting the game got for me, it just kinda of felt like chess where there was only going to be one or two interesting interactions in the game if played well, otherwise its just a game of who makes a mistake too early. I feel the exact same way. The ELO system saves you from getting steamrolled if you’re a casual player but improving just means the game becomes formulaic to the point of no longer being fun. Stronghold 2 was kind of interesting in that it was an unranked lobby with good variation in player ability and team-oriented maps. Most players knew the basic economic and combat metas, but you’d often end up in situations where one of your teammates dropped out on a 3 vs 3 and you’d still win. | ||