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I think Starcraft was actually part of what pushed people away from the RTS genre and into MOBAs. Blizzard deliberately made WC3 and then SC2 much faster-paced and more micro-based variants of their predecessors. Then they started pushing the e-sports angle, which in my opinion made it even less about the traditional strategy elements of RTS and more about APS, multi-tasking, ability matching, etc.

MOBAs are then the natural step from fast-paced micro-heavy RTS - strip out the base building part and make it 100% about micro, abilities, and squad control. It's the evolution of what happens when RTS gets ADD. In a way, I think Blizzard basically gave kids candy instead of vegetables and now the mainstream player attention span isn't there for traditional RTS games anymore.



Heh, Brood War is FAR more micro intensive than SC2, mostly by virtue of the game interface; terrible unit pathing, 12 unit selection limit, no "smart casting" etc. Add to that more cumbersome macro mechanics and the game is much more difficult and twitchy to play effectively than it's successor. Though I'll agree that SC2 is faster paced, especially with the 12 worker start since LOTV

WC3 was more hero focused, like MOBA's, which of course had their start in WC3 as custom maps.

It is of course ironic that Blizzard inadvertently spawned a genre that ended up crushing them in a field that arguably they also pioneered, e-sports.


It's worse yet, as someone who started with the very first RTS (Dune) all the way to League of Legends, in most games your teammates have zero concept of late-game or playing defense. If they're not destroying from the start it's time to give up. The game is very good if played properly. No one is good enough at lower skill levels that better teamwork can't allow a come back from behind. Which is an amazing feeling.

For me, the test of a good game is if it's fun even if you're losing, which is the case with LoL but not as much with most traditional RTS.




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