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	<title>STEALTH GAMERS &#187; RTS</title>
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		<title>Perfect Dark Zero [XBOX 1 Beta Prototype - UNRELEASED!]</title>
		<link>http://stealthgamers.com/perfect-dark-zero-xbox-1-beta-prototype-unreleased/</link>
		<comments>http://stealthgamers.com/perfect-dark-zero-xbox-1-beta-prototype-unreleased/#comments</comments>
		<pubDate>Fri, 04 Feb 2011 14:28:11 +0000</pubDate>
		<dc:creator>Games Reporter</dc:creator>
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		<guid isPermaLink="false">http://stealthgamers.com/perfect-dark-zero-xbox-1-beta-prototype-unreleased/</guid>
		<description><![CDATA[www.unseen64.net source www.feargalplant.com Rare&#8217;s two N64 first-person shooters, GoldenEye 007 and Perfect Dark, received strong acclaim from critics and players, and demand for another title in the Perfect Dark franchise was high. Development of Perfect Dark Zero began on the Nintendo GameCube. At the time, Nintendo had a 49% stake in Rare, making Rare a [...]]]></description>
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<p>www.unseen64.net source www.feargalplant.com Rare&#8217;s two N64 first-person shooters, GoldenEye 007 and Perfect Dark, received strong acclaim from critics and players, and demand for another title in the Perfect Dark franchise was high. Development of Perfect Dark Zero began on the Nintendo GameCube. At the time, Nintendo had a 49% stake in Rare, making Rare a Nintendo second-party developer. The game made a small appearance at Spaceworld 2000, an event exclusive to Nintendo. But apart from the confirmation that it was in development,[1] few official announcements were made. Perfect Dark Zero, along with several other Rare games, was intended to be finished in time for the Gamecube&#8217;s launch, but for unknown reasons did not. In September 2002, Rare Ltd was purchased by Microsoft.[2] Around the same time, Rare released several images of Joanna Dark, the protagonist of the Perfect Dark games. The &#8220;cartoony&#8221; style of these pictures incited speculation that the final game — then intended for the original Xbox — would employ a less realistic graphical style than the original game; possibly an anime like cel-shading technique, (RARE had hired UK Manga artist Wil Overton to work with them, after seeing an anime-like image of the Original Perfect Dark game he had created for the cover of N64 Magazine.) Development of the title was later transferred to the Xbox 360. Perfect Dark Zero&#8217;s senior designer Chris Tilston (also one of the project leads for the game) later revealed that the <b>&#8230;</b></p>
<p><a href="http://www.stealthgamers.com">Stealth Gamers</a></p>
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		<title>CGR Undertow &#8211; BATTALION WARS 2 for Nintendo Wii review</title>
		<link>http://stealthgamers.com/cgr-undertow-battalion-wars-2-for-nintendo-wii-review/</link>
		<comments>http://stealthgamers.com/cgr-undertow-battalion-wars-2-for-nintendo-wii-review/#comments</comments>
		<pubDate>Thu, 05 Aug 2010 09:36:17 +0000</pubDate>
		<dc:creator>Mike Tants</dc:creator>
				<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Battalion]]></category>
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		<guid isPermaLink="false">http://stealthgamers.com/cgr-undertow-battalion-wars-2-for-nintendo-wii-review/</guid>
		<description><![CDATA[Classic Game Room presents a CGR Undertow review of Battalion Wars 2 from Kuju Entertainment and Nintendo for the Nintendo Wii. This review features Battalion Wars 2 gameplay footage showing Nintendo Wii game play and commentary. Battalion Wars 2 is a real time strategy RTS game on the Nintendo Wii. Stealth Gamers]]></description>
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<p>Classic Game Room presents a CGR Undertow review of Battalion Wars 2 from Kuju Entertainment and Nintendo for the Nintendo Wii. This review features Battalion Wars 2 gameplay footage showing Nintendo Wii game play and commentary. Battalion Wars 2 is a real time strategy RTS game on the Nintendo Wii.</p>
<p><a href="http://www.stealthgamers.com">Stealth Gamers</a></p>
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		<title>The Concluded RTS</title>
		<link>http://stealthgamers.com/the-concluded-rts/</link>
		<comments>http://stealthgamers.com/the-concluded-rts/#comments</comments>
		<pubDate>Wed, 26 Nov 2008 07:31:40 +0000</pubDate>
		<dc:creator>Eduard</dc:creator>
				<category><![CDATA[Gaming Buzz]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[strategy]]></category>

		<guid isPermaLink="false">http://www.stealthgamers.com/?p=248</guid>
		<description><![CDATA[  Right, so for various dif. units, and groups different moves and tactics should be possible. For example, if I designate a group of cavalry, as cavalry, and then I should be able to order them to charge, through an opposing group, or to a point, and then either return or move on to the [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Right, so for various dif. units, and groups different moves and tactics should be possible. For example, if I designate a group of cavalry, as cavalry, and then I should be able to order them to charge, through an opposing group, or to a point, and then either return or move on to the next position I want them. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">The problem, for example with what happens right now, is that if you send your horse to charge, they’ll just charge through, and instead of mowing down some archers, for example, they’ll just run through them, being shot at from all angles. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">That is one thing that needs to change, at least for the way most RTS use horse. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Another issue is something I’ve mentioned before, that pike men, when joined with archers do not adhere to the logical role they should play, that of protecting the archers, but they break formation very stupidly. Instead, it should at the very least be possible to designate a group of archers/pikemen, to fight together.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">The other thing is artillery, while they aren’t as bad as usual, setting units to guard them is impossible, and they too, quite naturally break formation, when they aren’t supposed to. It can get on your nerves, very lieterally.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">The guard feature needs therefore to be worked out for units too, not just buildins etc. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Actually, even if just this feature, and none of the others I’ve talked about is worked out, and we can then set aside troops to do something specific, in terms of strategy, we’ll have much more fun, though the unreality of having to deal with war/ peace simultaneously could also be removed.</span></p>
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		<title>RTS: Garrison Warfare</title>
		<link>http://stealthgamers.com/rts-garrison-warfare/</link>
		<comments>http://stealthgamers.com/rts-garrison-warfare/#comments</comments>
		<pubDate>Tue, 18 Nov 2008 04:42:59 +0000</pubDate>
		<dc:creator>Eduard</dc:creator>
				<category><![CDATA[Gaming Buzz]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[strategy]]></category>

		<guid isPermaLink="false">http://www.stealthgamers.com/?p=236</guid>
		<description><![CDATA[Alright, now for the details of the garrison style fighting.   So basically what happens is, you either have one or multiple cities. Each of them will have a garrison. Now, the point of having a city and a garrison, is that you can use the city structure as a part of the war fare [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Alright, now for the details of the garrison style fighting.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">So basically what happens is, you either have one or multiple cities. Each of them will have a garrison. Now, the point of having a city and a garrison, is that you can use the city structure as a part of the war fare tactic. For example things like city walls, embattlements etc. can be brought into play. Multiple gates, and their positions, and other stuff…. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Basically, you can design your city… or at least its defenses. So you can place cities against mountains, or near rivers, etc. and use the terrain tactically as well. You can design the city to provide for things like emergency get aways, and trap doors to attack beseiging armies etc. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">In actual battle, you will have a slight advantage, in that you can set up various buildings like hospitals etc. which will be more efficeint than theif field equivalents, which is obvioulsy what the opponents will have to use. But you wont be able to call on reinforcements, or will have some other disadavantage. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">In battle itself you will have many more options, that of hiding behind your walls, that of going out to meet the army. That of abandoning the city. Or of cutting losses, by leaving only a small force behind, and sending the others of to anotehr settlement, or the next best thing. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Battles itself willl be handles along similar lines to a regular field engagement, except you will have walls, and the rest of the city to work with…</span></p>
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		<title>NEW RTS Military Strategy</title>
		<link>http://stealthgamers.com/new-rts-military-strategy/</link>
		<comments>http://stealthgamers.com/new-rts-military-strategy/#comments</comments>
		<pubDate>Mon, 17 Nov 2008 15:50:42 +0000</pubDate>
		<dc:creator>Eduard</dc:creator>
				<category><![CDATA[Gaming Buzz]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[strategy]]></category>

		<guid isPermaLink="false">http://www.stealthgamers.com/?p=234</guid>
		<description><![CDATA[Alright, so now to the actual fighting.   Now first of all, we must realise, than an army, or a standing army, does not really come into existence till pretty late in human history. So for civilizations, or players in the  earlier stages of human development, a percent of the population itself would have to [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Alright, so now to the actual fighting. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Now first of all, we must realise, than an army, or a standing army, does not really come into existence till pretty late in human history. So for civilizations, or players in the<span style="yes;">  </span>earlier stages of human development, a percent of the population itself would have to be the army, and be conscripted much like militia might be. So they’ll be for some time, no really specialized warriors, meaning that focused, and well trained sorts of companies will not exist, and in truth, aggressive warfare will be rather pointless.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Anyway, if the ‘quota’ of a player is limited to this level of under-development, then his army will consist of peasant, badly trained and weak.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">But then there is a point when the army becomes a specialized group in society. Now these people are fun… the army will contain of trained soldiers, and research will allow you to increase the variety of units<span style="yes;">  </span>you have, and their abilities etc. pretty much like standard RTS armies today. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">But the army will be divided into two sets of fighters, the first will be the garrison, a group of defensive warriors for your city. And the second will be the standing army. The garrison becomes important, because if you have multiple cities. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">They are basically for defensive tactics… though they can be sent out with the standing army in time. But having a set of garrisoned soldiers and specific defensive tactics can be very interesting. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">The second kind of army, will the field, or aggressive army, these will naturally work differently, with different units, and requiring much else. Plus when you choose to fight with the field army, you will have a very different battle scenario, and different tactics to follow.</span></p>
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		<title>Military and the ideal RTS</title>
		<link>http://stealthgamers.com/military-and-the-ideal-rts/</link>
		<comments>http://stealthgamers.com/military-and-the-ideal-rts/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 16:09:18 +0000</pubDate>
		<dc:creator>Eduard</dc:creator>
				<category><![CDATA[Gaming Buzz]]></category>
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		<guid isPermaLink="false">http://www.stealthgamers.com/?p=232</guid>
		<description><![CDATA[Alright, so to get to what I was really trying to say about military strategy in a game.   The way I see it, a target, in terms of what Caesar 3 sets down should be given us, in the beginning of the game. Now either we can be given a fixed amount of time [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Alright, so to get to what I was really trying to say about military strategy in a game. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">The way I see it, a target, in terms of what Caesar 3 sets down should be given us, in the beginning of the game. Now either we can be given a fixed amount of time to achieve this target, or we should be racing both to fulfill our quotas. If we are racing each other to fill the quota, then it might be interesting to allow players to choose their own quotas.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">The quota might be like a status in the game, like industrial age, 6 level military, 8 science… etc. and so much capital… or liquid assets for army building. This will make things interesting, because if a players set themselves different targets of civ, and compete with each other, when setting the target itself, players will have to think. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">A player might set a really low quota for himself, in the hope of catching his opponent early, unaware, but if the other opponent plays faster, even if he does not complete his quota at the end of the session of resource collection, he might still have the advantage. And if one sets himself a really high quota, he might suddenly find himself having to fight, without really preparing for it.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">The quota might also be a steady ‘income’ for the city or state, from what ever it does to collect resources. So then the quota would have to be three things… first would be the level of research, then the amount of resource collected, and then the ‘income.’</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">So anyway, once one of the players attains his quota, the next step is the battle. Now if you have the resources you’re supposed, it will mean that you can support a particular size and kind of army. Like if you haven’t done any maritime research, you cant have a navy. So then you set about choosing an army. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">The ‘income’ has been included because an army when on campaign will still need some sort of an economic resource. Plundering of course counts. And also an army would treat economics very differently, it wouldn’t build ‘town centres’ to start with. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="Times New Roman;">Anyway the army, and how it works will be dealt with later.</span></p>
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		<title>RTS Military Strategy</title>
		<link>http://stealthgamers.com/rts-military-strategy/</link>
		<comments>http://stealthgamers.com/rts-military-strategy/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 13:08:01 +0000</pubDate>
		<dc:creator>Eduard</dc:creator>
				<category><![CDATA[Gaming Buzz]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[strategy]]></category>

		<guid isPermaLink="false">http://www.stealthgamers.com/?p=230</guid>
		<description><![CDATA[I know, the last blog I wrote, would suggest a piece about how the ideal RTS would deal with battle, but instead, I’m going to digress, and talk about how RTSs deal with the issue right now.   There are basically three kinds of battles that RTSs engage in, one is in the open field, [...]]]></description>
			<content:encoded><![CDATA[<p><span style="EN-US;"><span style="small;"><span style="Times New Roman;"></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;">I know, the last blog I wrote, would suggest a piece about how the ideal RTS would deal with battle, but instead, I’m going to digress, and talk about how RTSs deal with the issue right now.</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;">There are basically three kinds of battles that RTSs engage in, one is in the open field, so to speak, the other happens at the city walls of the opponent, and the third at your own city walls. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;">The battles in open fields rarely ever happen, and if they do, rarely are deliberate engagements, but usually are the result of two marching armies meeting each other en route to the opposing city walls. Of course this is very unreal, considering that open battles are more fun, and provide better chances for strategy etc… anyway, in battles of this sort, the outcome is seems is decided by which sort of unit sees which sort of unit first… and the amount of strategy is very limited</span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;">Then come the battles outside city walls. These I find are even worse, in terms of fairness, or reality quotient, assuming that such a thing even exists. Battles around cities are fought by garrisons, and city defenses are sort of par to of the design of the very city. But in all the games that we play, the very option of building a city defenses is false… in fact many games that we play, don’t even give the option of a fortified city anymore. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;">And its sad, because epic, and desperate battles for a city are essential… </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"> </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;">Actually this brings me back, to my initial point, that I made very unsubstantially in the beginning, simply that games need to deal with battle and building separately the two cannot be dealt with by the same enterprise. </span></p>
<p class="MsoNormal" style="0in 0in 0pt;"> </p>
<p></span><span style="EN-US;"><font size="3"></p>
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		<title>Returning to the Idea RTS</title>
		<link>http://stealthgamers.com/returning-to-the-idea-rts/</link>
		<comments>http://stealthgamers.com/returning-to-the-idea-rts/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 12:42:39 +0000</pubDate>
		<dc:creator>Eduard</dc:creator>
				<category><![CDATA[Gaming Buzz]]></category>
		<category><![CDATA[gaming psychology]]></category>
		<category><![CDATA[RTS]]></category>

		<guid isPermaLink="false">http://www.stealthgamers.com/?p=228</guid>
		<description><![CDATA[Returning to my earlier RTS bit.   Lets see, I begin to see why its not been done yet. Basically, the idea is to create the illusion of comprehensive control of the city, or state, or whatever it is.   Plus it becomes too easy, using any of the existing gaming systems to actually build [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">Returning to my earlier RTS bit.</span></span></span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="Times New Roman;"> </span></span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">Lets see, I begin to see why its not been done yet. Basically, the idea is to create the illusion of comprehensive control of the city, or state, or whatever it is. </span></span></span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="Times New Roman;"> </span></span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">Plus it becomes too easy, using any of the existing gaming systems to actually build a game in any way. </span></span></span></p>
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<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">I will therefore make a suggestion, MARRY CAESAR 3 WITH CHESS. That would be a good RTS game. Caesar 3 itself has a mockery of battle for battle, I mean all it asks you to do is create a steady stream of soldiers, and in fact, even that is limited, and you have to depend on wall towers! but what the game has managed to do, and done very well, is set up a challenging urban development puzzle. The whole trade bit, where resource collection is based, very really, on collection of capital, be it from trade, or human capital, or infrastructure, and you are judged, or have to achieve certain amounts of all of the above, to get to the next level.</span></span></span></p>
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<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">I’ve already suggest SIM CITY 4 in the past, and that too would fit the bill perfectly. So then, assuming you have a good city in place, what about the army? And defence and the rest of that?</span></span></span></p>
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		<title>Can I Loose? Please!</title>
		<link>http://stealthgamers.com/can-i-loose-please/</link>
		<comments>http://stealthgamers.com/can-i-loose-please/#comments</comments>
		<pubDate>Tue, 11 Nov 2008 04:41:01 +0000</pubDate>
		<dc:creator>Eduard</dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Gaming Buzz]]></category>
		<category><![CDATA[concepts]]></category>
		<category><![CDATA[gaming psychology]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[loosing]]></category>
		<category><![CDATA[NFS]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[winning]]></category>

		<guid isPermaLink="false">http://www.stealthgamers.com/?p=224</guid>
		<description><![CDATA[So another thing about gaming, that is interesting, is the fact of the only choice you have, to play or not to play. Once you’ve made that choice, there’s really not much free will you have left, assuming of course that you want to win the game.   First I’d like to qualify my statement. [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">So another thing about gaming, that is interesting, is the fact of the only choice you have, to play or not to play. Once you’ve made that choice, there’s really not much free will you have left, assuming of course that you want to win the game. </span></span></span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="Times New Roman;"> </span></span></p>
<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">First I’d like to qualify my statement. Okay, now I know there are games that let you make some very significant choices. As an RTS fan, I cannot but acknowledge that, of course the choice between training horsemen, pikemen or bowmen is very important, as is the choice between collecting gold, wood or food, or gems, or whatever it is the game requires you to do. </span></span></span></p>
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<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">Even FPS games give you a choice, you can either go through the front door, or the sewers or the back door… or I don’t know, the roof maybe. Sports games give you choice too, the team you want to play with, how you want to play with it. I mean you can make someone like yourself become the star of the NBA. The only thing that you cant choose, and this is common to all games…</span></span></span></p>
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<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">Is to loose. There is no game, at least none that I know of where if you pursue a strategy with any goal other than winning in mind that you can be successful. I mean I know what I’m arguing for is kind of stupid… to say that you want to play a game to loose it, is not exactly intelligent… </span></span></span></p>
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<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">What I’m complaining about is the simple, singlemindedness with which we are required to pursue this goal. There are no hasty beatings of the retreat… no changes in strategy… to use analogy from the economic world, as a gamer the only goal you are allowed to have is that of profit maximization… even in economics one can try risk minimization, or underselling etc. </span></span></span></p>
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<p class="MsoNormal" style="0in 0in 0pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">So I’m not saying I want to loose… just that sometimes we should be allowed to choose what it means to win. In Racing games a third place should be acceptable… the insistence on a win before the game allows us to proceed is kind of irritating.</span></span></span></p>
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		<title>The RTS</title>
		<link>http://stealthgamers.com/the-rts-2/</link>
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		<pubDate>Wed, 05 Nov 2008 15:52:24 +0000</pubDate>
		<dc:creator>Eduard</dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Gaming Buzz]]></category>
		<category><![CDATA[Brainstorming]]></category>
		<category><![CDATA[Forum]]></category>
		<category><![CDATA[Real Time Strategy]]></category>
		<category><![CDATA[RTS]]></category>

		<guid isPermaLink="false">http://www.stealthgamers.com/?p=220</guid>
		<description><![CDATA[So then,   What about the ideal RTS. Well, like I said, it should have the elements of an actual battle, and we should get to be part of it, not some kind of removed chappy, with nothing to really do in the bloody overall plans of the world, with out any immediate agency.   [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">So then,</span></span></span></p>
<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="Times New Roman;"> </span></span></p>
<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">What about the ideal RTS. Well, like I said, it should have the elements of an actual battle, and we should get to be part of it, not some kind of removed chappy, with nothing to really do in the bloody overall plans of the world, with out any immediate agency. </span></span></span></p>
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<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">That’s sad, imagine the immense amount of fun you could have, manipulating a character, Never Winter Nights Style, outfitting it before a battle, designing battle plans around it etc. and then choosing the mode of battle, setting out reinforcements and all that. And finally attacking. </span></span></span></p>
<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="Times New Roman;"> </span></span></p>
<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">I mean each unit has a definite strength in a game, and you use it for a definite reason. The whole period before, when you’re collecting resources and the like, WHY? It serves little or not purpose at all, in the sense that I don’t really enjoy it, it slows down things tremendously and really, really, provides no entertainment, nor is it particularly nerve racking. You’re in a particular surrounding, go collect as much of everything you can. What else is there to do?</span></span></span></p>
<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="Times New Roman;"> </span></span></p>
<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">I<span style="yes;">  </span>really hate the whole collecting bit… researching techs, well may be, but even that, I think should just be normal when you increase an age, you should get to choose how you want civilization to go, and what kind of researches you want to do, and then proceed. </span></span></span></p>
<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="Times New Roman;"> </span></span></p>
<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">In fact I think this is a worthy theme. An alternative to the stupidly stereotypical method of building up a stupid army, based on resource collection. There have to be other paradigms in which it can be achieved without the boring-ness of things.</span></span></span></p>
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<p class="MsoNormal" style="445.5pt;"><span style="EN-US;"><span style="small;"><span style="Times New Roman;">And why should building armies be so slow too. You know that n number of units is the kind of army you want to have… why cant you just have it immediately, so that fighting involves a greater degree of actual in battle strategy so to speak, than just scrambling to have a steady stream of military units to fight?</span></span></span></p>
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