anjohl: Algorithmic and deterministic in that there are no choices to be made. There is *always* a "best move" in base-building "RTS" games (I use that label lightly, since there is no strategy involved), so the act of having human players play each other is a futile gesture that only works because of human nature to err. So in essence, traditional RTS is a genre for people likely to make errors, where the "good" or "top" players will simply be the players who play the game properly, making the whole venture pointless.
KavazovAngel: No offense, but go tell that to the pros. I would really like to hear their replies. :)
The "pros" opinions are irrelevant. You can call a fish a cat if you like, but it won't meow.
anjohl: Algorithmic and deterministic in that there are no choices to be made. There is *always* a "best move" in base-building "RTS" games (I use that label lightly, since there is no strategy involved), so the act of having human players play each other is a futile gesture that only works because of human nature to err. So in essence, traditional RTS is a genre for people likely to make errors, where the "good" or "top" players will simply be the players who play the game properly, making the whole venture pointless.
PoSSeSSeDCoW: Any game that doesn't have an element of randomness
will and
does have a best move and a course of action that will lead someone to always win. Does that matter? Not really, because we rarely ever know the moves that will lead us to victory.
Not true. CHOICES are the key, and good game balancing and design. Starcraft, and it's genre, are nothing more than "tower building" games, where each step up the tower has a logical next move. PROPER game design will have many equally logical paths to victory, none weighted more than the either, until circumstances change drastically. Chess is a good example of this, since only the first 5-10 moves of a chess game are predetermined logically.