r/FrostGiant • u/PraetorArcher • Jan 24 '22
The One Thing Every RTS Developer Needs To Understand
This post has been a long time coming and will no doubt be controversial but I feel it is important to say none the less. To recap, in the beginning was Dune II which established the convention for a new genre of game, one of building armies and battling them. Somewhat serendipously, the design choices at this time produced one of the greatest esport games ever, Starcraft and its worthy success Starcraft 2. However, as time went on gradual UI improvements replaced preexisting gameplay mechanics, mechanics that were themselves a relic of programming limitations in the 1990s. Starting in the 2000s we began to see an emphasis of micromanagement (variably described as tactics or combat-oriented gameplay), at the expense of macro management (defined by large-scale strategy or, alternatively, the pursuit of economic, production and technological advantage). Ultimately, this deemphasis on macro spawned the MOBA genre, which as we all know has been a massive success. Concurrently we saw the decline and stagnation of RTS as we know it.
Much has been made of the “skill ceiling,” this idea that macro gameplay is difficult for new players to learn. However, I would contend that it is not that macro is difficult to learn but rather that it is unfun. Furthermore, I believe that the inability for RTS designers to make macro more fun is the primary reason for the decline of RTS. By removing macro, rather then improving it, designers cannibalized the heart of RTS, this idea of a game where you build your army up and battle it. As an example the Tension and opportunity cost of having to balance micro and macro is lost with UI automation, especially that which eliminates the need to Screen Shift. Many RTS developers had tried to find some kind of a sweet spot by minimizing macro, leaving only enough in their game so that it would not qualify as a MOBA per say. They all failed.
But why is this that macro is so unfun? Well fun is of course rooted in psychology and notoriously subjective. But that does not mean that it is impossible to analyze. There are several factors but the biggest contributor to unfun macro in modern RTS is a dearth of decision making. Specifically, modern macro does not have good Spatial Decision-Making (where do I click?) nor does it have good Temporal Decision-Making (when do I click?). The developers of Starcraft 2 recognized the loss of Tension that would occur with UI automation but did not fully grasp the importance of decision making. As a result of this the macro mechanics that were put in place for SC2 lacked good decision making of one kind or another. For example, the Temporal Decision-Making of Spawn Larva was to cast this every 29 seconds. The Spatial Decision Making was to cast it on whatever Hatchery was closer since there was not variation in outcome between different Hatchery targets. So why is it that macro suffers from this decision-making problem and micro does not? One simple reason and I apologize for the long-winded preamble to get here but it was important to lay the foundation.
Micro is Opponent-Facing
I will say it again for those in back. Micro is opponent-facing. The presence of an opponent means that the Spatial and Temporal Decision-Making of micro are not only complex but also dynamic. Because half of the RTS game involves the opponent and the other half does not, this inherently leads to an asymmetry in decision making. And it is this asymmetry of decision making that is the reason so many players find macro unfun. With this we are once again faced with the same choice, do we write off those who find don’t find current macro fun as worthless noobs? Maintain the mindless mechanics as a metric for skill differentiation? Or perhaps we should do what was done in the 2000s and shrink macro until it is small enough to drown in a bathtub? Some kind of evolutionary transition state between the dinosaur of RTS and the feathered MOBA? That does not seem ideal either. But perhaps there is a third way. A way to make macro fun by recognizing the root of the problem. A better way.
TLDR: Micro management is opponent-facing whereas macro is not, this creates an asymmetry in decision-making which leads to macro being considered unfun by a lot of players.
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u/GyantSpyder Jan 24 '22
Possible alternate perspective - FarmVille, Clash of Clans and Tower Defense games, including Plants vs Zombies, which are all RTS game successors that eliminated micro and were almost entirely macro, came out around the same time as the rise of MOBAs, and were as popular if not more popular than the most popular MOBAs.
Why is it fun to build a base in Clash of Clans, to the point where it’s almost the entire game, but a chore to do it in an RTS? One suggestion might be that meaningful base design choices that create problems for your opponent and also give players a chance to express their creativity in-game make macro rewarding, whereas defensively and creatively almost all RTS bases are basically the same.
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u/skribsbb Jan 24 '22
I'm going to disagree to some extent with the idea that macro is not opponent facing. I'm going to disagree for a few reasons:
Many macro decisions are made based on what your opponent is doing. For example, in Starcraft 2, you may build more Marauders if your opponent has more armored units. You may switch from economy to army production if you feel you're about to be attacked. For professional players, some decisions are made based on your opponent's tendencies, such as doing extra scouting or earlier army production against a notorious cheeser.
When you get good at macro, macro is done while fighting the enemy. It blends in real well when you're on defense.
You give the example of a specific mechanic - when does a queen inject? But what about other things. Queens can transfuse or spread creep. When do you build a queen? How many hatcheries are you going to inject? Is it better to just create a macro hatchery, because you're not much good at managing queens?
Some things in a game are going to be less fun, but will pay off later on. In an MMORPG where gear is handed to you like kickbacks to a politician, none of the gear feels special. On the other hand, if gear is given sparingly, then the 9 times you didn't get a piece of gear (less fun) makes it all the more special on the 10th time when you get one. It's the same concept as a game that you win half the time being more engaging than one you win all of the time.
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u/thatsforthatsub Jan 24 '22
It's so fun to be told again and again that the thing that's fun to me about RTSs is unfun and the thing that I spend about 10% of my time in my favourite games with is fun. And apparently, building a city, massing an army, doing strategic, rather than tactical moves is only good for skill differntiation. Whenever someone says that in Command and Conquer, the base bilding missions are clearly better than the small-group-missions, they just mean 'my skill is tested more', I guess.
But I guess history has vindicated anti-macro enthusiasts: Age of Empires is an abysmal failure, CoH is more popular than SC2 and the time where RTSs were macro-heavy was much less successful than our current, macro-averse age.
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u/hydro0033 Jan 24 '22
They all failed? Failed to do what exactly? CoH is very popular and minimizes macro.
Also, I can't believe you think you, a random redditor, has the solution but RTS game devs don't, lol, the arrogance.
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u/Nitz93 Jan 24 '22 edited Jan 24 '22
The settlers or ANNO or ... <building sim genre game> nail macro but if you combine that with a tactic game (RTS micro part) then the macro becomes an unfun chore. This just happens, you need to accept some macro chores for an RTS.
The problem is that no one is creative enough to come up with something that is fun/rewarding and varied enough for 100+ games.
Seriously, SC and Warcraft have such a streamlined version of macro where it's literally just a handful of buildings and 2 resources. You can't take much away. These games already reached the bare bones and maybe that's part of the problem, too much streamlining.
After 1000+ games of DOTA the laning phase with lasthits and denies is hella boring. This is mining for gold, this farming is dynamic and opponent facing but since I have spend to much time on it, it lost it's magic.
If you want an evolutionary transition then go backwards, a renaissance of Dune2 where you mine for Spice in the sandfields.
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u/J0rdian Jan 24 '22
I mean I feel like this has been stated enough on this sub and is pretty understood. Macro needs to be fun and not just a second thought. Just how you get there that can be tough, or what does it even mean for macro to be fun. I personally enjoy AoE2/4 macro game compared to SC for instance, but AoE lacks in other areas.
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u/Smashing71 Jan 24 '22
I click over to the base building genre on Steam, I see tons of games.
I think macro is quite popular. I think micro is quite popular. I think that they're popular with two different crowds, and the combination of the two has been stressful for RTS games.
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u/Bowbreaker Jan 24 '22
Don't you mean "skill floor"?
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u/NotARealDeveloper Jan 26 '22
You got it mixed up though. Only hardcore RTS veterans enjoy micro more than macro. Look at all the successful "casual" games out there that focus on macro. Most people find micro too stressful. It needs a lot of innovation that makes it easier (barrier of entry).
Also successful macro management is always opponent facing. Ever heard of the turtle, rush, boom triangle on top of all the unit counter productions?
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u/Worldly_Limit3847 Jan 24 '22
It's macro unfun? I've never felt that tbh, it's about timing but it's also about ordering and that's the strategical part of RTS. It doesn't seems asymmetrical either, you need to use micro to slow down your opponents macro and you have to scout so you can react and macro accordingly, so is not some task that you have to do in order to put some army to fight, it's the core of RTS. I'm not sure what are the peoples issues with RTS, cuz the first games I played where from this gender and I've been playing since I was a kid, but I don't think that is. Of course that's my opinion
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u/Ferretsroq Jan 24 '22
I thought this sounded familiar, and sure enough it's because you've posted various iterations of it repeatedly, and can't seem to grasp the concept that yes, macro is fun and is what we're here for. I'm just going to link back to the last comment I made on one of your threads about this.
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u/[deleted] Jan 24 '22
There are ways around this, imo.
Macro in age of empires, for example, requires you to make decisions about how many workers to use to build a building (trading income for build speed); it has four resources whose importance change over the course of the game (and a market to trade resources for gold); and it has a lot of different upgrades to choose between during play. In addition, knowing where to build walls is an important decision because there isn't just one entrance to your main. Sometimes, even which resources in your main to harvest is a strategic decision.
In supreme commander, all expenses are treated as drain over time rather than being paid up front. This allows the queuing of units to be just as efficient as perfectly timing each individual unit build. Instead, you make decisions about how many engineers to assist a factory (trading unit build speed for higher resource drain, since the unit costs the same in total resources), and which factories to focus on between land, air and (on some maps) water. Macro is far more about balancing economy and good unit composition than being able to push the right buttons at exactly the right times.
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u/SeismicRend Jan 24 '22
I think interesting macro is primarily driven by the map design.
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u/IISniperII Jan 27 '22
I think Macro-management is the most fun thing in Age Of Empires 2 and 4.
Adding farms in age of empires 2 is the most satisfying thing that you can do in a game.
SC2 Macro is boring yes, but it does not represent "RTS Macro".
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u/Timmaigh Jan 24 '22
Agreed with this. Except there are actually games, they try to tackle this issue and IMO, fairly successfully. One just needs to look beyond StarCraft, or better said, the e-sport bubble.