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Author Topic: What makes an RTS  (Read 5279 times)
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WildZontar Offline
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« Reply #20 on: June 02, 2012, 02:08:00 pm »

I thought a meta game was something founded by those who played the multiplayer aspect of an RTS?
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pqumsieh Offline
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« Reply #21 on: June 02, 2012, 03:21:48 pm »

Well, yes you wouldn't really design a metagame within a single player game. However, contrary to what some might believe, the metagame is designed very early on in preproduction as it is tied to the core of the game.

A well designed metagame leaves no signs of its design; players feel as though they have created it.

The multilayer in COH was designed first; the campaigned followed only after the multiplayer was near completion. In contrast, Dawn of War 2 had its campaigned designed before its multiplayer.
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Falcon333 Offline
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« Reply #22 on: June 02, 2012, 03:43:39 pm »

My point is that a metagame is just as important to RTSs as it is to say WoW PvP or even shooters like CS:S.
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aeroblade56 Offline
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« Reply #23 on: June 02, 2012, 05:08:58 pm »

what makes a good RTS. one that balanced properly updated regularly doesnt have bunnch of bugs and doesnt take a couple years to make a major breakthrough. unless your your oblivion because that games op.
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FailHammer Offline
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« Reply #24 on: June 02, 2012, 06:02:58 pm »

The problem EiR runs into(and this is a feature) is that company composition can decide the game before it is even launched. Therin lies the challenge of balancing EiR. You cant just build a archery range and crank out archers if he is going pikes. Company builds should be meaningful without breaking balance. Its a tall order, but i think the warmap will address some of this.
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