Real-Time Strategy Woes: Interface Frustration

Robsavillo
Tuesday, September 15, 2009

Editor's note: Rob points out some design problems in the real-time-strategy genre, but it's clear he's only one man and hasn't gotten a chance to play everything. Command & Conquer 3, for example, does exactly what he wishes other games would do in his third point below (being a general, not a factory worker), and Halo Wars takes care of point #1 (using special abilities in mixed groups)...but certainly not #2.

But hey, I'm only one man, too, and we can certainly use the community's help in finding other examples of either games that are doing it right, or other improvements developers should bring to the genre. Read more after the jump and join the conversation in the comments. -Shoe


StarCraft 2

I love real-time strategy games. My brother and I used to run a serial cable across the hall to play direct-connect matches of WarCraft: Orcs & Humans. I still play StarCraft from time to time with a good friend of mine, which speaks to the game’s strong design. We anxiously anticipate the release of StarCraft 2 -- to the point of placing bets on when the game will be on store shelves (for the record, we both lost after the announced delay due to Battle.net 2.0).

While I have enjoyed these titles and many others, a few basic interface limitations have caused me much headache, and to my knowledge, none of these have ever been addressed adequately.

 

1. Multiple unit abilities of different unit types

This is probably my biggest grievance -- the inability to make use of all abilities when selecting multiple units. Why do RTS games remove the player’s option to use them when selecting two or more different unit types?

For example, let’s presume I have some High Templars supported by Dragoons in StarCraft. If I have the entire group selected, I cannot cast psi-storm from a High Templar -- I must deselect the Dragoons in order for the ability to become available. Now I have to juggle unit groupings with the keyboard to effectively use my group.

What about in Dawn of War 2, where each unit has multiple abilities? If I’ve selected a Space Marine Tactical Squad in addition to a Devastator Squad, I won’t be able to use either the Tactical Squad’s grenade ability or the Devastator Squad’s Focused Fire ability. I have to select each group separately in order to make use of abilities, which just means I have to play unit-select juggle mini-games.

I shouldn’t have to fight with the controls in order to effectively use my units’ abilities. Allowing me to cast psi-storm even if I also have some Dragoons selected would be a great way to streamline the interface.


2. Using unit abilities from multiple units of the same type

An offshoot of the previous grievance -- I’m at a loss as to why this has never been addressed. The problem: casting abilities from multiple units of the same type is an all-or-nothing proposition.

To illustrate the problem, let’s go back to StarCraft for a moment. I’ve got a fleet of Battlecruisers, and I’m advancing towards an enemy base. The Battlecruiser has a special ability called the Yamato Cannon, which is a high-power beam that can one-shot static defenses from beyond the defense structure’s range. The ability is a great way to lead an assault.

The problem? I don’t need 12 Yamato Cannon shots to fire at one defense structure. So in order to use them effectively I have to individually select each Battlecruiser one at a time to manually select each Cruiser’s Yamato Cannon ability. This feels like some unnecessary clicking.

Why isn’t there a toggle for “group” and “chain” use of abilities? In my example, I could put the group on chain use, which would then tell the computer that I want my selected group of Battlecruisers to fire their Yamato Cannons one at a time. If I want them to fire all at once, I can toggle group use.

Once again, this little streamlining of the interface would make managing unit abilities easier, and thus, I might actually be able to use abilities more tactically on the fly without the need to cultivate inhuman keyboard dexterity skills.


3. I’m a general, not a factory hand

My final major grievance with RTS games is with production. Dawn of War 2 begins to address this problem but not adequately.

I’m the commander in the field, yet I’m forced to visit the factory every time I order a new unit? I should be able to order unit production from anywhere on the battlefield, easily.

In many RTS games, the player needs to select the specific building in which a unit will be produced. Again, unless I’m committed enough to build superhuman keyboard dexterity, going back to base and individually selecting buildings to produce units is a chore. Hotkeys help but I shouldn’t ever have to leave the view of an ongoing battle in order to construct new units.

As I mentioned, Dawn of War 2 does address the issue. Players are given the ability to select the all-in-one base from off-screen and can order unit production without shifting focus from the battlefield.

But this solution can’t work for all RTS games. What about the ones where different structures are required to build different units? There should be something in the interface -- maybe a growing list of building tabs -- which allows players to select any or all buildings to order unit construction without leaving the current view.

Overall, unit abilities and unit management are my biggest gripes -- these are things that should not require lots of selecting and deselecting. I want to be able to use my units’ abilities effectively. I don’t believe that players should have to hone ridiculous keyboard skills to make up for interface limitations in order to enjoy the tactics available in a strategy game.

Production is secondary to those. It's interrelated, however, in that I believe a good strategy game is one that doesn’t force players to shift focus away from ongoing conflict. Players should be able to order unit production without ever leaving the view of the battle.

If developers address these issues, I’d love RTS games even more by being freed of archaic interface limitations. I'd finally be able to fully enjoy all the tactical options available.

 
Problem? Report this post
ROB SAVILLO'S SPONSOR
Comments (18)
Default_picture
September 04, 2009
[quote]I’m a General, Not a Factory Hand[/quote] I love that line because it is so true. I get bored of RTS games rather quickly and I have to agree with many of your gripes. By the sounds of it, I should check out Dawn of War 2.
Default_picture
September 04, 2009
Hum I am surprised you did not use halo wars in this whole entire thing. Even though it was dumbed down I still enjyed it. How ever that being said Would you consider Civ 4 a RTS?
Robsavillo
September 04, 2009
[i]Dawn of War II[/i] is definitely moving things forward, as far as production goes, but still fails with unit ability management. I've never played [i]Halo Wars[/i] so I can't comment on it, but I'm primarily thinking about PC RTS games. [i]Civ4[/i] is a turn-based 4x (explore, expand, exploit, exterminate.) I'm a big fan of turn-based games -- gives me plenty of time to think about strategy.
Lance_darnell
September 04, 2009
I have been so behind on PC games its embarrassing, but one of my favorite genres is the RTS. Damn, now I have to convert my Mac for Dawn of War II and WoW AND TF2 But Civ4 is damn amazing....
Default_picture
September 04, 2009
I think you hit the nail precisely on the head with the "general" thought. These games are supposed to make you feel like a military tactician and when the interface limits that feeling or gives a great advantage to those with superhuman dexterity it takes you out of the "general" feel. Great article. I hope someone addresses your points (Blizzard I'll take another month delay if the ability issues are fixed as Rob recommends)
Default_picture
September 04, 2009
Wow, such simple solutions, but so useful. Spot on. I abandoned these games a while ago because they have become so intimidating/convoluted.
Shoe_headshot_-_square
September 16, 2009
Hey Rob, in my editor's note (your story's going to the front page today...a little late, I know), I mentioned a couple of games that are doing what you wish for (Halo Wars, C&C3;). You should check them out! I don't get to play every RTS, but C&C3; definite does some smart things, interface-wise. You can pick from the main HUD menu any unit you want to build without ever having to go look at the actual buildings.
Robsavillo
September 16, 2009
Thanks Shoe, I'm definitely interested in any feedback/critique of my writing! Please send me your thoughts via email. Unfortunately, I'll won't be able to enjoy Halo Wars as I'm not keen on console RTS games until keyboard and mouse support becomes reality, nor will I have an opportunity to try C&C3; since EA completely goofed the game with some really asinine copy-protection/DRM. I'm completely bummed now, though, as two games moving things forwards are just out of my reach!
Shoe_headshot_-_square
September 16, 2009
Don't be sad. They're not new games, so hopefully future products will learn those (and your) lessons. :)
Profile_pic4
September 16, 2009
Ah yes the Yamato cannon, better known in my circle of RTS group as the Clamato... because it just sounds more menacing. Nobody wants to be the victim of a Clamato downpour. NOBODY.
Default_picture
September 16, 2009
Nice piece, though the RTS world has gone through a lot of changes in the last five years. Dan's right that the C&C; 3 games the Return to Factory problems in RTSes, but Red Alert 3 is a perfect example of the first two problems. Since every unit has a special power or two, grouping units and having only some of them engage a power or selecting only those units in a specific mode is a big problem. For example, if you have those Rising Sun robot fighter jets, you double click to select them all. But if half are in one mode and half in the other, you're kind of out of luck.
Default_picture
September 16, 2009
As mentioned, some developers have already heeded some of these calls, and the C&C; series isn't the only one. Supreme Commander, Officers, World in Conflict, Universe at War, Star Wars: Empire at War, EndWar, and many other games have addressed them in their own ways; some successfully, some partially. One point in part 1--using unit abilities even when they aren't selected--is an interesting one. However, there is tit for tat here. That's a great idea, but by nature adds an interface element, which is contrary to some of your basic gripes. It would be interesting to see how a developer would work around that without cluttering the interface. As an RTS veteran, it makes logical sense to me that I would need to have a unit selected to control its specials. This is a circumstance where control groups save the day: You can leave the units you like onscreen, select a control group and use its abilities without moving the camera, and simply reselect the onscreen units with a quick drag-select or using the right hotkey. Nevertheless, this is a good read, with good ideas.
Default_picture
September 16, 2009
Using the TAB key in both Company of Heroes and Dawn of War 2 you can cycle though your selected units, this allows you to use their abilities individually. Also, in Company of Heroes all of your production buildings can be selected anywhere on the map from on screen buttons. You can also use the F keys, 1 though 5, to select those same buildings. The Dawn of War 2 system is derived from CoH's style of unit production.
Robsavillo
September 16, 2009
Thanks, everyone, for the feedback. I've definitely learned a thing or two and I think I need to study hotkey assignments a little more closely (I honestly did not know about the tab key use in DoW2.) And I after the aggravation of SecuROM I endured from BioShock, there's a number of the suggested titles that I just won't touch. I hope that Blizzard sticks with Battle.net 2.0 solely for StarCraft 2. I may lose my mind, otherwise.
Default_picture
September 16, 2009
Okay I'm thinking those ideas are great as a casual RTS player (meaning I've only really played a handful of RTS game). However, i feel that, from what i've read, reducing the micro-management aspects (especially in a game like Starcraft) would be determental to high level play. Watching some Starcraft tournaments on-line the "microing" abilities of some of those guys is amazing. It's been Argued that making the game easier (and more accessible) would destroy any potential high level tournament play. and i think that many people are terrified that blizzard will diminish Starcraft 2 as an e-sport by diluting it's gameplay in order to appeal to a casual market. But in the end i would say that those arguing the above are being too conservative and i wonder if games like CoH will be able to take the stage?
Default_picture
September 16, 2009
I've been following the rts genre since the original cnc, pretty much kept up to date with all the major releases since then but even someone like me who is comfortable with how complex some of the titles have gotten would really love to see some of the interface changes you mentioned if only to increase the number of people playing the games online. Next to FPS, RTS is still my favorite genre. I really liked Dawn of War 2 in single player but felt the multiplayer was utterly broken, the game definitely showed where the genre needs to be headed though. Much easier management of units is only going to be possible if a developer steps up and makes all those crucial interface changes. I'm actually quite surprised Blizzard isn't even doing it with Starcraft 2 which shows you how stuck in the 'old ways' even the best rts devs are. Great article Rob.
Default_picture
September 17, 2009
This has already been covered to a degree by editorial staff and other commenters, but developers have been solving these problems for a decade. 1.) Tab selection's been around since Warcraft 3. It's pretty straight-forward, but should that prove too much hassle for you, Dawn of War 2 [i]automatically[/i] assigns squads to number keys. 2.) You want single-cast? Play a game released after Starcraft. Select a squad of Sorceresses in Warcraft 3 and marvel at how only one unit in the squad casts each time you press Polymorph. 3.) I don't know what to tell you about this one. Setting hotkeys to buildings for remote access or to recenter the map on one's base has long been standard practice in the genre. Starcraft allows hotkeys to be set to screen positions. Company of Heroes automatically binds each building in your base to the 'F' keys (ie, F2 is Barracks), but it sounds like you don't like the macroeconomic aspects of RTS in general. My only suggestion in that case is to try something purely tactical, like the old Myth games. In general, it seems like bad form to indict a genre based on incomplete knowledge of mostly older games. It comes off sounding like someone mad they can't jump in FPS games because they played Goldeneye once.
Shoe_headshot_-_square
September 18, 2009
@Sean: To be fair, Rob's original story listed a bunch of other, more modern RTSes that he's a fan of, but during editing, I took that stuff out to shorten the intro. I can't remember all the titles he mentioned, but I know he at least brought up Universe at War. Maybe Company of Heroes as well. [quote]In general, it seems like bad form to indict a genre based on incomplete knowledge of mostly older games. It comes off sounding like someone mad they can't jump in FPS games because they played Goldeneye once.[/quote]

You must log in to post a comment. Please register if you do not have an account yet.