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I've played a great deal of AoE2. Here are some comments: * The two new expansions are nice. The developers have done an excellent job at maintaining the balan
by johnloeber 11y ago
I've played a great deal of AoE2. Here are some comments:
* The two new expansions are nice. The developers have done an excellent job at maintaining the balance of the game and not pushing any outlandish changes. (After all, the game thrives on a nostalgia factor.) However, it's apparent that it comes from a tiny dev studio. Releases are usually littered with bugs and playability issues. This is a great shame, because they manage to garner significant hype and excitement, only for the release day to be somewhat frustrating for most players.
* In fact, due to the small size of the dev team, there usually is a long turnaround period on fixing smaller gameplay issues. This means that most of the more invested players, who are more easily irritated than the casual players, use other, older, more established clients to play the game, where the new expansions are not available. Indeed, the new expansions, while very similar in spirit to the 13-year-old expansions, change the metagame so significantly that at the competitive level, only the 13-year old expansion is played. This deeply fragments the player base. The new expansions, and AoE2 on Steam in general, are mostly played by newcomers.
* It's very difficult to get the advanced players to take the expansions seriously because the competitive scene has been basically unchanged for about fifteen years. As such, the theoretical metagame has been nearly perfected, and the random components in game generation do not make a difference to the point of needing true improvisational play. Competitive players have spent months, if not years, carefully practicing minutely differing iterations of the same game scenarios. I've seen professional players end games over early-game mistakes that an intermediate player might not even notice. I consider it a little similar to chess, in the sense that the metagame/opening theory is so well explored that the game can rarely be considered improvisational, but is more like a ballet performance: an extremely well-studied routine that has to be executed as perfectly as possible (which, by the way, means above 400 actions per minute for a top player). Considering the immense amount of study that has gone into the game, and the even larger amount of practice required to become truly good, it is clear that most competitive players would rather keep spending their time on the old game, as opposed to on the new expansions -- the latter would necessitate a great amount of exploration of new strategies, and a similarly enormous amount of practice.
- Avalaxy 11y agoRegarding your last point: I really don't like that competitiveness. I don't get the fun in repeating the exact same schedule over and over again just to finish the game as quick as possible. I would rather prefer to build a nice city first and take it slow, but with strategy games that almost never works in multiplayer, which is why I never play them. I don't really get that feeling with FPS games, they seem to be different every single time (although for games such as counter strike that may not be true).
- rexerexer 11y agoI can totally see where you're coming from but I think it's a differing view on what it fundamentally means to 'build a nice city'. In this competitive arena, your current 'city' is the culmination of each game you've played under a certain set of meta-rules self-imposed in conjunction with the nuances of playing as a particular civilization. While an opponent may only see it for a fleeting moment, your actual, current city is how, given specific starting conditions, under the constraints above, your pre-game-plan and ruleset have been tweaked and optimized to the point where they are not actively in need of changing. The only resource that really matters is time. A nice city is one that cannot be defeated by an opposing 'city' in any arbitrary amount of time and frees you up to focus on the more reaction-dependent offensive strategy. edit: Experience is mostly from Empire Earth, YMMV