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Well this is why I point out the community prospects. Most of these new RTS do a really bad job of finding people to play with and especially when you are new a
by xemdetia 7y ago
Well this is why I point out the community prospects. Most of these new RTS do a really bad job of finding people to play with and especially when you are new and figuring out how to play competitively in a new game you can have extremely high variance of success. If you are just playing with a small group, sure eventually a few will rise to the top but that's not the criticism I have. In older RTS like BW or Homeworld there was chat/clans/reasons to bump into new people for casual or ladder play. In newer ones that sort of community building tool rarely exists at the peak of interest. The competitive community creates other resources to play against other than known friends (the friend aspect for me was always the compare notes/develop new strategies/test things against each other sort of thing).
You comment that in RTS 1v1 and if you are having an off day you are going to keep losing. That's true, but I find MOBA worse in overall enjoyment if you keep losing. I don't mind losing 1v1 and can stop anytime because it's just me. With a MOBA one player playing exceptionally rarely pulls the odds in your favour where one player playing exceptionally poorly swings the game entirely in the other direction. You are actively incentivized to not abandon the game (socially and mechanically) so even if a game starts going south you can't just reset the pieces on the board and start again. If I am playing an RTS I can just gg out at any time without causing a problem, with a MOBA I'm stuck with one or more player's bad decisions for the entirety of the game which could stretch to 50 minutes or more. I also find that unless you 5-man it's really a terrible experience for hours in/enjoyment out. This is more a criticism of the current generation of MOBAs than anything. As a team game there are other kinds of games others can carry the game harder in competition and make up for a player's skill/bad streak (MMO, FPS). MOBAs also don't really have any lack of complexity in being successful it just is mostly an exchange of active skills for passive/booklearned skills so it is my opinion that it is not a good defining line between the two since if you take the net skill(active+passive) from both I find most RTS and MOBAs to be comparably equivalent levels of complexity.
I would rather lose a 100 times and be responsible for 100% of it than lose 5 times and be responsible for 15% of it but be hitched to the burning wagon the entire time it falls off the cliff (and have little agency in stopping it). I do agree that there is a certain kind of player that can't handle losing 100 times in a row and learning from their mistakes, and that's probably why there are less RTS games recently than there used to be.
- EamonnMR 7y agoI think that this is because MOBAs are (unintentionally?) more like a sport with positions, teamwork, etc. I think that leads to MOBAs being more exciting for a mainstream audience and we see huge hits[1], where RTS is more for the niche audience that you saw for PC games 20 years ago-people who are more excited with honing computer skills than communication skills. I fall firmly in the latter camp, but I see why the market favors the former. I totally agree about the 'being able to play again at will' part. That's what drove me away from LoL when I tried it-it was my very first game, I wanted to walk away, and the interface told me I was hurting the community by leaving early. I took the hint and decided to quit playing entirely. I don't want that kind of responsibility-the whole point of a hobby is that there aren't consequences for failure (or at least I've seen it formulated as such.) [1] Well, one huge hit