I doubt that'd address the main problem. Before you teach people how to properly push the pedal to the metal, you should teach them where it actually is.
I'd like to believe that, but past player numbers sadly aren't in favor of your idealistic view. The reactions from long-time casual players also suggest that a considerable number cares for the joy of driving downhill where they don't need the pedal, which might actually be a nice analogy to some of the less robust but surprisingly popular turtling and massing tactics.
And as you said, the transition you described is already easily possible. So people must be lost before they reach the point of actually having the motivation to invest time in actively learning.
Impatient, unyeilding and a lack of a competitive nature describes the players you just mentioned. Sure I can understand casual play but a person plays with the intent of winning. Bunkering, massing are all inferior stategies resorted to by inexperienced players in an attempt to balance the status quo. These players undermine the importance of proactive gaming and play off their limited knowledge base instead of doing as you said and invest the time in active learning. Seems to me they are either too lazy to learn or are content with their subpar performance.
Sure they play competatively but they just prefer less of a competition or as they say, "A fair fight."
I don't see this as a very constructive approach, nor as a particularly helpful stance. The entire point of pages such as Gamereplays is to help people learn the game, so frankly the 'learn it yourself or GTFO' stance is very flawed as hardly any player can really claim to have learned the game solely through his own effort. C&C needs good player numbers, it needs a strong MP, otherwise it will cease to exist as we know it. I actually was quite shocked when doing some calculations with numbers AGM helpfully provided, showing that less than about 0.5% of all potential players actually play Gen1 competitively (taking into account units sold and favorably extrapolating from Clanwars). That's the single best C&C MP ever! Getting more players into the actual competitive scene is a must.
I've rarely found house rules to be particularly fair. They are mostly the equivalent of banning dirty tricks so you can safely wait for your gun being delivered for the knife fight.
There is really no need for anything to help inexperienced players. A lot of casual gamers do not take the time to learn to game before they review it. They would play the campaign, learn the basics of how the game mechanics work, play maybe 2 or 3 multiplayer games before ragequitting. It's not even about game replays. You can very easily learn how to play the game simply by playing team games or constantly playing in 1v1s and losing. Failure is where you really learn in RTS. RTS will be and always has been about strategy. The joy of RTS is trying out new builds and doing fun stuff like building bases defences in an opponent's base to see if that wins you the game. An FPS mode on an RTS game? I don't even call that RTS. I never considered Battlestations Pacific / Midway as an RTS game and I never will.
If you want to be good at an RTS game you have to have creativity. Everyone has it. Just learn to master the game mechanics in order to create your own tactics.
On a kind of an off-topic note, writing this post reminds me of a tactic I used in zero hour. I dozer rushed against a GLA opponent. My opponent wasn't very bright as he couldn't micro his workers away from my dozer while it was running his workers over. After killing his workers before he could even finish building his supply depot I went ahead and spawn camped him in front of his command center by running over any workers that were being trained from the CC. He ragequit and I got myself the fastest win in my RTS career. This is the fun in RTS games. Do the g*yest s**t ever and it'll win you the game.
^^Zarmageddon understands this perfectly and I appreciate his input.
As for getting more people involved in competative play I totaly agree. The competative scene in Generals has dwindled over the years with there being fewer and fewer clans. Still many people play to maintain their stats and are considered competative in that respect.
Yes house rules are usually a joke but they are aslo a good indicator to what type of players will be involved. I tend to play pro rule games as these are the most enjoyable and challenging.
Last edited by GeneralsProTony; 07-23-2012 at 05:59 PM.
Don't get me wrong, I love Generals. But Generals was never meant for competitive play. It feels micro intensive and competitive during the first few minutes of the game when you only have a couple units out on the field, but when you have more than 10 or 15 units it really doesn't matter who the better player is.
The entire point of pages such as Gamereplays is to help people learn the game, yes. Honestly I don't know what you're talking about when you're talking about the "learn it yourself or GTFO" stance. A replay of the game shows everything that you need to know. What else do you need help with? It's like having the test answers right in front of your face and not knowing what to do with it. An RTS game's multiplayer isn't some mission or something in which you can win by finding a guide or a cheat code. You use your own tactics to win the game and game replays simply show examples of the tactics that you can use. "Learning" to play the game means learning how to click and move units around. So what more is there to learn?
Victory Games is Electronic Arts' dedicated Strategy Gaming studio. Formed in 2010 under the leadership of Jon Van Caneghem, Victory Games has offices in Los Angeles, CA; Austin, TX; and Shanghai, China and is currently focused on the Command & Conquer franchise.