unit lost-less strategy games
PostPosted:Tue Nov 02, 2010 2:17 pm
I was reading some random posts and thinking about all the strategy games I've played and something dawned on me. If you can play a strategy game without losing a unit, the game has some fundamental issues. It's not because you are good, but that your opponent (human or AI) is ridiculously bad. There are obvious exceptions like it might be possible if you play the best Starcraft 2 player in the world and he teched straight up to the most durable unit of his race and then never lost any of them while spanking you handily. But in general if you cannot even kill a unit that is clearly meant to be killed easily there is something fundamental wrong with the game.
Now it might sound pretty ridiculous since that's not even true in Starcraft (outside of some special units) and Starcraft isn't even a very deep strategy game, and yet there are plenty of strategy games that are like that. Virtually all the Panzer General line are like this, and even Advanced Daisenryaku (SystemSoft makes some really hardcore strategy games) is like this on the campaign mode. In the latter case it's not even because of a weak AI (the AI is very good). Civ 5 is another example, which is interesting because Civ 1/2 is definitely not. In fact these games, on a strategy level, resemble more like SRPGs than strategy game. Actually it's more likely you lose a unit in a real SRPG (say, FF Tactics) than most of these SRPG wannabes since a SRPG will actually have boss units that are designed to kill your units.
I suppose some can be blamed on the incompetence of the opponent (AI), like Civ 5, but most of the time it reveals some fundamental design error. Panzer General line and Advanced Daisenryaku is simply not winnable if you ever lost a unit since the final mission features totally impossible odds (Battle of Washington/Berlin) that can only be defeated by a bunch of godlike max XP, max tech units. Such a game would mean there is no attrition (since you never lost any unit), so there would be no concept of a setback. This doesn't mean you have to lose, but in the games I've mentioned I've never felt the need to slow down and recover. It's just keep on attack until I get bored since you never lost anything.
So maybe in retrospect, Starcraft is actually deeper than a lot of the games out there. Certainly it is not remotely possible to beat someone in all but the wildest disparity in skill differences without losing a unit. Certainly, having such concepts makes the player feel like it's going somewhere. If you play someone and it's just an inexorable offense until the other dies it would not be a very exciting game for you or the opponent.
Now it might sound pretty ridiculous since that's not even true in Starcraft (outside of some special units) and Starcraft isn't even a very deep strategy game, and yet there are plenty of strategy games that are like that. Virtually all the Panzer General line are like this, and even Advanced Daisenryaku (SystemSoft makes some really hardcore strategy games) is like this on the campaign mode. In the latter case it's not even because of a weak AI (the AI is very good). Civ 5 is another example, which is interesting because Civ 1/2 is definitely not. In fact these games, on a strategy level, resemble more like SRPGs than strategy game. Actually it's more likely you lose a unit in a real SRPG (say, FF Tactics) than most of these SRPG wannabes since a SRPG will actually have boss units that are designed to kill your units.
I suppose some can be blamed on the incompetence of the opponent (AI), like Civ 5, but most of the time it reveals some fundamental design error. Panzer General line and Advanced Daisenryaku is simply not winnable if you ever lost a unit since the final mission features totally impossible odds (Battle of Washington/Berlin) that can only be defeated by a bunch of godlike max XP, max tech units. Such a game would mean there is no attrition (since you never lost any unit), so there would be no concept of a setback. This doesn't mean you have to lose, but in the games I've mentioned I've never felt the need to slow down and recover. It's just keep on attack until I get bored since you never lost anything.
So maybe in retrospect, Starcraft is actually deeper than a lot of the games out there. Certainly it is not remotely possible to beat someone in all but the wildest disparity in skill differences without losing a unit. Certainly, having such concepts makes the player feel like it's going somewhere. If you play someone and it's just an inexorable offense until the other dies it would not be a very exciting game for you or the opponent.