It all started with Dune...
Strategy was equalised to small scale gang fights and childish basebuilding/resource collection...
With small tiny buildings same hight that the soldiers that they "produced", and with nice little peasants that collected with bare hands minerals and magically transformed them into soldiers...
With no flanking, manouvering or any trace of TACTICAL combat simulation in the encounters wich involved dumped down oversimplification through the use of the hit points system...
Woth no MORALE, CHARGE PHYSICS or any kind of massive combat system...
This lead to the establishment of the HOLY GRAIL of "RTS" games stating that all the above constituted complex tactical and military thought reagrdless its HUGE dependancy on click speed, shortcut memorising and build order memorising.
Hundreds of hours of "skills" development were spent developing so called "tactical strategic thought" which was nothing more than repetitious memorising of shortcuts and reflex development,
the "RTS" games were leaning to the FPS field...
Mature grown ups (20-30 years old) were so instilled in the dumped down mass phsychology that were unable to see the childish and dumped down nature of "RTS" franchise percieveing it as the pinnacle of strategic thought meaning that they almost had ( and some still have) the impression that Alexander the Great, Caesar or Hannibal were commanding gangs of 50-40 soldiers, had built a base and were collecting resources...
In the year 2000 all changed, a small company from the UK came to revolutionise the whole Strategic gaming field by introducing mass scale combat and Geopolitical interaction which came to be the strategy game of the year at GS:
SHOGUN TOTAL WAR
It introduced:
1.flanking and combat manouvering
2.Height advatage
3.Missile physics
4.Massive scuad based warfare
5.Weather effect
And most important abolished the basebuilding in real time while delivering state managment at a decent level...
However the lack of courage from the part of developers in stepping in the Multiplayer field put that first game aside from the rest of the more Multiplayer oriented genre.
MEDIEVAL TOTAL WAR
While not making a huge leap to its predesser it built up on SHOGUN's formula by introducing a decent level of Siege warfare but the third installment was the one that would make a decent breakthrough through the Stalmate that the "RTS" genre was let in...
At the year 2004 after 4 years in production Creative Assembly proudly presented the secodn stage of REVOLUTION in strategic gaming:
ROME TOTAL WAR
The new engine introduced a huge amount of physics and an incredible level of IMMERSION:
1. Charge physics, a truly amazing representation of the mounted warfare from the trumpling of the infantry to the riders falling from the horse.
2. Siege warfare. An incredibly immersive represantation of the ancient world in full 3d and with full scale, wall scaling, battlement warfare...
3. Missile physics, arrows bouncing over shields, the REVOLUTIONARY testudo formation, and the angle of missle shots playing a very important role.
4. AND THE MOST IMPORTANT FULL SCALE 3D BATTLES FEATURING FULLY POLYGONAL 10000 SOLDIERS!!!
With all that said the Achilles' heel of Total War remained: Multiplayer was treated again as a bastard child, the fear from the part of the developers into investing in Multiplayer all lead for the series to be in the closet of Single Player games without having the recognision and the popularity that it deserved.
With all that said, its amazing how DESPERATLY developers attach themselves to a pattern without any innovative moves:
Age of Empires III releases and the hype and expectations are raised very high, however what we get is some WOO factor graphics enhachememnt with NO sign of innovation...
The "RTS" genre is in stalmate and without a innovative sparcle it will remain that way...
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