RTS's are too complex by definition. There's so much to think about in a single game: resource management, base management, units, scouting, positions. Then you have the twitch component, which is the micromanagement within the battle itself. Compare it with an FPS, seemingly the most popular type of game, where you only need to know the map, and the rest is completely twitch reactions and aiming, no thinking at all.
What was wrong with War 3's hero concept? I thought it was pretty nifty and added a new dimension.
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