this post was submitted on 30 Dec 2024
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[–] [email protected] 28 points 4 days ago (5 children)

And that, too, isn't new. It's been done since at least the Spellforce series, or Dawn of War 2.

If you want to see what an "innovated" RTS looks like, check out Beyond All Reason. The base formula is Total Annihilation, but with nearly 30 years of player driven improvements and QoL. That game's UX is extremely smart, and you can keybind or automate so many things on the fly, freeing you up to make strategic and tactical level decisions , instead of spamclicking for micro. Which, you can also do if you want to.

[–] [email protected] 11 points 4 days ago (3 children)

zero-k is also like that, less emphasis on the graphics though but more on the gameplay

[–] [email protected] 1 points 3 days ago (2 children)

Thank you, zero k interface is amazing, and their "cold takes" show a design philosophy I constantly find myself wishing I'd find pretty much everywhere else.

[–] IncogCyberspaceUser 1 points 3 days ago (1 children)

Can you elaborate what you mean by cold takes and why that's something you wish more of?

[–] [email protected] 2 points 3 days ago

They have quite a few posts that are primarily about design philosophy. It's clear they put a lot of time and effort into it. One of my favorites that has driven a lot of innovation in you can interact with the game is

https://zero-k.info/mediawiki/Cold_Takes/3_-_Fight_your_opponent,_not_the_UI

One that I find myself coming to a sort of grudging agreement with is (veterancy for units isn't good):

https://zero-k.info/mediawiki/Cold_Takes/15_-_Experiences_With_Veterancy

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