If you're going to disagree with someone, at least have half an argument to back it up with... talk about deficient...?
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I feel sorry that you don't see the argumenet here. I assure you, it's quite full. You're disregard to homeworld and warcraft 3 strategy only shows your ignorance. From a designer point of view balancing units statistics in an RTS is just an ardous task as fine-tweaking an economical system in a turn-based strategy game.
Strategy does not come only in turn-based games. Management games like Simcity or RTS games like homeworld have the same amount of effort and design put into them just like GalCiv, from design point of view. The fact you can "tank rush" is no different, then, let's say, the alpha strike in GalCiv.
There is no such thing as a "real" strategy game. That's just conservative, grongard bullshit. I see that from quite a few people, some of them here, and I'm honestly surprised. Sure, a lot of RTS's are crap, but tell you the truth, so are turn-based games. Just like at let's say Warlords IV broken gameplay, or Imperium Galactica 2, or master of orion 3. Plently of crappy turn-based games out there, just less games overall. Saying that RTS are just "fleshy gimicks"... how can you say that about Starcraft, for example? The game was brilliantly balanced, a triumpth of designers and a work of art in play-balancing. I say that a designer, I was darn impressed. Certainly more impressed with that then the rancid system MOO3 turned out to be (my help on the project non-wisthanding).
An RTS or a management game, done well, has all the effort and "strategy" as a real turn-based game. It's all in the presentation and design. The only problem is most RTS or management games don't have the amount of care and love because they are mostly directed into a different, more casual crowd unlike most turn-based gamers that come from the board-game community.
However, this does not change the fact that Sirian arguement is totally mute. From a budget point of view, that is developer time against graphic time, games like warcraft III had a lot more designer hours (and it shows in the perfect balance they scored), and still had impressive graphics. Sirian claim was that GalCiv was "ugly" because of budget constraints and no strategy game has ever combined strategy with graphics. Both comments are falae. GalCiv has simple graphics because they are clean and effiecent and can easily run on a weaker computer to leave more room for the taxing multi-threading AI technology. On the other hand, many good strategy games had both graphics and quality, you're opinion on them nonwishtanding.
You're just the same group of people that said it's impossible to do tactical games like X-com in real-time, or have quality pen-and-paper system converted into real-time, but that's bullshit, isn't it? Converting a difficult game into turn-based is just a matter of work and presentation, nothing else. How long a game takes place is also irrelevent. A game of chess can take five minutes - a game of GalCiv on a small map a mere hour or even less.
Seriously, if you want to argue with me, try to bring arguements that don't just show your ignorance and closed mindness.
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