RTS Games and Base Building
Today I stumbled upon a blog post where the author argued that base building in today's RTS games is a chore and feels a lot like work.
Here's an excerpt:
Anyone else get that feeling when playing any of the recent mainstream RTS games? It was novel at first. But now, it is work. When you are playing anything but "no rush 5 minutes, n00b game"s, be it single player missions or multi player matches, you are building the base because you have to. Because it is your only way to build up an army. And, for the most part, you do it in a time constraint, fearing the coming onslaught of Red Helmeted Fanatic Zerglings under strict orders from Saruman to wipe you off the face of Middle Tib Sara. It's a chore on your way to the fight. Some might even go as far as calling it a hindrance.
http://theravencypher.blogspot.com/2011/01/all-work-and-no-play-make-rts-dull.html
After reading the whole thing it was clear to me that the author is greatly underestimating the strategic value of base building. In any RTS game, especially SC/SC2, base building is just as important in terms of strategic value as fighting and winning battles. Saying that base building is a chore and only exists as a way to get an army belies ignorance on the part of the player or is evidence of a poorly designed game. It only takes a couple of hours of playing Starcraft to realize just how integral base building is to the player's overall strategy and success.
Base building adds a whole new dimension to strategy. The author mentions games like DoW 2 and CoH that have eschewed elements of base building in favor of a focus on tactical maneuver and micromanagement. Although great games, I feel that they are strategically crippled and have not provided a convincing alternative to base building with their implementation of victory and control points.
This article is a classic example of "This guy doesn't know what he's talking about" and the author simply needs to think about the RTS games he plays.
What are your thoughts?