Personally I felt disappointed by the fact that real-time strategy played a pretty minor role in RTS games. If you left the well-beaten path of cookie cutting and tried something new you invariably gave up a pretty obvious advantage to do so.
Personally I felt disappointed by the fact that real-time strategy played a pretty minor role in RTS games. If you left the well-beaten path of cookie cutting and tried something new you invariably gave up a pretty obvious advantage to do so.
It’s just that a lot of that strategy is irrelevant unless you have amazing mechanics - and the difficulty of those mechanics means that you can’t as easily think, plan, or adapt in-game (because your brain is busy)
A big part of the game is thinking about “how do I win against somebody who does that...” between games
It's kind of like competing against a gorilla in boxing chess. Just because a gorilla is dominant doesn't mean boxing chess doesn't require chess skills, only that a gorilla doesn't need them.
Designing a game that is a fun and balanced experience whilst also encouraging true innovation is a difficult problem. Every game ever has this problem, putting thousands of minds on a problem and letting them confer about their results usually solves all the low-hanging fruit in about a week. Creating a game where you only play to share a new idea makes each match feel like a dice roll.
Warcraft 3 and broodwar were much more micro-oriented than sc2 (because ai was much worse for example if you let dragoons to walk to their target on their own they spend half the time fighting broken pathfinding while the enemy shoots at them :) This almost never happens in sc2, and microing units below master league is usually detrimental to the game).
I think the micro vs macro is not the full image, and sc2 lets player express themselves on what i would call mediumgame (something that is between buildorders and microing - like deciding when to expand, what tech-switch to make, how to position your army in between fights, etc).
There's lots of decisionmaking that isn't APM-limited but thinking-time limited in SC2, and it's not as codified as buildorders. But you can certainly simplify the games to "archon immortal vs bio terran", and then it's very repetative.
Raw, spur of the moment, innovation probably isn't a good idea generally, as you'd be doing something with no practice. People do have a fairly big bag of tricks from older tactics that are less common these days.