The Mechanics of Strategy
Transcription
The Mechanics of Strategy
Investigation into the Mechanics of Real Time Strategy Games By Michael Beardwood 06196705 BEng (Hons) Computer Games Design A project submitted in partial fulfilment of the award of the degree of BEng (Hons) Computer Games Design from Staffordshire University Supervised by Dr. Bobbie Fletcher 2008/2009 Faculty of Computing, Engineering and Technology Investigation into the Mechanics of Real time Strategy Games Table of Contents Section 1 2 2.1 2.2 2.3 3 3.1 3.2 3.3 3.4 3.5 3.6 3.7 4 4.1 4.2 4.3 5 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 6 6.1 6.2 6.3 6.3.1 6.3.2 6.3.3 6.3.4 6.3.5 6.3.6 6.3.7 7 7.1 7.2 7.3 7.3.1 Title Abstract Initial Overview of Definitions Definition of ‘Real Time Strategy’ Elements required in a Real Time Strategy Game Examples of Excluded Games Breakdown of Research Definition of ‘Mechanic’ List of Mechanics to Research Reasons for Researching Mechanics Definition of Dynamics Sub Dynamic Super Dynamic Examples of Dynamics Literature Review Games Design Pattern (Staffan Bjork, Sus Lundgren & Jussi Holopainen) An Interaction Centric Structural Framework (Staffan Bjork & Jussi Holopainen) Dynamics for Designers (Will Wright) Selection of Games for Research Dune II: Building of a Dynasty/Battle for Arrakis Starcraft: Broodwar Command and Conquer: Red Alert Homeworld Total Annihilation: Kingdoms Emperor: Battle for Dune Age of Empires Warcraft 3: Reign of Chaos Research on Dune II: Building of a Dynasty/Battle for Arrakis Information Background Mechanics and Dynamics Tactical Resource Collection Production Technology Tree Force Divergence Force Difference Terrain Additional Dynamics Research on Starcraft: Broodwar Information Background Mechanics and Dynamics Tactical Resource Collection By Michael Beardwood 06196705 Page I of V Page 1 2 2 3 3 4 4 5 5 6 6 6 6 7 7 8 10 12 12 12 12 12 13 13 13 13 14 14 14 15 15 16 17 20 23 24 24 26 26 26 27 27 Investigation into the Mechanics of Real time Strategy Games 7.3.2 7.3.3 7.3.4 7.3.5 7.3.6 7.3.7 8 8.1 8.2 8.3 8.3.1 8.3.2 8.3.3 8.3.4 8.3.5 8.3.6 8.3.7 9 9.1 9.2 9.3 9.3.1 9.3.2 9.3.3 9.3.4 9.3.5 9.3.6 9.3.7 10 10.1 10.2 10.3 10.3.1 10.3.2 10.3.3 10.3.4 10.3.5 10.3.6 10.3.7 11 11.1 11.2 11.3 11.3.1 11.3.2 Production Technology Tree Force Divergence Force Difference Terrain Additional Dynamics Research on Command and Conquer: Red Alert Information Background Mechanics and Dynamics Tactical Resource Collection Production Technology Tree Force Divergence Force Difference Terrain Additional Dynamics Research on Homeworld Information Background Mechanics and Dynamics Tactical Resource Collection Production Technology Tree Force Divergence Force Difference Terrain Additional Dynamics Research on Total Annihilation: Kingdoms Information Background Mechanics and Dynamics Tactical Resource Collection Production Technology Tree Force Divergence Force Difference Terrain Additional Dynamics Research on Emperor: Battle For Dune Information Background Mechanics and Dynamics Tactical Resource Collection Production By Michael Beardwood 06196705 Page II of V 28 30 42 48 49 49 50 50 50 51 51 52 53 58 64 65 65 66 66 66 67 67 67 69 73 76 77 77 79 79 79 80 80 81 82 90 99 100 100 101 101 101 102 102 102 Investigation into the Mechanics of Real time Strategy Games 11.3.3 11.3.4 11.3.5 11.3.6 11.3.7 12 12.1 13 13.1 13.2 13.3 13.3.1 13.3.2 13.3.3 13.3.4 13.3.5 13.3.6 13.3.7 14 14.1 14.2 14.3 14.3.1 14.3.2 14.3.3 14.3.4 14.3.5 14.3.6 14.3.7 15 15.1 15.1.1 15.1.2 15.1.3 15.2 15.2.1 15.2.2 15.2.3 15.2.4 15.2.5 15.2.6 15.2.7 15.2.8 15.3 15.3.1 Technology Tree Force Divergence Force Difference Terrain Additional Dynamics Abridged Research for Remaining Games Gathering Information Benefits Research on Age of Empires Information Background Mechanics and Dynamics Tactical Resource Collection Production Technology Tree – (Dynamics Only) Force Divergence – (Dynamics Only) Force Difference Terrain Additional Dynamics Research on Warcraft 3: Reign of Chaos Information Background Mechanics and Dynamics Tactical Resource Collection Production Technology Tree – (Dynamics Only) Force Divergence – (Dynamics Only) Force Difference Terrain Additional Dynamics Grouping of Dynamics Tactical Resource Collection Single Resource Games Multiple Resource Games Unit Limits Production Physical Construction Virtual Construction Selection Production Removed Production Stacking Units No Upgrades Unlocking Upgrades General Upgrades Technology Tree Required Path By Michael Beardwood 06196705 Page III of V 104 109 115 115 116 117 117 118 118 118 119 119 119 120 120 120 123 123 124 124 124 125 125 126 127 127 128 129 129 130 130 130 131 132 132 132 133 133 133 133 135 135 135 135 135 Investigation into the Mechanics of Real time Strategy Games 15.3.2 15.3.3 15.3.4 15.4 15.4.1 15.4.2 15.4.3 15.5 15.5.1 15.5.2 15.5.3 15.6 15.6.1 15.6.2 16 16.1 16.1.1 16.1.2 16.1.3 16.1.4 16.1.5 16.1.6 16.1.7 16.1.8 16.2 16.2.1 16.2.2 16.2.3 16.3 17 17.1 17.2 17.3 17.3.1 17.3.2 17.3.3 17.4 17.5 17.7 17.8 18 18.1 18.2 18.3 18.4 Tiered System Multiple Dependencies History Path Force Divergence Specific Roles General forces Hero Units Force Difference Base and Divergence Superiority Themed Forces Terrain and Additional Dynamics Living World Destructible Terrain Comparing Games Basis of Comparison Dune II: Building of a Dynasty/Battle for Arrakis Starcraft: Broodwar Command and Conquer: Red Alert Homeworld Total Annihilation: Kingdoms Emperor: Battle for Dune Age of Empires Warcraft 3: Reign of Chaos Review Scores Decoding the Review Data Results from Review Scores Rating Group Dynamics Findings from Comparison Contrasting Dynamics Basis of Contrast Tactical Resource Collection Production Buildings Units Research Technology Force Divergence Force Difference Terrain and Additional Dynamics Conclusion Findings Main Aim – Defining Games Secondary Aim – Comparing and Contrasting Dynamical Systems Final Aim – Designing Game By Michael Beardwood 06196705 Page IV of V 136 136 136 136 136 136 137 138 138 139 139 140 140 141 142 142 142 142 143 143 144 144 145 145 146 146 146 147 147 148 148 148 149 149 149 150 150 151 151 152 153 153 153 153 154 Investigation into the Mechanics of Real time Strategy Games 19 19.1 19.2 20 21 Further Work Additional Game Research Refinement of Mechanics Reference Bibliography (Mentioned Games) By Michael Beardwood 06196705 Page V of V 154 154 154 155 156 Investigation into the Mechanics of Real time Strategy Games 1 Abstract This investigation will look into the mechanics of real time strategy games in terms of the dynamic solutions used to achieve a unique game. The aim of this project is to fully research how a set of real time strategy games are designed based on a specific set of mechanics which are seen throughout all of them. This shall be broken down individually for each game, on how the mechanics are accomplished. The systems used for this break down shall be referred to as dynamics, such that a single mechanic can be described by one or more dynamics. The dynamic solution will be compared and contrasted with each other in order to create a system where linking a set of dynamics from different games will result in a unique game design, which will then be used in a game design document. The research into the games will ignore most numerical values due to these being generally how games are balanced at the end of their production cycle. Also this research will take its information from the multiplayer aspects of the games so no construction limitations or specialised campaign units, buildings or research is added. With the multiplayer aspects, the default settings will be used so options like disabling unit limits are not accounted for, otherwise the research will be filled with variables which modify the gameplay beyond the point of which the game was created. By Michael Beardwood 06196705 Page 1 of 156 Investigation into the Mechanics of Real time Strategy Games 2 Initial Overview of Definitions 2.1 Definition of ‘Real Time Strategy’ [1] RTS (Real Time Strategy):Type of game where the player assumes the role of a general charged with developing his base, manufacturing combat units and destroying his adversary (Warcraft III, Age of Mythology, Command & Conquer etc). [2] RTS Real Time Strategy (RTS) games are strategy games that are played in real time. When commands are sent, actions occur immediately i.e... Command and Conquer. [3.1] STRATEGY GAMES Games focusing on the ability to make deal with dynamic priorities, typically in a context of resource shortage. Strategy games may be divided into: Real-time strategy games and turn-based strategy games. [3.2] REAL-TIME STRATEGY (RTS) Strategy game in which the action is played out continuously without breaks (as opposed to turn-based strategy games). [4] RTS (‘real-time strategy’) A genre of strategy wargame. Real-time does not mean that one hour in the game literally corresponds to one hour in reality, but rather that the game proceeds at a continuous pace, whether the player activity participates or not. Gameplay typically revolve around strengthening your base and building an army... and is won when all opponents are wiped from the game map. There are many definition of the term ‘Real Time Strategy’, the simplest example from above is reference 2. This however is simply a restatement of the term rather than a definition. The best example here is the last, with the inclusion of both the time system and the statement of typical gameplay. This report shall use the following as the definition for the term ‘Real Time Strategy’ Real Time Strategy - A genre of game played out in a real time environment, where the objective is to eliminate all opposing players by way of using an army via a system of resource and production management. By Michael Beardwood 06196705 Page 2 of 156 Investigation into the Mechanics of Real time Strategy Games 2.2 Elements required in a Real Time Strategy Game Based on the revised definition of the term ‘Real Time Strategy’ a list of required elements can be easily drawn from it. - To have a continuous time system to be played in. - To have a battlefield on which units can be manipulated. - To have multiple players, this may include a mix of human players and computer opponents. - To have a system of producing units to attack opposing players during the time system. - To have a system of resource collection/usage to be used in conjunction with the system of producing units. Other elements also need to be fulfilled, that have a basis on the first set, but not directly drawn from the stated definition. - To have at least two differing factions that can be played. - To have a technology tree system. - To have multiple units available to each faction. 2.3 Examples of Excluded Games Based on the required elements of a Real Time Strategy (2.2) certain types of games have been removed from those available to research (taken from the strategy genre) Firstly any game that is played as a turn based game is removed from the research list, for example the ‘Heroes of Might and Magic’ series. The next restricting requirement is the forth, the need for a system of production in real time. This eliminates games categorized as Real Time Tactics, where there is no way of producing units during a battle. Such games are ‘Warhammer – Mark of Chaos’ and the ‘Total War’ series. As most of the Mechanics in a Real Time Strategy game are linked, the restriction list automatically covers the rest of the Mechanics. By Michael Beardwood 06196705 Page 3 of 156 Investigation into the Mechanics of Real time Strategy Games 3 Breakdown of Research 3.1 Definition of ‘Mechanic’ [5] A game mechanic is a construct of rules intended to produce an enjoyable game or gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design is the effort to come up with game mechanics that allow for people playing a game to have a fun and engaging experience. The interaction of various game mechanics in a game determines the complexity and level of player interaction in the game, and in conjunction with the game's environment and resources determines game balance some forms of game mechanics have been used in games for centuries, while others are relatively new, having been invented within the past decade. The creation of new game mechanics, and ways in which existing ones can interact, is an ongoing goal of game designers. [6] Game mechanics are rule based systems / simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms. [7] ’Game Mechanic’ is a term that refers to the structure of a game, independent of all the story, theming and other content that makes the game easier to comprehend and play. For example the game mechanics of chess have everything to do with the layout of the board and the way the pieces move and nothing to do with the labels and images put on each piece. From the references above a Mechanic can be defined as a set of rules or principles which govern the structure of the game. However as the rules for a complex Real Time Strategy will be extremely large, they will be broken down into smaller sets of rules which shall – in this project – be known as Dynamics. Therefore a Mechanic shall describe a major aspect of the gameplay, which shall be enacted by one or more Dynamic systems. In this way it will be possible to compare and contrast games using their differences in Mechanics and Dynamics. Now that Mechanics’ have been defined as major aspects of gameplay, a list can be compiled using the list of requirements of a Real Time Strategy cross referenced with the definition of a Mechanic. By Michael Beardwood 06196705 Page 4 of 156 Investigation into the Mechanics of Real time Strategy Games 3.2 List of Mechanics to Research 1- Tactical Resource Collection – The way/s in which resources are collected during the course of the game. This also includes how many different resources are used in the game. 2- Production – The way in which units are created. This includes both buildings and mobile units. 3- Technology Tree – The way in which the game layers units and buildings to encourage time spent on strengthening a players forces. 4- Force Divergence – The way a faction’s buildings and units come together to create a complete competitive force. 5- Force Difference – The way each force interacts with the other in terms of comparison and uniqueness. 6- Terrain – The way the battlefield behaves during gameplay. 3.3 Reasons for Researching Mechanics (3.2) 1- The way in which games make the player collect resources is a major factor when it comes to the production of units and buildings, for example if a game has a high resource rate, less essential buildings or research will be constructed as the player has the resources to spend. On the other hand a game with a low rate will force the player to take a more critical assessment on what they need next. 2- The system of production is an important mechanic, essentially running the Real Time Strategy game in that everything in some way relates back to the production system. 3- The technology tree is an aspect of overall strategy a player uses, the main considerations being on weather the player wants to use many weaker units or fewer more powerful units. 4- The divergence of a force determines its strengths and weaknesses and how multiple units from that force can be combined to create a force more powerful than its individual elements. 5- The differences between the factions in a game often determine gameplay styles, where players work out strategies to take advantage of there opponents weaknesses. 6- Terrain is an instrumental system, defining if buildings can be built, or if units can move to specific places. It is also derivative of some games resource collection systems. By Michael Beardwood 06196705 Page 5 of 156 Investigation into the Mechanics of Real time Strategy Games 3.4 Definition of Dynamics Unlike Mechanics, the term ‘Dynamics’ is not seen as often in describing games; this is due to the [8] need for a common language for describing games. It has already been stated that a Dynamic constitutes all or part of a Mechanic. This enables the comparison between games as there will be similar if not identical dynamics used to accomplish the Mechanic. 3.5 Sub Dynamics As a Dynamic is directly linked to a Mechanic an issue becomes apparent; certain parts of the game are not described, albeit this only accounts for minor parts of the game, they can affect the gameplay and therefore need to be explored. 3.6 Super Dynamics Just as a Sub Dynamic account for minor gameplay aspects, Super Dynamics describe a major or intricate gameplay element that does not come under the jurisdiction of a single Mechanic. 3.7 Examples of Dynamics An example of the types of Dynamics will illustrate the need for Sub, Standard and Super Dynamics to be researched. Using the game Perimeter and the Mechanic ‘Tactical Resource Collection’ The Dynamic solution comes as the following. - Resource is based on a constant + - scale. - Power Core’s provide a small + resource flow. - Any type of production gives a – resource flow. - A Power core must be within range of a network of cores that link back to the Frame. (Main Building) This gives an accurate but not complete representation of the system The Super Dynamic of this system is: - Power Core’s draw there power from an area around them, so placing them in close proximity causes a lower + resource flow than keeping them separate. The Sub Dynamic of this system is: - Only terrain that has been terraformed can have power drawn from it. - Power Core’s can also be linked by Energy Core’s to a network linking back to the Frame. (Energy Core’s provide no resources) By Michael Beardwood 06196705 Page 6 of 156 Investigation into the Mechanics of Real time Strategy Games 4 Literature Review Compared to most areas of research, there are not as many published works in the field of Games Design focusing on the mechanics of games especially in the genre of Real Time Strategy where most papers are dedicated to the criticism or construction of Artificial Intelligence in areas such as path finding. The papers and other information sources found were however very detailed about their specific field of inquiry. 4.1 Games Design Patterns by Staffan Bjork, Sus Lundgren and Jussi Holopainen (2003) This paper is dedicated to locating and deciphering the elements in games that the writers refer to as ‘patterns’ in order to aid games designers to create new games rather than sequels and cloned games. The usage of patterns is to find a way to describe games in terms of the systems it uses. The papers’ first main point about the description of games is that it usually done in its broadest terms – its genre. The genre of the game is used extensively in journalism to quickly inform readers what sort of game it is. For example if a paper stated that a game was a First Person Shooter, anyone with any knowledge of computer gaming would immediately know the basic principles of the game. The paper mentions that Mechanics would be a good way of describing games, [A]a game can be regarded as an entity put together by a number of smaller components, seems to be very useful. The paper goes on to suggest that a structure to define mechanics including their relationships with each other would seem necessary. During research of their paper the writers found a previous definition of patterns which was the basis for the paper, but that it also needed modifying. [B] “Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice.” The paper goes on to argue that design is not completely dedicated to solving problems as the definition would suggest. The empirical development of ‘patterns’ would require a template witch they could be collected and viewed. Three solutions presented themselves [C] Transforming game mechanics would be the process of collecting mechanics and then breaking them down into ‘patterns’. They found that some mechanics would be discarded by merging them with others in the purpose of creating ‘patterns’ to be developed. [D] Harvesting Patterns by Analyzing Games was the better approach, where the research entailed the “brute force” approach, where in order to collect ‘patterns’, the simple By Michael Beardwood 06196705 Page 7 of 156 Investigation into the Mechanics of Real time Strategy Games solution of playing games and then pulling the information directly from their experience. The method consisted of five steps, recognize, analyze, describe, test and evaluate. Each ‘pattern’ found was then implemented into a prototype game to test its effectiveness. During the research the five step system was modified dynamically which gave rise to more ‘patterns’. The result of the “brute force” research was over two hundred ‘patterns’ with unexplored but promising area of interaction which it fails to mention. [E] Interviews were the third method of ‘pattern’ collection. Nine games designer were interviewed about mechanics. At the time of publishing the data had not been fully analysed but states that there were many concepts that could be developed to become patterns. Again the paper fails to mention any of these concepts. The rest of the paper is used to show how the patterns are recorded and the possible uses for them after the research stage. Although the paper deals with the concept of ‘patterns’ rather than mechanics it is still an important research source as rather than breaking down mechanics into ‘patterns’, in which certain mechanics were merged with others in order to build more ‘patterns’, it should be possible to break mechanics into dynamics without removing the mechanic it is attached to. The concept of ‘patterns’ could be seen as the system of sub dynamics. (3.5) The so called “brute force” approach seems an ideal solution for the investigation into the mechanics of real time strategy games. References from Games Design Patterns by Staffan Bjork, Sus Lundgren and Jussi Holopainen (2003) A) Page 3 – Game Mechanics B) Page 4 – Theoretical foundation (quote) – Alexander, C. et al. (1977). A Pattern Language: Towns, Buildings, Constructions. Oxford University Press. C) Page 4 – Transforming Game Mechanics D) Page 4 – Harvesting Patterns by Analyzing Games E) Page 5 – Interviews By Michael Beardwood 06196705 Page 8 of 156 Investigation into the Mechanics of Real time Strategy Games 4.2 Describing Games: An Interaction-Centric Structural Framework by Staffan Bjork and Jussi Holopainen (2003) This paper was a companion paper to (4.1). It features more information on the structural frame-working of games with course in which to describe games. A system of describing games is important as that describing a game should include its mechanical solutions. The paper splits games into four groups [F]holistic, bounding, temporal and objective. Holistic: [G] The concepts help defining the difference from other activates and their descriptions for specific games are linked to how players can join the game and the end conditions for the game. These consist of the ‘Game Instance’- every time a game is played it is not the same as another instance, be this due to other players, experience of the game or otherwise. A ‘Game Session’ is the amount of time played on any specific ‘Game Instance’. Finally ‘Play Session’ is the overall requirement of the interaction of a player, for example a ‘play by mail’ has one player making a move, followed by the other making a move. Each time a move is made there is a requirement to synchronise the game. Bounding: [H] Bounding components are the components that define when or that is required to redefine the activity taking place. These include ‘rules’, which dictate the game. Breaking a rule usually ends a game, but in some cases the game can continue with an advantage to a player – commonly referred to as cheating. ‘Modes of Play’ are described as phases of a game; this can be taking a turn in chess to switching to an inventory screen in a game. Finally ‘Goals and Subgoals’ dictates what a player should be trying to achieve within the game. Temporal Components: [I] The temporal components are those that are used to record the activity of playing a game. ‘Actions’ result in the change of game state, in either a continuous way – moving a unit in a real time game – or in a discrete way – moving a piece in a game of chess. ‘Events’ refer to the point in which the game state changes. ‘Closures’ are the results of the completion of a goal or subgoal. ‘End Conditions’ specify a game state when a closure occurs. The major ‘End Condition’ is to note that the current game has ended. The ‘Evaluation function’ of a game determines the outcome of an event, for example at the end of a game, a winner is decided. Objective Components: [J] This category includes the concepts that are used to describe a game without taking temporal or contextual aspects into consideration, i.e. without looking upon it as an activity. This section is broken into three sections. ‘Players’ represents something or someone that controls a faction or individual aspect – for example a ‘Player’ in a real time strategy game controls a faction, this can either be a human or an AI. In a role playing game, a player could be a non playable character, in which case they are controlled by an AI. The ‘Interface’ is the medium of interaction with the game environment. ‘Game Components’ include everything within the game that contributes toward the current state of the Game. By Michael Beardwood 06196705 Page 9 of 156 Investigation into the Mechanics of Real time Strategy Games The way in which the paper breaks down a game is a unique way of looking at it. However it lacks a section for dealing with specific parts of games such as describing its mechanics. Instead it spreads this over multiple areas, within ‘Rules’ and ‘Game Components’. Using this framework to describe the final game to be created based on the investigation into the mechanics of real time strategy games might show a new way in which to describe a game. References from Describing Games: An Interaction-Centric Structural Framework by Staffan Bjork and Jussi Holopainen (2003) F) Page 6 – An Interaction-Centric Structural framework of Games G) Page 6 – Holistic components H) Page 6 – Bounding components I) Page 7 – Temporal components J) Page 9 – Objective components 4.3 Dynamics for Designers by Will Wright: Presentation at Games Developers Conference. (2003) http://www.gdconf.com/archives/2003/Wright_will.ppt This presentation provides a cube showing three sides, labelled Topology, Dynamics and Paradigms. Using this system it is possible to describe a game. This presentation looked useful due to the methodology used within and that it was given by Will Wright – the creator of games such as SimCity and The Sims. Topology: Agents – Each individual part of the game, for example a single building. Networks – A system in which agents are linked, for example a set of power lines. Layers – A single layer of a game a map for population density, a map for pollution levels and a map for land value are all layers. Dynamics: Propagation – A system of which growth uses a smaller topology increases a larger one, for example a bee pollinating a flower. An agent increases the network of flowers he has pollinated. Growth – Where any of the topologies increases in size, adding additional agents, connecting more nodes to a network or to increasing the area of a layer. Grouping – The grouping of items in the same topology in order to achieve communication and/or control. By Michael Beardwood 06196705 Page 10 of 156 Investigation into the Mechanics of Real time Strategy Games Order – A system where priority can be examined by information about a topological item. Allocation – The system of devising decisions based on time and materials. Mapping – A system where a temporary Network is setup between Agents to find a solution to an environmental situation. Specialization – A system that gives Agents a specific task to achieve, for example ants are Queens, Workers, Drones or Warriors. Each one has a specific task within the colony. Nesting – Nesting is the system where a smaller topology becomes a larger topology. If multiple Agents are connected, they become a Network. Paradigms: Cybernetics – The system in which the game state changes based on direct input. System Dynamics – Sub systems with the game that control things such as population flow (birth rate against death rate) Cellular Automata – The way in which topologies interact with similar topologies controlled by System Dynamics. Chaos Theory – The way in which an element of uncertainty is put into the game, where the same actions do not always lead to the same outcomes. Adaptive Systems – Similar to Cybernetics, but with a set of rules where differing outcomes can be gained from inputs where rules are also involved. Network Theory – The theory in which every element of the game is linked. Although insightful, the presentation did not come with any notes on what was actually said, the definitions are inferred from the images on the presentation. Further information would be required to insure that the definitions are accurate. Like the previous paper (4.2) this framework may be an interesting way in which to describe a game. For the investigation into the mechanics of real time strategy a specialised look into how the mechanics define the game is required rather than an overall view. By Michael Beardwood 06196705 Page 11 of 156 Investigation into the Mechanics of Real time Strategy Games 5 Selection of Games for Research The selection of games is a difficult process, and there are many strategies for the selection due to the high amount of Real Time Strategy games available. This is also a difficult process as based on time restraints, only a small number of games can be researched. 5.1 Dune II: The Building of a Dynasty - 1992 This game has been selected due to it being the first real example of a Real Time Strategy game which conforms to Mechanical element list (2.2) It was not however the first Real Time Strategy game ever. Stonkers on the ZX spectrum, released in 1983, includes intricate systems of supplying troops in the ballet environment but features no such production system at all. The Ancient Act of War was released in 1984, but does not include any sort of resource collection aspect to it. [9] While Dune II: The Building of a Dynasty wasn't technically the first real-time strategy game, it established the model that nearly all RTS games have followed ever since. In addition to managing a variety of units, players had to harvest resources, build massive bases (complete with a technology tree), and pretty much do everything else that we've come to expect from the genre. Dune II also benefited from some great production values, with fabulous music and an in-game helper (called a Mentat) who explained many of the concepts needed to win. Though it only had the slightest connection to the Dune novels, it was a great game the paved the way for all other RTS games to come. 5.2 Starcraft: Broodwar - 1998. Starcraft is possibly the most renowned game in the Real Time Strategy Genre. South Korea played a large part in this, having a pair of television stations playing nothing but the Broodwar professional leagues all day everyday. The expansion has been selected over just the original due to the extra content and the fact it now ships as part of Starcraft. [10] It doesn't stray far from the blueprint created by its predecessors, but it is, without a doubt, the best game to ever adhere to that formula. 5.3 Command and Conquer: Red Alert - 1996 Red Alert is a critically acclaimed game, praised for its interface and user friendliness. It was also one of the first games to feature online play. The two factions within the game use a balancing system which was essential to master in order to beat the AI, or other players. [11] With the release of Red Alert, creator Westwood has pulled away from the competition and genuinely advanced the genre. 5.4 Homeworld - 1999 Homeworld features a three dimensional battle field; space. This gives players a massive amount of strategic and tactical opportunities by not being confined to flat field of play. By Michael Beardwood 06196705 Page 12 of 156 Investigation into the Mechanics of Real time Strategy Games [12] Now it's finally here, and it's so much more than everyone thought possible. Relic not only tackled space, but may have just changed strategy games forever. 5.5 Total Annihilation: Kingdoms - 1999 Kingdoms features four completely unique factions, all based around the four elements; Earth, Water, Fire and Wind. It is also one of the few games to employ the continual resource system, where resources are gathered constantly rather than being dropped off. Its predecessor Total Annihilation was hailed as one of the best games ever made by many sources. [13] It's not a bad game, and if you're starving for real-time strategy, there's enough in Kingdoms to hold your interest for a while. 5.6 Emperor: Battle for Dune - 2001 Nine years since the original game, and the second sequel, after Dune 2000, the Game finally moved to 3d. Noting any major changes from the original game should prove to be informative of the way the Genre has changed. [14] In borrowing conventions from earlier games, Westwood managed to make its latest project interesting enough and enjoyable enough to be worthwhile for virtually anyone who's ever liked another game of its type. 5.7 Age of Empires - 1997 Age of Empires was one of the first Real Time Strategy games to be history based, building your empire from the Stone Age to the Iron Are. It was also the first in the genre to have a large amount of playable factions; 12. Age of Empires also includes an intricate technology system, a standard tree, with units removed or added for each empire, allowing each faction to play differently. [15] Despite its years, Age of Empires still remains a particularly fine waste of time. 5.8 Warcraft 3: Reign of Chaos - 2002 Taking a look at the changes that have occurred in four years, from Blizzard Entertainment’s Starcraft would be an important step in researching of Mechanics, to see what if any changes have occurred. Warcraft 3 has enjoyed a plethora of awards including ‘Game of the Year’ from many sources. [16] It's just an outstanding game, filled with all the charm, all the detail, and all the lasting appeal that characterizes all of the finest games ever made. By Michael Beardwood 06196705 Page 13 of 156 Investigation into the Mechanics of Real time Strategy Games 6 Research on Dune II: Building of a Dynasty/Battle for Arrakis. 6.1 Dune II: Information Dune II was launched In the USA in 1992, subtitled: Building of a Dynasty; it was released in the same year to Europe as: Battle for Arrakis. As the first complete Real Time Strategy game (according to the definition 2.1) it was a major breakthrough in terms of gaming. Although the game does not feature a multiplayer mode, it has been researched as it was the major breakthrough in the real time strategy that made the genre accessible. 6.2 Dune II: Background The game is based around the planet Arrakis, or Dune as it is known (being that the entire world is one large desert.) The only reason Dune is important is the fact that it is the only planet on which the Spice can be found. The Spice allows for interstellar space travel, and can prolong human life for hundreds of years. The emperor, owing huge amounts of credits has declared that which ever house can harvest the Spice the quickest will be given governorship over Arrakis and control part of the wealth that comes from selling the Spice. The three houses are House Atreides, House Ordos and House Harkonnen. By Michael Beardwood 06196705 Page 14 of 156 Investigation into the Mechanics of Real time Strategy Games 6.3 Dune II: Mechanics and Dynamics 6.3.1 Tactical Resource Collection Dune II uses cash as its monetary resource. Power is also required in order for buildings to work. Dynamic: For Cash, the collection of Spice is needed. Spice fields appear on sand areas of the battlefield. Spice is non renewable. Spice is collected at a Spice Refinery by means of a Harvester unit. Sub Dynamic: Sand Mounds Sand Mounds either contain Cash or Spice Blooms. Sand Mounds are activated by a unit either moving over it, or attacking it. If a Sand Mound contains Cash, it will be destroyed if it was attacked, conversely if it contains a Spice Bloom, moving a unit over it will destroy the unit. Spice Blooms create a new spice field centring on where the Sand Mound was. Sub Dynamic: Attacking Spice Any unit can be ordered to attack ground, and so can attack Spice Fields. If a Spice Field is attacked the spice is destroyed. Sub Dynamic: Carryall Carryalls can pick up Harvesters and return them to a Spice Refinery automatically; they will sometimes pick up the Harvester at the Spice Refinery and deliver it to a Spice field. Sub Dynamic: Cash Capacity Refineries and Silo’s have a limited storage for spice, as such any amount gained over the capacity of all Refineries and Silo’s is gradually lost. Dynamic: Power is created by building Windtraps. Each Windtrap creates 100 power. Buildings other than Windtraps, concrete, walls and construction yards use an amount of power to function. If there is not enough power available to run every building, every building goes offline until enough Windtraps are built. Sub Dynamic: Damaged Windtraps If a Windtrap is damaged its top power level drops from 100, depending on how much damage it has taken. By Michael Beardwood 06196705 Page 15 of 156 Investigation into the Mechanics of Real time Strategy Games 6.3.2 Production In Dune II both buildings and mobile units are available to be produced. Dynamic: Single Build Structure Buildings are created by a Construction Yard. By selecting the Construction Yard, then selecting the build option, a screen appears with all possible buildings that can currently be produced. By selecting a building and clicking build, buildings begin their production cycle. A percentage marker shows how much of the building has been produced. Once it is fully produced it can be placed and only then is it functional. Super Dynamic: Upgrades (See Tech Tree) Some buildings require the upgrade of the construction yard as well as other buildings in order to build it. Sub Dynamic: MCV (Mobile Construction Vehicle) The only way to build a Construction Yard is to build an MCV and then deploy it. Sub Dynamic: Build Locations Buildings can only be placed on Rock or Concrete Slabs, all buildings must be placed adjacent to another, including Concrete. If a building is placed on Rock rather than concrete it is placed with 50% damage. Sub Dynamic: Erosion All buildings, except Construction Yards and Concrete, take a small amount of damage over time. If the building is placed on Concrete rather than Rock the damage is reduced significantly. Dynamic: Production Buildings Units are produced from their relative production buildings, E.G. Infantry is produced at the Barracks, while Combat Tanks are produced at the Heavy Factory. Units are produced in the same manner as building except that when they are complete they appear next to their production building. Super Dynamic: Upgrades (See Tech Tree) Some units cannot be built by simply having its production building. A further upgrade is required from the building in question in order to produce a new unit. Super Dynamic: Multiple Building Dependency Some units require the construction of both production building and another building, for example the Atreides Sonic Tank requires both a Heavy Factory and an IX. By Michael Beardwood 06196705 Page 16 of 156 Investigation into the Mechanics of Real time Strategy Games 6.3.3 Technology Tree Dune II uses a required path system for buildings. As units are produced at their relative buildings, they are linked with the required building path. Each production building features an upgrade that allows extra units to be created. Dune II also uses a system of upgrades to facilitate an additional element to the technology tree. Building Technology Tree Construct ion Yard 1x1 Concrete Slab Windtrap 4x4 Concrete Slab Refinery Silo Outpost Light factory Starport IX Palace Repair Facility Heavy Factory Barracks High Tech Factory Wall Turret WOR Blue backgrounds require upgrades at the Construction Yard The Barracks (gray) can only be built be Atreides and Ordos. The WOR (yellow) can only be built by the Harkonnen and the Ordos. For Harkonnen the WOR is built in place of the Barracks, directly from the Outpost. By Michael Beardwood 06196705 Page 17 of 156 Rocket Turret Investigation into the Mechanics of Real time Strategy Games Unit Technology Tree Building Produced at Barracks WOR Heavy Factory Light Factory High Tech Factory Soldier Trooper Trike Combat Tank Harvester Carryall Infantry Troopers Raider MCV Missile Tank Ornathopter * Quad Siege Tank Sonic Tank * Deviator * Devastator * Light blue backgrounds require the first upgrade from their production structure. Medium blue backgrounds require the second upgrade from their production structure. Dark blue backgrounds require the third upgrade from their production structure. An asterisk (*) requires the IX structure in addition to any other requirement. Gold backgrounds indicate that only Ordos can build unit. Pink backgrounds indicate that only Atreides can build unit. Red backgrounds indicate that only Harkonnen can build unit. Atreides cannot build the WOR and therefore cannot build Trooper/s Ordos build Raiders instead of Trikes. They cannot build Missile Tanks, and ignore the upgrade for them. Harkonnen cannot build the Barracks and therefore cannot build Soldiers or Infantry. They cannot build Trikes, and ignore the upgrade that necessitates the Quad. They cannot build Ornathopters. By Michael Beardwood 06196705 Page 18 of 156 Investigation into the Mechanics of Real time Strategy Games Upgrade Technology Tree All Factions Construction Yard First Upgrade – Allows building of 4x4 Concrete Slabs Second Upgrade – Allows building of Rocket Turrets Heavy Factory First Upgrade – Allows production of MCV’s Atreides Upgrades Barracks First Upgrade – Allows production of Infantry Light Factory First Upgrade – Allows production of Quad’s Heavy Factory Second Upgrade – Allows production of Missile Tank’s Third Upgrade – allows production of Siege Tank’s High Tech Factory First Upgrade – Allows production of Ornithopters (with IX built) Ordos Upgrades Barracks First Upgrade – Allows production of Infantry WOR First Upgrade – Allows production of Troopers Light Factory First Upgrade – Allows production of Quad’s Heavy Factory Second Upgrade – Allows production of Siege Tank’s High Tech Factory First Upgrade – Allows production of Ornithopters (With IX built) Harkonnen Upgrades WOR First Upgrade – Allows production of Troopers Heavy Factory First Upgrade – Allows production of Missile Tank’s Second Upgrade – allows production of Siege Tank’s Dynamic: Required Path (Buildings) The buildings work on the basis that a separate building has already been built. For example, a Windtrap is required in order to build a Refinery and an Outpost. Sub Dynamic: Upgrades The two available upgrades for the construction yard provide the only means in which to build the 4x4 Concrete Slab and the Rocket Turret. By Michael Beardwood 06196705 Page 19 of 156 Investigation into the Mechanics of Real time Strategy Games Dynamic: Basic and Advanced Units Each production building has at least two units that it can build. At least one of these can be constructed with no need for anything else. The buildings require upgrading to access the more advanced units that they can build. 6.3.4 Force Divergence The three factions in Dune II share most of there buildings and units, there are however exceptions, which will be noted afterwards. Standard Buildings: Construction Yard – Allows buildings to be produced. Concrete Slab – Reduces damage when other buildings are placed on top of it. Concrete Slab (Large) – Large Slabs are four times as big as the Concrete Slab. Defensive Wall – A Simple fortification device that blocks attacks. Windtrap – Generates power for the base. Refinery – The building that serves as a collation point for Spice. When built a harvester comes for free with it. The Refinery can hold 1000 credits at any time. Spice Silo – Serves to increase the storage of spice. Silos can hold an additional 1000 credits. Outpost – The Outpost gives the player a radar screen displaying terrain and units, any undiscovered areas remain black until it is explored. Turret – The Turret provides an active defence for a base. The turret has a cannon and a high range, longer than most tanks. Rocket Turret – The Rocket Turret is the same as the normal turret, but also incorporates a pair of missile launchers, which has even higher range than the cannon. Barracks – The Barracks produces Soldiers and Infantry. WOR (Trooper Training Facility) – The WOR produces Troopers. Light Factory – The Light Factory produces Trikes and Quads. Heavy Factory – The Heavy Factory produces Harvesters, MCV’s, Combat Tanks, Missile Tanks and Siege Tanks. By Michael Beardwood 06196705 Page 20 of 156 Investigation into the Mechanics of Real time Strategy Games High Tech Factory – The High Tech Factory produces Carryalls and Ornithopters. Repair Facility – The Repair Facility can repair damaged vehicles. IX (Research Centre) – Allows unique faction units to be built. Starport – Allows units to be bought from the Merchant Guild rather than producing them at the base. Palace – The Palace allows the production of certain unique faction units. Standard Units: MCV – The MCV can transform into a Construction Yard on a suitable location. Harvester – The Harvester collects Spice and returns it to Refineries. Soldier – The basic foot troop; lightly armed and armoured. Infantry – A group of three Soldiers acting as one unit. Trooper – Troopers carry light cannons for attacking other foot troops, and carry small rockets to attack vehicles and buildings. Troopers – A group of three Troopers acting as on unit. Trike – This unit has little firepower and is used as a recon vehicle. Quad – A heavier version of the Trike, with better weapons and armour, but with less speed. Combat Tank – The main battle tank used in Dune II, with good armour and firepower, its only issue is its limited manoeuvrability. Missile Tank – The missile launchers on the tank have a very long range, but are relatively inaccurate. Siege Tank – The heavy battle tank has twice the armour and firepower or the Combat Tank, but is considerably slower. Carryall – The Carryall has no weapons but is used a air transport, taking harvesters back and forth from Refineries and Spice Fields. Carryalls also pickup damaged vehicles and drop them at Repair Facilities. Carryalls cannot be manually controlled. Ornithopter – Orrnithopters fly around the battlefield attacking any visible enemy units with its rockets. Like Carryalls, Ornithopters cannot be manually controlled. By Michael Beardwood 06196705 Page 21 of 156 Investigation into the Mechanics of Real time Strategy Games Unique Units: House Atreides: Sonic Tank – The Sonic Tank uses powerful sound waves to damage enemies, it has higher range than most units, except for the Missile Tank. Fremen – The Fremen are equipped with rifles and rocket launchers and are dispatched from the Atreides Palace. House Ordos: Deviator – The deviator is the same as the Missile Tank, but its warheads are changed to have nerve gas that temporarily changes enemy units into Ordos controlled units. Raider – Replacing the Trike, the Raider sacrifices armour for speed. Saboteur – Deployed from the Ordos Palace, the Saboteur is a suicide unit, that detonates on contact with its targeted unit or building causing high damage to it. House Harkonnen: Devastator – The Devastator is the most powerful tank in Dune II although it is very slow. The Devastator is nuclear powered and when it is destroyed it causes massive damage to anything next to it. Death Hand – The Death Hand missile is launched from the Harkonnen Palace. The missile causes a large amount of damage but is inaccurate when fired. Other Units: Sand Worm – See 5.3.6 Sand Worms Sardaukar – The Sadaukar are the Emporors elite infantry. They are slightly better in all aspects than Troopers and are only controlled by the computer player. Guild Frigate – The frigate delivers units that have been bought from a Starport. Dynamic: One for Role (Buildings) Each building has its own specific use, which does not overlap, except with the Turret and the Rocket Turret which both provide static base defence – the difference being that the Rocket Turret is additionally equipped with rockets which have far greater range than the standard turret weapon. By Michael Beardwood 06196705 Page 22 of 156 Investigation into the Mechanics of Real time Strategy Games Dynamic: One Up (Units) Rather than having specific combat roles, most of the units have the same role: to attack at relatively close range. Each unit that requires a more advanced building is simply better at achieving this task. For example the Siege Tank has more armour, firepower and range than the Quad. This leads to the effect that a group of different units is less effective than a group of the same units. The only issue in this dynamic is the speed of each unit, however when attacking units are stationary. Sub Dynamic: Unique Unit Divergence Each of the factions unique units are very different from each other, the Sonic Tank using range and firepower as its point, whilst the Devastator is built purely for close range extreme damage. The Deviator provides a totally unique system where enemy units can be temporarily stolen. 6.3.5 Force Difference The three factions in Dune II are not identical even though they share a lot of structures and units. One Faction has the ability to build every building in the Force Divergence list (6.3.4) while the others lack one of them. House Atreides cannot build WOR’s, and therefore cannot produce Troopers, singular or groups. House Ordos cannot build Trikes, they build Raiders instead. They cannot build Missile Tanks either, these are replaced by Deviators which have further requirements. House Harkonnen cannot build Barracks, and therefore cannot produce Soldiers or Infantry. They cannot produce Trikes, or Ornithopters. Analysis of Differences: House Atreides start with a slight disadvantage, not being able to produce troopers at all, but the Freman available later take there place. Sonic tanks are a powerful asset, having much longer range than the Harkonnen Devistator. House Ordos have more buildings than the other houses, allowing for a wider range of tactics. The Raider, in place of the Trike, works as a better scouting unit but its reduced armour is a direct trade off. The Deviator is the Ordos main advantage, being able to take control of enemy units. House Harkonnen would seem to have an advantage with the Devastator and the Death Hand missile. Both extremely powerful but suffer from flaws. The Devastator is the most powerful tank but has very short range, slow speed and a fixed turret. The Death Hand missile is highly inaccurate when fired, deviating up to half a screen from its target. By Michael Beardwood 06196705 Page 23 of 156 Investigation into the Mechanics of Real time Strategy Games The balance is found in that the Devastator is more expensive than its equivalents, and overall the faction is limited to not include any of the lighter options, such as Soldiers and Trikes. Dynamic: Base and Divergence All the factions use the same basic template for buildings and units with small but notable divergence. Super Dynamic: Starport It is possible to buy units from the Starport, these are delivered by a Guild Frigate ten seconds after they have been ordered. Through the medium of the Starport any faction can order any of the following units. Trike, Quad, Combat Tank, Missile Tank, MCV, Harvester, Siege Tank, Carryall. 6.3.6 Terrain There are five different types of terrain in Dune II Sand: The most common terrain type, allows all units to cross it at normal speeds. Dunes: Dunes are small areas found in sand, they considerably slow ground based units. Spice Field: Spice is found on Sand regions, usually found in large amounts. Rock: Rock areas are the only place where buildings can be placed. Mountain: Mountains are found only on Rock outcrops, only foot units can cross Mountains albeit at a slower place. Sub Dynamic: Sand Mounds Sand Mounds are occasionally found on areas of sand, (explained in 6.3.1) Sub Dynamic: Sand Worms Sand Worms are creatures that inhabit Arakkis and will attack units that are found on sand regions, including Dunes and Spice Fields. Worms will occasionally eat units that they come across, destroying them instantly. Worms can be attacked but have an extremely high amount of health. When damaged enough, Worms will retreat from the area. 6.3.7 Additional Dynamics Singular Selection: In Dune II it is only possible to select one unit at a time; this means that when attacking all attention must be given to the situation because as soon as a target has been destroyed, the unit will engage the nearest enemy to it. This proves to be an issue when attacking a base, where the best solution is to destroy all the buildings and ignore any enemy units. Units from Destroyed Buildings: After a building (that is at least 4x4 squares, not including concrete) is destroyed, Soldiers appear at where the building used to be. This represents the workers from the building evacuating. Between one and six Soldiers appear depending on the size of the building. By Michael Beardwood 06196705 Page 24 of 156 Investigation into the Mechanics of Real time Strategy Games Capture Building: If a building is critically damaged, a unit of Infantry or Troopers can capture it, converting it into their building. Outposts, Barracks, WOR’s, IX’s and Palaces cannot be captured. Tanks over Troops: The heavier units (Combat Tanks, Missile Tanks, Siege Tanks, Harvesters, Deviators, Devastators and Sonic Tanks) are able to kill foot troops (Soldier’s Infantry, Trooper/s) by moving over them. By Michael Beardwood 06196705 Page 25 of 156 Investigation into the Mechanics of Real time Strategy Games 7 Research on Starcraft: Broodwar 7.1 Starcraft: Broodwar: Information Starcraft was released in 1998 on the PC, 1999 on the Macintosh and 2000 on the Nintendo 64. The expansion pack Broodwar was released at the end of 1998 in the US and early 1999 in Europe. The reason for using the expansion rather than just the original game is the amazing history of the game, even now (2009) it continues to have patches released to optimise the game. In South Korea it is played on an unprecedented scale, two TV stations show the continuous tournaments played. 7.2 Starcraft: Broodwar: Background Starcraft is set in the 26th century and through its compelling storyline tells the story of three races. The Terrans, humans now spread throughout the galaxy, and split into contending factions. The Zerg, an alien race built to genetic perfection and obsessed with the consummation of worlds under control of the Overmind and his Cerebrates and finally the Protoss; an advanced humanoid race utilising technology and psionic powers. Broodwar takes place after the events of Starcraft, where the Overmind has been destroyed but the Terrans and Protoss forces lay in ruins. By Michael Beardwood 06196705 Page 26 of 156 Investigation into the Mechanics of Real time Strategy Games 7.3 Starcraft: Broodwar: Mechanics and Dynamics 7.3.1 Tactical Resource Collection Starcraft utilises three forms of resource, Crystals, Vespene gas and population limit. Dynamic: For Crystals, a crystal formation must be harvested by the build unit from each race: SCV for Terrans, Drone for the Zerg and the Probe for the Protoss. Once harvested the crystals must be returned to the base structure: The Command Centre for Terrans, the Hatchey, or its derivative for the Zerg, and the Nexus for the Protoss. Dynamic: For Vespene gas, a refinery must be built on a Vespene geyser. After this has been built the Vespene gas can be harvested in the same way as Crystals. Sub Dynamic: Empty geysers When a vespene supply is show as empty, it can still be harvested but only a quarter of the normal amount is retrieved. Dynamic: Population Limits Each unit has a number attached to it which shows the amount of supply, control or psi it requires in order for it to be built. The larger or more powerful the unit, the more supply, control or psi it requires. For Terrans, the supply level can be increased by building further Command Centres or by building Supply Depots. For Zerg, the control level can be increased by creating the Overlord unit. For Protoss, the psi level can be increases by warping in more Nesus’s or Pylons. Sub Dynamic: Top Limit Although the population limit can be increased there is a maximum of 200. By Michael Beardwood 06196705 Page 27 of 156 Investigation into the Mechanics of Real time Strategy Games 7.3.2 Production In Starcraft: Broodwar, each race features a unique system of production. Each race can build both buildings and mobile units. Terran Production Dynamic: Production Unit The Terran SCV is the only unit that can build Terran buildings. Buildings are placed on the map and the SCV moves to the location. Once there the building starts to be produced. The SVC stays with the building until it is construction is completed. Sub Dynamic: Cancel Build During the construction of any building, the process can be cancelled. This destroys the building in question and refunds a quarter of the cost in Crystals and Vespene gas. Sub Dynamic: Lift Off Some Terran buildings have the ability to lift off. This allows the building to fly to a new location. Buildings must be on the ground in order for them to produce units or build Add On’s. Sub Dynamic: Add On Certain Terran buildings have the ability to construct an Add On building to it. Only one Add On building can be used by any main building at any time. Add On buildings can not lift off, and must be attached to the corresponding building in order for any benefit to be used. Any Terran Add On may be used by any Terran player. Dynamic: Production Buildings Units are produced from there relative production building: e.g. Marines are produced at the Barracks. Sub Dynamic: Build Queue At any production building up to five units can be queued. This may be a queue consisting of different units from the same building. For example a queue at a Barracks may include Marines, Firebats, Medics and Ghosts. Zerg Production Dynamic: Production Unit The Zerg Drone is the only unit that can build Zerg buildings. Once placed the Drone moves to the location and then mutates into the building. Once the building is completed, the Drone is lost. Sub Dynamic: Cancel Build During the construction of any building, the process can be cancelled. This destroys the building in question and refunds a quarter of the cost in Crystals and Vespene gas. The Drone is returned. By Michael Beardwood 06196705 Page 28 of 156 Investigation into the Mechanics of Real time Strategy Games Sub Dynamic: The Creep Hatcheries and Creep Colonies produce an area of Creep, which is displayed by a purple layer over the landscape. Zerg buildings, other than the Hatchery, and Refinery must be built on Creep – This doesn’t have to be the players own Creep Dynamic: Singular Production Building Units are produced from the Hatchery or derivatives of the Hatchery. Many Hatcheries or there derivatives can be built to increase the amount of units produced. Sub Dynamic: Larvae Unlike queues Zerg Hatcheries or there derivatives produces up to three Larvae at a time, these Larvae can then be mutated into any available unit. Sub Dynamic: Duel Mutation Some units in the Zerg faction are created two at a time rather than one for each Larvae, these include Zerglings and Scourge. Sub Dynamic: Upgrade Mutation Some units in the Zerg faction can be further upgraded by mutating after they have been produced. These upgrades require researching. Protoss Production Dynamic: Production Unit The Protoss Probe is the only unit that can build Protoss buildings. Once placed the Drone moves to the location and then starts the Warp procedure. After the Warping of the building is started, the Drone no longer needs to be present and can move on. Sub Dynamic: Cancel Build During the warping of any building, the process can be cancelled. This destroys the building in question and refunds a quarter of the cost in Crystals and Vespene gas. Sub Dynamic: Psi Area Pylons produce an area of Psi, shown as a blue circle around the Pylon. Protoss buildings, other than the Nexus, Refinery and other Pylons must be built in the Psi radius of one of the players Pylons. Dynamic: Production Buildings Units are produced from there relative production building: e.g. Zealots are produced at the Gateway Sub Dynamic: Build Queue At any production building up to five units can be queued. This may be a queue consisting of different units from the same building. For example a queue at a Gateway may include Zealots, Dragoons Templar and Dark Templar. By Michael Beardwood 06196705 Page 29 of 156 Investigation into the Mechanics of Real time Strategy Games 7.3.3 Technology Tree Starcraft: BroodWar uses a required path system for buildings. Units require certain buildings in order to be produced. Terran Building Technology Tree Command Centre ComSat Station Add On Supply Depot Nuclear Silo Add On Refinery Engineering Bay Barracks Missile Turret Factory Bunker Academy Machine Shop Add On Armour Starpost Control Tower Add On Science Facility Physics Lab Add On The Nuclear Silo Requires a Science Facility with a Covert Ops Attached. By Michael Beardwood 06196705 Page 30 of 156 Covert Ops Add On Investigation into the Mechanics of Real time Strategy Games Protoss Building Technology Tree Nexus Assimilator Pylon Gateway Forge Shield Battery Cybernetics Core Photon Cannon Robotics Facility Stargate Citadel of Adun Robotics Support Bay Fleet Beacon Templar Achives Observatory Arbiter Tribunal By Michael Beardwood 06196705 Page 31 of 156 Investigation into the Mechanics of Real time Strategy Games Zerg Building Technology Tree Hatchery Extractor Evolution Chamber Creep Colony Spawning Pool Spore Colony Mutation for Creep Colony Sunken Colony Mutation for Creep Colony Lair Mutation for Hatchery Queens Nest Hydrlisk Den Spire Hive Mutation for Lair Greater Spire Mutation for Spire Nydus Canal Defiler Mound Ultralisk Cavern Blue backgrounds represent mutations for other buildings. The mutation requires both the original building and the buildings needed on its technology tree. A Queen can attack a heavily damaged Terran Command Centre and transform it into an infested command centre. By Michael Beardwood 06196705 Page 32 of 156 Investigation into the Mechanics of Real time Strategy Games Terran Upgrade and Ability Technology Tree Part 1 Building Researched At (Additional Requirements) Command Centre Engineering Bay Com-Sat Sensor Sweep Nuke facility (Physics Lab) Build Nuke Academy Factory Infantry Weapons Level 1 U-238 shells Infantry Armour Level 1 Stim Pack Ion Thruster Infantry Weapons Level 2 (Science Facility) Restoration Spider Mines Infantry Armour Level 2 (Science Facility) Optical Flare Siege Tech Infantry Weapons Level 3 (Science Facility) Caduceus Reactor Charon booster (Armoury) Infantry Armour Level 3 (Science Facility) Blue Backgrounds represent buildings. By Michael Beardwood 06196705 Page 33 of 156 Machine Shop Investigation into the Mechanics of Real time Strategy Games Terran Upgrade and Ability Technology Tree Part 2 Building Researched At (Additional Requirements) Armoury Starport Science Facility Vehicle Weapons Level 1 Ship Weapons Level 1 Control Tower Vehicle Plating Level 1 Ship Plating Level 1 Cloaking Field Irradiate Vehicle Weapons Level 2 (Science Facility) Ship Weapons Level 2 (Science Facility) Appollo Reactor Titan Reactor Vehicle Plating Level 2 (Science Facility) Ship Plating Level 2 (Science Facility) Vehicle Weapons Level 3 (Science Facility) Ship Weapons Level 3 (Science Facility) Lockdown Personal Cloak Vehicle Plating Level 3 (Science Facility) Ship Plating Level 3 (Science Facility) Ocular Implants Moebius Reactor EMP Shockwave Covert Ops Physics Lab Yamato gun Blue Backgrounds represent buildings. By Michael Beardwood 06196705 Page 34 of 156 Colossus Reactor Investigation into the Mechanics of Real time Strategy Games Protoss Upgrade and Ability Technology Tree Part 1 Building Researched At (Additional Requirements) Forge Cybernetics Core Citadel of Adun Robotics Support Bay Ground Weapons Level 1 Ground Armour Level 1 Singularity Charge Air Weapons Level 1 Plasma Shields Level 1 Plasma Shields Level 2 (Cybernetics Core) Air Armour Level 1 Air Weapons Level 2 (Fleet Beacon) Reaver Capacity Plasma Shields Level 3 (Cybernetics Core) Ground Weapons Level 2 (Templar Archives) Air Armour Level 2 (Fleet Beacon) Air Weapons Level 3 (Fleet Beacon) Gravitic Drive Ground Armour Level 2 (Templar Archives) Ground Weapons Level 3 (Templar Archives) Air Armour Level 3 (Fleet Beacon) Ground Armour Level 3 (Templar Archives) By Michael Beardwood 06196705 Page 35 of 156 Leg Enhancments Scarab Damage Investigation into the Mechanics of Real time Strategy Games Protoss Upgrade and Ability Technology Tree Part 2 Building Researched At (Additional Requirements) Fleet Beacon Templar Archives Observatory Arbiter Tribunal Apail Sensors Psionic Storm Gravitic Boosters Recal Gravitic Thrusters Hallucination Sensor Array Stasis Field Carrier Capacity Khaydarin Amulet Disruption Web Mind Control Argus Jewel Maelstrom Argus Talisman By Michael Beardwood 06196705 Page 36 of 156 Khaydarin Core Investigation into the Mechanics of Real time Strategy Games Zerg Upgrade and Ability Technology Tree Part 1 Building Researched At (Additional Requirements) Hatchery Creep Colony Spawning Pool Evolution Chamber Burrow Spore Colony (Evolution Chamber) Metabolic Boost Melee Attack Level 1 Missile Attack Level 1 Lair Sunken Colony (Spawning Pool) Adrenal Glands (Hive) Carapace Level 1 Melee Attack Level 2 Ventral Sacs Missile Attack Level 2 Carapace Level 2 Antennae Melee Attack Level 3 Missile Attack Level 3 Pneumatised carapace Carapace Level 3 Hive (Queen’s Nest) Blue Backgrounds represent building mutations, Creep Colonies can only mutate into either a Spore Colony or a Sunken Colony By Michael Beardwood 06196705 Page 37 of 156 Investigation into the Mechanics of Real time Strategy Games Zerg Upgrade and Ability Technology Tree Part 2 Building Researched At (Additional Requirements ) Hydralisk Den Spire Ultralisk Cavern Queens Nest Defiler Mound Muscular Augments Flyer Attack Level 1 Flyer Attack Level 2 Spawn Broodlings Anabolic Synthesis Plague Grooved Spines Flyer Carapace Level 1 Flyer Carapace Level 2 Ensnare Chitinous Plating Metasynaptic Mode Lurker Aspect (Lair) Flyer Attack Level 3 (Hive) Flyer Carapace Level 3 (Hive) Gamete Meiosis Greater Spire Blue Backgrounds represent building mutations: Upgrades not researched at spire can be researched at Greater Spire. By Michael Beardwood 06196705 Page 38 of 156 Consume Investigation into the Mechanics of Real time Strategy Games Terran Unit Technology Tree Building Produces (Additional requirements) Command Centre Barracks SCV Factory Starport Marine Vulture Wraith Firebat (Academy) Siege Tank (Machine Shop) Dropship (Control Tower) Medic (Academy) Goliath (Armoury) Valkyrie (Control Tower + Armoury) Ghost (Covert Ops) Science Vessel (Control Tower + Science Facility) Battle Cruiser (Control Tower + Physics Lab) By Michael Beardwood 06196705 Page 39 of 156 Investigation into the Mechanics of Real time Strategy Games Protoss Unit Technology Tree Building Produces (Additional requirements) Nexus Gateway Probe Robotics Facility Stargate Zealot Shuttle Scout Dragoon (Cybernetics Core) Reaver (Robotics Support Bay) Corsair Templar (Templar Archives) Observer (Observatory) Carrier (Fleet Beacon) Archon (Two Templar) Arbiter (Arbiter Tribunal Dark Templar (Templar Archives) Dark Archon (Two Dark Templar) When Archons are created, two Templar are sacrificed – they must be in close proximity to each other. Dark Archons work identically but with Dark Templar instead of Templar. By Michael Beardwood 06196705 Page 40 of 156 Investigation into the Mechanics of Real time Strategy Games Zerg Unit Technology Tree Building Produces (Additional requirements) Infested Command Centre Hatchery/Lair/Hive Larvae Infested Marine Drone Zergling (2) (Spawning Pool) Overlord Hydralisk (Hydralisk Den) Lurker (Lair + Upgrade) Mutalisk (Spire) Guardian (Greater Spire) Devourer (Greater Spire) Scourge (2) (Spire) Queen (Queens Nest) Ultralisk (Ultralisk Cavern) Defiler (Defiler Mound) Hydralisks can mutate into Lurkers. Mutalisks can mutate into either Guardians or Devourers, however there is no requirement to mutate. By Michael Beardwood 06196705 Page 41 of 156 Investigation into the Mechanics of Real time Strategy Games Dynamic: Required Path (Buildings) The buildings work on the basis that a separate building has already been built. Sub Dynamic: Multiple Dependencies (Units and Upgrades) Some Units and Upgrades require more than one building to be built before it can be produced or researched. 7.3.4 Force Divergence Terran Buildings Command Centre – The base of operations for the Terran army produces SCV’s. The Command Centre can Lift Off. Com Sat (Add On) – The Com Sat has the Sensor Sweep Ability, which allows an area of terrain to be revealed, showing all hidden units as well. Nuclear Silo (Add On) – The Nuclear Silo can build and store one missile at a time, the missile can be launched via a Ghost’s Nuclear Strike command. Supply Depot – This building provides the Terran Army with supplies, the more Depots, the more units can be built. Refinery – This building allows SCV’s to harvest Vespene Gas when placed on a Vespene Geyser. Barracks – This building produces all the Terran foot units, the Marine, Firebat, Medic and Ghost. The Barracks can Lift Off. Engineering Bay – This building provides Upgrades for the Terran Foot Units. Missile Turret – This defensive building can attack air units. The Missile Turret also acts as a Detector. Academy – The Academy allows the Barracks to produce Firebats and Medics. It also contains upgrades for the Terran Foot Units. Bunker – The Bunker contains four spaces for foot units. Any unit inside can fire from the turret with there own weapons. Factory – The Factory produces all the Terran mechanical ground units, The Vulture, Siege Tank and Goliath. Can Lift Off Machine Shop (Add On) – The Machine Shop allows the production of Siege Tanks and contains upgrades for units at the Factory. By Michael Beardwood 06196705 Page 42 of 156 Investigation into the Mechanics of Real time Strategy Games Armoury – The Armoury provides upgrades for all units except foot units. Starport – This building produces all the Terran Air Units, the Wraith, Dropship, Valkyrie, Science Vessel and Battle Cruisers. Can Lift Off Control Tower (Add On) – The Control tower allows the Starport to build Dropships and is needed for Science Vessels and Battle Cruisers. It also has upgrades for the Wraith. Science Facility – This building allows the final upgrades for all units to be accessed it also allows Science Vessels to be built. Can Lift Off Physics Lab (Add On) – The Physics Lab enables the production of Battle Cruisers and contains upgrades for them. Covert Ops (Add On) – The Covert Ops allows Ghosts to be built and contains upgrades for them. Terran Units SCV – The SCV is the Terran builder unit, which also collect resources. Marine – Basic infantry Unit able to fire at air and ground units. Abilities: Stim Pack Firebat – Close range flame Unit only able to fire at ground units. Abilities: Stim Pack Medic – The medic can heal foot units. Abilities: Heal, Optic Flare and Restoration Ghost – The Ghost is the Terran covert special ops unit. Ghosts can shoot both air and ground units. Abilities: Personal Cloaking, Lockdown and Nuclear Strike Vulture – The Vulture is the Terran Fast attack vehicle. Vultures can only attack ground units. Abilities: Spider Mines Siege Tank – The Siege Tank is the Terran main battle tank. Siege tanks can only attack ground units. Abilities: Siege Mode Goliath – The Goliath is a Multi purpose assault walker. Goliaths can fire at both ground and air units. Wraith – The Wraith is the Terran basic air unit, cabable of attacking ground and air units. By Michael Beardwood 06196705 Page 43 of 156 Investigation into the Mechanics of Real time Strategy Games Abilities: Cloak Valkyrie – The Valkyrie is the Terran anti Air Aircraft; it can only attack air units. Dropship – The Dropship is the only Terran transport unit. It is airborne so can fly over any terrain. Science Vessel – The Science Vessel can not directly attack but has many abilities to aid other units. It can also see hidden units. Abilities: EMP Shockwave, Irradiate, Defensive Matrix Battle Cruiser – The Battle Cruiser is the Terran heavy assault aircraft capable of attacking both air and ground units. Abilities: Yamato Gun Protoss Buildings Nexus – The command building for the Protoss can produce Probes. Assimilator – The Assimilator allows Probes to harvest Vespene gas. Pylon – The Pylon provides the Protoss army with Psi, the more Psi the more units can be built. The Pylon also radiates an area which Protoss structures must be built in. Gateway – The gateway produces Zealots, Dragoons, Templar and Dark Templar. Forge – The Forge contains upgrades for ground based units and the Protoss Plasma Shields Shield Battery – This building can recharge the Plasma Shield on any Protoss Unit. Cybernetics Core – This building allows the Dragoon to be built and contains upgrades for it. Photon Cannon – This base defence system can attack both ground and air units. Robotics Facility – This building produces Shuttles, Reavers and Observers. Stargate – The stargate produces the Protoss Air Units, the Scout, Corsair, Carrier and Arbiter. Citadel Of Adun – This building provides the movement upgrade for Zealots. Robotics Support Bay – Allows Reavers to be produced and contains upgrades for the units produced at the Robotics Facility. By Michael Beardwood 06196705 Page 44 of 156 Investigation into the Mechanics of Real time Strategy Games Fleet Beacon – The Fleet Beacon Allows Carriers to be produced and contains upgrades for them. Templar Archives – Allows Templar’s and Dark Templar’s to be built as well as allowing the final upgrades for units to be researched. The Templar Archives also contains upgrades for Templar and Dark Archons. Observatory – The Observatory allows the production of Observers and contains upgrades for them. Arbiter Tribunal – This building allows Arbiters to be built and contains upgrades for them. Protoss Units Probe – The Probe is the Protoss builder unit which also collects resources. Zealot – The Zealot is the Protoss basic assault Unit, however it can only attack ground units. Dragoon – The Dragoon is the Protoss multipurpose attack unit, able to attack both air and ground units. Templar – The Templar is the Protoss offensive spell casting unit without any normal attacks. Abilities: Psionic Storm, Hallucination, Form Archon Archon – The Archon is a Heavy Assault unit that can only attack ground units. Dark Templar – The Dark Templar are invisible close combat units. Abilities: Form Dark Archon Dark Archon – This unit is a powerful spell casting Protoss unit. Abilities: Mind Control, Maelstrom, Feedback Shuttle – This unit is the only Protoss transport unit, able to fly over terrain. Reaver – The Reaver is the Protoss heavy tank unit, firing its Scarab shells only at ground units. Abilities: Build Scarab Observer – The Observer acts as a scouting unit and has no offensive abilities. It is invisible and can see hidden units. By Michael Beardwood 06196705 Page 45 of 156 Investigation into the Mechanics of Real time Strategy Games Scout – The Scout is the Protoss attack aircraft capable of attacking both Air and Ground Units. Corsair – The Corsair is the Protoss anti air aircraft. It can only attack air units. Abilities: Disruption Web Carrier – The Carrier is the Protoss heavy assault aircraft, using its Intercepters to attack both Air and Ground Units. Abilities: Build Intercepter Arbiter – The Arbiter is the Protoss aerial support unit, capable of attacking both air and ground units. The Arbiter also cloaks any units in its proximity. Abilities: Recal, Stasis Field Zerg Buildings Hatchery – The Zerg Army’s core building, all units are produced from the Larvae that spawn from the Hatchery. Contains the Burrow Upgrade. Produces Creep Lair (Mutation) – The Lair provides a faster spawn rate for Larvae than a hatchery. It also contains upgrades for Overlords. Hive (Mutation) – The Hive Generates a faster spawn rate for Larvae than the Lair. Extractor – The Extractor allows Drones to harvest Vespene Gas. Creep Colony – The Creep Colony produces Creep that Zerg Buildings must be built on. The Creep Colony may be upgraded to a defensive building. Spore Colony (Mutation) – A Creep Colony can mutate into a Spore Colony allowing it to attack Air units. Sunken Colony (Mutation) – A Creep Colony can mutate into a Sunken Colony allowing it to attack Ground Units Spawning Pool – This building allows Zerglings to be produced and contains upgrades for them Evolution Chamber – This building provides upgrades for all Zerg Ground Units. Hydralisk Den – The Hydralisk Den allows Hydralisks to be produced and contains upgrades for them including the Lurker Aspect upgrade. Spire – The Spire allows the production of Zerg Air units, the Mutalisk and Scourge. It also contains upgrades for all Zerg Air Units. By Michael Beardwood 06196705 Page 46 of 156 Investigation into the Mechanics of Real time Strategy Games Greater Spire (Mutation) – The Greater Spire allows the Mutalisk to mutate into Guardians and Devourers. Queens Nest – The Queens nest allows the production of Queens and contains upgrades for them. Ultralisk Cavern – This building allows the production of Ultralisks and contains upgrades for them. Defiler Mound – The Defiler Mound allows the production of Defilers and contains upgrades for them. Zerg Units Drone – The Drone is the Zerg building unit and also collects resources Zergling – Zerglings are the basic close combat unit in the Zerg army. They can only attack ground units. Abilities: Burrow Overlord – Overlords provide control for the Zerg army, they cannot attack but can be upgraded to transport units. Hydralisk – The Hydralisk is a multipurpose unit suited to all roles. They can attack both air and ground units and can mutate into Lurkers. Abilities: Burrow Lurker – Lurkers can only attack when they are burrowed. They can only attack ground units. Abilities: Burrow Mutalisk – The Mutalisk is the main aerial unit in the Zerg Army, they can attack both air and ground units. They can mutate into Guardians or Devourers. Guardians – The Guardian is the Zerg bombardment unit, only able to attack ground units. Devourers – The Devourers act as the Zerg anti air, air unit. It can only attack air units. Scourge – The Scourge are the Zerg armies fast anti air unit, the Scourge fly into the enemy aircraft and self destruct. Queen – The Queen is the airborne spell caster for the Zerg army. The Queen can convert a highly damaged Terran Command Centre into an Infested Command Centre. Abilities: Parasite, Spawn Broodling, Ensnare. By Michael Beardwood 06196705 Page 47 of 156 Investigation into the Mechanics of Real time Strategy Games Defiler – The Defiler is the Zerg Army spell casting unit. It does not have any normal attacks. Abilities: Burrow, Consume, Plague, Dark Swarm. Ultralisk – The Ultralisk is the Zerg close assault unit. It can only attack ground units. Infested Terran – The Infested Terran acts as a suicide unit running into enemies and exploding. Dynamic: One for Role (Buildings) Each building has its own specific use. Each force has dedicated upgrade buildings and dedicated production buildings. Sub Dynamic: Buildings Unlock Units Many units require the building of a specific building to allow them to be produced, for example, a Defiler Mound must be built in order for Larvae to mutate into Defilers. Dynamic: Combat Role (Units) Each unit has a specific combat role that it is built for. Each army also contains a few units which can be used in almost any situation but they are not as powerful as the rolled units in there field. For example, a Hydralisk can attack both Air and Ground units, though it is not as effective against ground units as an Ultralisk or as effective against Air units as Scourge. 7.3.5 Force Difference The three factions in Broodwar work in almost totally different ways reflecting the background of the army. However resource collecting is done in the same way by each faction. Analysis of Difference Terrans operate with a highly mobile army. With all of the key buildings able to Lift Off, move and reposition, a Terran base proves difficult to destroy with just a land assault. The only issue with doing this is that some important buildings do not have this ability, such as the Supply Depot and defensive structures. Terrans have the advantage of being able to build anywhere. Protoss have an elite feel, all the units are more expensive than other army’s units. All Protoss units have the additional benefit of Plasma Shields, which recharge over time. To damage a Protoss unit its Plasma Shields must be depleted first. If a Protoss unit suffers any actual damage to its health, it can not be recovered. Zerg tend to have large amounts of everything in a base, as they are confined to build most structures within the area of Creep made by a Creep Colony or Hatchery. The army By Michael Beardwood 06196705 Page 48 of 156 Investigation into the Mechanics of Real time Strategy Games is a fast paced one, with many of the land units being able to hide using the Burrow ability. Dynamics: Array of Units The set of units for each force give each faction the ability to attack in any way and defend against any attack. However there is no direct counterpart to each unit. Sub Dynamic: Supporting Units Most units are designed to support each other in combat, for example a group of Marines with a few Siege Tanks greatly improves the survivability of all involved. 7.3.6 Terrain There are many different types of terrain, as there are many different types of world that appear in Broodwar. The main categories are the following: Flat Ground: Flat ground can be built on. Damaged Ground: Damaged ground cannot be built on. Water/Lava/Space: These areas cannot be built on and ground units cannot traverse them. Cliffs and Pits: Both Flat Ground and Damaged Ground can be on Cliff areas or in Pit areas; there is no advantage or disadvantage to this. Vespene Geysers: Vespene Geysers are scattered across maps, allowing for a refinery building to be built on top to allow for collection of Vespene Gas. Crystals: Crystals are scattered around the map in clumps, they can be collected by worker units, but do not refill and once they are used they are gone forever. 7.3.7 Additional Dynamics Group Selection Only twelve units can be selected at any time. Units can be grouped for quick commands to be given. Weapon Types All units have a type of weapon, for example explosive, which does additional damage against certain defences, in the case of explosives; buildings take more damage than troops. By Michael Beardwood 06196705 Page 49 of 156 Investigation into the Mechanics of Real time Strategy Games 8 Research on Command and Conquer: Red Alert 8.1 C&C Red Alert: Information Red Alert was released in 1996 on the PC and the Playstation. In 2008 its licence converted it into freeware. Red Alert is part of the highly successful Command and Conquer series which has two settings, the original Command and Conquer keeps its name as does its successors, while the second setting always has Red Alert in its title. 8.2 C&C Red Alert: Background Red Alert is set in the 1950’s in an alternate universe created by Albert Einstein after he goes back in time and kills Hitler before the 2nd world war. This causes Nazi Germany never to exist. As such the Soviet Union comes to have more power and takes over Asia. The Soviet Union then go on to invade the rest of Europe. By Michael Beardwood 06196705 Page 50 of 156 Investigation into the Mechanics of Real time Strategy Games 8.3 Red Alert: Mechanics and Dynamics 8.3.1 Tactical Resource Collection Red Alert uses Cash as its monetary resource. Power is also required for buildings to work. Dynamic: Cash is gained by the harvesting of Ore and Gems. An Ore Miner must move to an area of Ore or Gems and gather it. Once it is full it must return to a Refinery. Sub Dynamic: Ore Hole Large Ore patches have an Ore Hole in the middle of them. Any Ore field with an Ore Hole will slowly regenerate the Ore field. Sub Dynamic: Gems Gems are gathered in the same way as Ore but are worth twice the amount of Cash when returned to a Refinery. Gem fields never regenerate. Sub Dynamic: Cash Capacity Refineries and Silo’s have a limited storage for spice, as such any amount gained over the capacity of all Refineries and Silo’s is gradually lost. Dynamic: Power is created by building Power Plants or Advanced Power Plants generating 100 and 200 power respectfully. Every building except Power Plants and Advanced Power Plants require power. If there is not enough power available to run every building, certain non construction buildings go offline until enough power is available. Construction buildings slow down dramatically. Sub Dynamic: Damaged Power Plants If a Power Plant or Advanced Power Plant is damaged, it produces less power depending on how much damage it has taken. By Michael Beardwood 06196705 Page 51 of 156 Investigation into the Mechanics of Real time Strategy Games 8.3.2 Production In Red Alert both buildings and mobile units are available to be produced. Dynamic: Side Bar In Red Alert there is a Side Bar along the right hand side of the screen containing information and the build list available. Using this bar the player selects a building or unit to be built. A clock like line appears and rotates around the image of the item being produced. Once the line has gone round the image once, the item is built. For units, the unit produced appears from its respective building. For buildings, the building can be placed. Sub Dynamic: MCV (Mobile Construction Vehicle) The only way to build a Construction Yard is to build a MCV and then deploy it. Sub Dynamic: Build Locations Buildings can only be placed close to another building. Sub Dynamic: Build Limiter Only one building can be built at once. Only one unit from its respective building can be built at once. For example if the player has a Barracks and a War Factory they can simultaneously produce one unit from the Barracks, and one unit from the Factory. Sub Dynamic: Multiple Buildings as Production Having more than one of a respective production building speeds the production of units from that building type. For example if the player has two War Factories, tanks will be produced slightly faster than if they only had one. One of the buildings is designated as ‘Primary’ this is the building where the units appear from when produced. Sub Dynamic: On Hold For both troops and buildings the production cycle can be put ‘On Hold’. This stalls the production cycle but keeps the level of completion. This can be used to ensure resources go to a particular unit rather than to all items in production. Any item ‘On Hold’ still counts as being produced so no other item from its production group can be made. Sub Dynamic: Cancel Build Any item in production can be cancelled. This stops production and refunds the player the cash already gone into production. Sub Dynamic: Sell Buildings can be sold at any time after they have been built. This refunds half of the original cost and also creates Rifle Infantry and Technicians from the sold building depending on the cost of the building. Vehicles can be sold on a Service Depot. Super Dynamic: Multiple Building Dependency Some units require the construction of both its respective production building and another building, for example MCV’s require both a War Factory and a Service Depot. By Michael Beardwood 06196705 Page 52 of 156 Investigation into the Mechanics of Real time Strategy Games 8.3.3 Technology Tree Red Alert uses a required path system for buildings. Units are available for production when there respective production building is created and any dependency building has also been created. Allied Building Technology Tree Construction Yard Silo Radar Dome AA Gun Power Plant Fake Construction Yard Sandbags Fake Naval Yard Barracks Refinery Advanced Power Plant Naval Yard Fake Rader Dome War Factory Fake war Factory Concrete Wall Pillbox Helipad Allied Tech Centre Service Depot Camo Pillbox Chronoshpere GAP Generator Missile Silo Turret By Michael Beardwood 06196705 Page 53 of 156 Investigation into the Mechanics of Real time Strategy Games Soviet Building Technology Tree Construction Yard Power Plant Refinery Silo Radar Dome Sam Site Helipad Advanced Power Plant Barbed Wire Fence Sub Pen Barracks War Factory Air Field Soviet Tech Centre Iron Curtain Service Depot Missile Silo By Michael Beardwood 06196705 Page 54 of 156 Concrete Wall Kennel Tesla Coil Flame Turret Investigation into the Mechanics of Real time Strategy Games Allied Unit Technology Tree Building Produced At (Additional requirements) Barracks War Factory Naval Yard Helipad Rifle Infantry Ranger Transport Rocket Soldier Light Tank Gun Boat Engineer Medium Tank Destroyer Medic APC Cruiser (Tech Centre) Spy (Radar Dome) Artillery Tanya (Tech Centre) Ore Miner Thief (Tech Centre) Anti-Tank Minelayer (Service Depot) MCV (Service Depot) Radar Jammer (Tech Centre) Mobile GAP Generator (Tech Centre) By Michael Beardwood 06196705 Page 55 of 156 Longbow Investigation into the Mechanics of Real time Strategy Games Soviet Unit Technology Tree Building Produced At (Additional requirements) Barracks War Factory Sub Pen Helipad Air Field Rifle Infantry Heavy Tank Transport Hind Yak Rocket Soldier Ore Miner Submarine Chinook MiG Engineer V2 Launcher (Radar Dome) Grenadier Anti-Troop Minelayer (Service Depot) Tanya (Tech Centre) MCV (Service Depot) Flame Infantry (Tech Centre) Radar Jammer (Tech Centre) Attack Dog* (Kennel) Mammoth Tank (Tech Centre) * Attack Dogs are produced from a Kennel, but other infantry units cannot be built at the same time. By Michael Beardwood 06196705 Page 56 of 156 Investigation into the Mechanics of Real time Strategy Games Allied Abilities Technology Tree Ability Gained From Allied Tech Centre Chronosphere Missile Silo Spy Infiltrating Sub Pen GPS Satellite Chronoshift Nuclear Strike Sonar Pulse Soviet Abilities Technology Tree Ability Gained From Air Field Spy Plane Paratroops Iron Curtain Missile Silo Iron Curtain Nuclear Strike By Michael Beardwood 06196705 Page 57 of 156 Investigation into the Mechanics of Real time Strategy Games Dynamic: Required Path (Buildings) The Buildings work on the basis that a separate building has already been built. For example a Power Plant is required in order to build a Refinery etc. Sub Dynamic: History Path (Buildings) As long as the player had, at some point during the game, the necessary buildings in the Tech Tree, the player counts as having the buildings in regards to the building Tech Tree. For example if the player builds and then sells the first and only Power Plant, they can still produce the buildings that require it. A Construction Yard is always needed to produce new buildings. Dynamic: Ability Times When abilities are gained, a countdown line, identical to the production countdown line is visible over the ability in question. When the ability is ready to use, the word ‘READY’ appears over the icon. Once used the abilities start counting down again. The GPS Satellite automatically launches and disappears from the sidebar. 8.3.4 Force Divergence The two factions in Red Alert share many buildings and a few units. Standard Buildings Construction Yard – Allows buildings to be produced. Power Plant – Produces power for the base. Concrete Wall – Basic defensive structure, stops movement and line of fire for any ground unit. Refinery – The building that serves as a collection point for Ore and Gems. When built a Harvester comes for free with it. The Refinery can hold 5000 Cash at any time. Silo – Serves to increase the storage of Cash. Silos can hold an additional 2000 Cash. Advanced Power Plant – Produces twice the power of a Power Plant. Barracks – Produces infantry units. War Factory – Produces tank units. Radar Dome – The Radar Dome gives the player a radar screen displaying terrain and units, any undiscovered areas remain black until it is explored. By Michael Beardwood 06196705 Page 58 of 156 Investigation into the Mechanics of Real time Strategy Games Service Depot – The Depot repairs damaged tank and helicopter units for money. It also refills Mine Layers. Helipad – Allows Helicopter Units to be built. The Helipad comes with the faction’s helicopter unit for free. Missile Silo – The Missile Silo provides the Nuclear Strike Ability. Standard Units Rifle Infantry – The basic foot troop; low health and low damage. Rocket Soldier – Soldier carrying anti tank and anti air missiles. Engineer – Engineers can repair a friendly building by walking into it, damage an enemy building by walking into it or capture a heavily damaged enemy building by walking into it. Doing any of these sacrifices the Engineer. Tanya – An elite infantry unit capable of killing other infantry units with a single shot and destroying buildings by placing C4 charges on them. Ore Miner – The Ore Miner collects Ore and Gems and returns them to a Refinery. MCV – The Mobile Construction Vehicle can be deployed into a Construction Yard. Radar Jammer – The Radar Jammer deactivates an enemy Radar Dome when in proximity. Transport – This ship can transport 5 units over water to and from beach areas. Unique Buildings: Allied Forces: Fake Buildings – Fake Buildings appear the same as the building they are based on, but do not function in any way. There are four Fake Buildings; Construction Yard, Naval Yard, War Factory and Radar Dome. Sandbags – Sandbags stop the movement of infantry, they have very little health and can be destroyed by an enemy vehicle moving over them, or being destroyed by attack. Pillbox – The Pillbox is a basic defensive building with a machine gun. By Michael Beardwood 06196705 Page 59 of 156 Investigation into the Mechanics of Real time Strategy Games Camo Pillbox – The Camo Pillbox is identical to the Pillbox except that it is blended into the scenery. This makes it harder to see, but has no other effects. Turret – The Turret has a 360 rotating arc of fire with a single cannon. Naval Yard – Produces Sea Vehicles and must be built in water. Naval Units can return to the Naval Yard to be repaired in the same way tanks can be repaired at a Service Depot. AA Gun – The only static Anti-Air weapon for the Allies, it has medium damage but a high rate of fire. Allied Tech Centre – The Allied Tech Centre provides advanced technology to the Allied force. When it is built the GPS Satellite ability begins to countdown. Chronosphere – The Chronosphere provides the Chronoshift ability. GAP Generator – The GAP Generator creates a large circle of shroud. This appears on the Tactical Map as an area of undiscovered terrain, and the enemy cannot see buildings or units on the mini map if they are in the circle. If an enemy moves into the region created by a GAP Generator there Tactical Map will show buildings and units. This returns to shroud when the enemy units have left or are destroyed. Soviet Forces: Barbed Wire Fence – This stops the movement of Enemy Infantry and Rangers. It can be destroyed by an enemy vehicle moving over them (other than a Ranger) or being destroyed by attack. They have more health than Sandbags. Kennel – The Kennel allows Attack Dogs to be produced. Flame Turret – The Flame Turret fires fireballs at enemy units, causing a large area of indiscriminate damage. Sam Site – The Sam Site is the Soviet Army’s only static Anti-Air weapon. It is slow rate of fire is compensated by its high damage. Air Field – The Air Field allows the production of fighter aircraft. Only one aircraft can be produced per Air Field, any fighters that cannot land due to there being less Air Fields than fighters is destroyed. The Air Field also provides the Spy Plane and Para Troopers Abilities. Tesla Coil – The Tesla coil provides a powerful base defence system able of killing infantry in a single hit and doing heavy damage to tanks, the drawbacks being its low rate of fire and its high power needs. By Michael Beardwood 06196705 Page 60 of 156 Investigation into the Mechanics of Real time Strategy Games Soviet Tech Centre – The Soviet Tech Centre provides advanced technology for the Soviet Army Iron Curtain – The Iron Curtain provides the Iron Curtain Ability. Unique Units: Allied Forces: Medic – The Medic can heal friendly infantry units. Spy – The spy can infiltrate certain enemy buildings to gain a tactical advantage. - Construction Yard – Shows what building the enemy are producing. - Barracks – Shows what infantry the enemy are producing. - War factory – Shows what tank the enemy are producing. - Radar Dome – Shows the positions of all enemy units. Any communication between enemies can also be seen. - Sub Pen – Forces all Submarines to surface for a time and grants the player the Sonar Pulse Ability. Thief – A Thief can steal any money held in an enemy Refinery or Silo Ranger – Fast scout vehicle with small machine gun. Light Tank – Fast small tank with cannon Medium Tank – Larger and slower version of Light Tank, but with better armour. APC – Tank able to carry 5 infantry, also has small machine gun. Artillery – a slow tank with a powerful long range gun. Anti-Tank Mine Layer – Can lay up to 5 Mines which greatly damage enemy vehicles and can be refilled at a Service Depot. Mobile GAP Generator – The Mobile Gap generator works the same as a GAP generator, but can move. It has a smaller radius than the GAP Generator building. Longbow – The attack helicopter for the Allied forces hovers around its target firing missiles. Gun Boat – The Gun Boat is a basic scout ship with a small cannon and a depth charge launcher. Destroyer – the Destroyer is a large ship with a pair of anti air missile launchers and a depth charge launcher. By Michael Beardwood 06196705 Page 61 of 156 Investigation into the Mechanics of Real time Strategy Games Cruiser – The Cruiser has a pair of extreme long range cannons. Soviet Forces: Grenadier – The Grenadier throws grenades instead of using a rifle. Attack Dog – The Attack Dog can kill infantry with one attack, they automatically attack spies, as no other unit can detect them. They cannot attack anything except infantry. Flame Infantry – Flame Infantry have the same weapon as the Flame Turret but can move. Heavy Tank – The Heavy Tank has high armour and a pair of cannons. V2 Launcher – The V2 Launcher carries V2 missiles which have long range and high damage. It has a very low rate of fire. Infantry Mine Layer – The Infantry Mine Layer works in the same ways as the Anti-Tank Mine Layer, except that the Mines only damage infantry. Mammoth Tank – The Mammoth Tank is the most powerful tank in Red Alert. Twice the size as the Heavy tank it carries a pair of cannon and a pair of AntiInfantry and Air Missile launchers. Submarine – Submarines are invisible to enemy radar and only appear when firing torpedoes. The Submarine is armed with a pair of torpedo launchers. Hind – The attack helicopter for the Soviet forces hovers around its target firing Chain guns. Chinook – The Chinook can transport up to 5 infantry units. It has high speed and good armour. Yak – The Yak Attack fighter has a pair of chain guns which it uses in a pair of attack runs before it must reload at an Air Field. MiG – The MiG Strike fighter has a pair of missiles which are fired together at a target causing high damage. By Michael Beardwood 06196705 Page 62 of 156 Investigation into the Mechanics of Real time Strategy Games Standard Abilities: Nuclear Strike – When a Missile Silo has been built, a Nuclear Strike will start to countdown, when it is ready to use the player selects anywhere on the map to target. The Missile does low to high damage radiating outwards from its impact point. The Nuclear Strike will destroy smaller buildings such as defences if they are caught at the edge of the blast, but will not destroy anything with more health; once fired a new Nuclear Strike will start to countdown. Allies Abilities: GPS Satellite – Once an Allied Tech Centre is built the GPS Satellite will start to countdown. When it is ready it will automatically launch. Soon after it has launched, the player gets full Radar coverage of the entire map except where any GAP Generators are present. Chronoshift – Once a Chronosphere has been built, a Chronoshift will start to countdown. When ready, the player selects any unit and then selects anywhere on the map where that unit could be placed. (Land for ground units, Water for Naval Units) The unit selected then teleports to that location for 3 minuets. If used on infantry they are killed. If used on a transport vehicle, any infantry inside are killed. Chrono-Vortex – After three Chronoshifts have been used, a ChronoVortex appears. This appears as a large ball distorting the environment. A Chrono-Vortex does heavy damage to anything it touches as it moves randomly around the map. The Chrono-Vortex disappears and reappears randomly after it has first appeared. Sonar Pulse – Once a Spy has infiltrated an enemy Sub Pen, a Sonar Pulse will begin to countdown. When ready the player can activate the Pulse and all Submarines are force to surface, which makes them appear on radar, for a short time. Soviet Abilities: Spy Plane – Once an Air Field has been built, the Spy Plane begins to countdown. When the Spy Plane is ready the player selects a target. The Plane is dispatched from a random map edge and flies over the target. After the Spy Plane has flown over the target that area of the map is revealed on the Tactical Map unless there is a GAP Generator in the area. Spy Planes can be shot down before they get to the target, in which case the terrain is not revealed. By Michael Beardwood 06196705 Page 63 of 156 Investigation into the Mechanics of Real time Strategy Games Paratroops – Once an Air Field has been built, the Paratroops ability begins to countdown. Once ready the player selects a target for the Paratroops. A transport aircraft is dispatched from a random map edge and flies to the location. When the location is reached the transport aircraft drops 5 Rifle Infantry. The transport aircraft can be shot down before they get to the target, in which case the Rifle Infantry are lost. Iron Curtain – Once an Iron Curtain has been built, the Iron Curtain ability begins to countdown. Once ready the player selects a unit to affect. The affected unit becomes invincible for 45 seconds. If used on infantry they are killed. If used on a transport vehicle, any infantry inside are killed. Dynamic: Specific Roles (Units) Each unit has a specific battlefield role. Dynamic: One for Role (Buildings) Each building has its own specific use, which does not overlap. 8.3.5 Force Difference Although the two factions in Red Alert have quite a few identical units, there style of play is very different. Analysis of Differences: The Allies faction has lighter, fast vehicles than the Soviets. This gives a speed and scouting advantage, but a disadvantage when it comes to firepower and armour. The Soviets maintain a large advantage over ground and air combat, with heavier tanks and available aircraft. The Naval capabilities of the Allies are unmatched with the massive firepower and range of Cruisers. As there are maps without any water, the Allies may seem to lose any advantage, but they have the strategic advantage of the GPS Satellite giving full coverage of the map, and also the ability to hide a base or even a strike group with GAP Generators, both Mobile and static. Dynamic: Area Superiority Each faction has areas that they are superior in. Here Soviets have the advantage in ground and air combat while Allies have superior naval combat units and tactical intelligence. By Michael Beardwood 06196705 Page 64 of 156 Investigation into the Mechanics of Real time Strategy Games 8.3.6 Terrain There are many types of terrain in Red Alert. Flat Land: Buildings can be placed if there is enough space and units can cross normally. Cliff faces: Cliff Faces cannot be moved across except by aircraft. Water: Naval units can only move though water. The Naval Yard and Sub Pen must be placed in water. Beaches: Areas where the land slopes into water. Naval Transports can only load and unload units at Beach areas. Bridges: Bridges allow ground units to cross areas of water. Bridges can be destroyed by attacking them. Land Bridges: Some Bridges are simply strips of shallow water that allows ground units to cross. Land Bridges cannot be destroyed. Ore: Ore is found in fields, Ore holes can be found in larger fields. (See 7.3.1) Gems: Gems can be found in large fields, or as smaller fields within Ore fields. 8.3.7 Additional Dynamics Weapon Type All units have a type of weapon, for example High Explosive, which does additional damage against certain defences, in the case of High Explosives; buildings and armoured units take more damage than infantry. Tanks over Troops: Tanks are able to kill infantry by moving over them. Country Selection During Multiplayer games, the player selects a Country to play as. Each country affects the faction differently. Allied Countries: England – All buildings and units have higher armour. France – All offensive buildings and units have a slightly higher rate of fire. Germany – All offensive buildings and units do slightly more damage. Soviet Countries: Ukraine – All buildings and units are produced slightly faster. Russia – All buildings and units are slightly cheaper. By Michael Beardwood 06196705 Page 65 of 156 Investigation into the Mechanics of Real time Strategy Games 9 Research on Homeworld 9.1 Homeworld: Information Homeworld was released in 1999 by Siera and Relic. It was a great step forward in the Real Time Stratergy genre featuring a 3 dimensional playing field giving, quite literally, a new dimension to gameplay. 9.2 Homeworld: Background Homeworld is set in a universe where the inhabitants of the planet Kharak come to realise that they were not originally from this planet, due to all other life forms being subtlety different from them. In the age of orbital exploration, many artefacts where found which lead to great increases in technology. An accidental scan of the planet unearthed a huge derelict vessel deep within the planet. The excavation of the vessel brought a further wave of new technology, but also uncovered the ‘Guidestone’ which contained information about the whereabouts of the home world, Hiigara. All conflicts faded away as every resource was put towards the creation of a ship that would find Hiigara. During the first hyperspace test of the Mothership, Kharak was attacked and left devoid of life. The Mothership, with no other place to go, sets course to Hiigara. By Michael Beardwood 06196705 Page 66 of 156 Investigation into the Mechanics of Real time Strategy Games 9.3 Homeworld: Mechanics and Dynamics 9.3.1 Tactical Resource Collection Homeworld uses Resource Units or ‘RU’ as its monetary resource. It also features a unit limit. Dynamic: RU’s are gained by having a Resource Collector mining asteroids or wrecks for minerals. The Resource Collector must move next to the object to gather the materials and then return to the Mothership to convert them into RU’s. Sub Dynamic: Resource Controller A Resource Controller is a ship that acts as a mobile collection point for the minerals collected by Resource Collectors. This can increase the gathering rate of RU’s as the Resource Collectors can return to a Resource Controller instead of the Mothership. Sub Dynamic: Limited Resource Once a Resource Collector mines all the minerals from an asteroid or a wreck, the asteroid or wreck disappears and cannot be used to gather additional RU’s Dynamic: Unit Limit The unit limit in Homeworld works by firstly restricting the total number of ships from each class, and then restricts some ships in that class further, for example you can only build 13 ships from the ‘Super Capital Class’ of which only 4 may be Carriers. 9.3.2 Production In Homeworld, only mobile units can be produced – there are no buildings. Dynamic: Build Menu Production in Homeworld is based on a build menu, where all possible units are listed in class categories, for example, Fighters and Corvette classes. Units are produced by adding them to the build menu. Once all the Units wanted have been added the player clicks the build button and production begins. A production bar shows the progress of the unit being built. Units production is paused if the amount of RU’s runs to zero. Sub Dynamic: Simultaneous Production One of each Unit can be produced simultaneously at the same time from the same production unit. Sub Dynamic: Stacking Units As only one of each unit can be built at once, the player may stack the same unit to be build multiple times. When this happens both a production bar and a queue bar appear, the production bar shows the progress of the current unit being built and the queue bar shows the progress of the proportion of queued ships have been produced. By Michael Beardwood 06196705 Page 67 of 156 Investigation into the Mechanics of Real time Strategy Games Dynamic: Mothership In Homeworld, the only unit capable of producing every other unit is the Mothership. This is the core ship in the game. You cannot produce a Mothership and once it is destroyed you are defeated. Sub Dynamic: Carriers The Mothership can produce every unit in the game; however a Carrier can produce all units except for Capital and Super Capital class units. Each carrier adds a new Build Menu that refers to itself. Sub Dynamic: Pause Batch A single or stack of units can be paused if the Pause Batch button is pressed. Sub Dynamic: Cancel Batch A single or stack of units can be cancelled if the Cancel Batch button is pressed. The player may also lower the number of units in a stack manually. Any RU’s spent on a unit that is cancelled are returned to the player. Super Dynamic: Research Almost every unit in the game requires either individual research or multiple pieces of research in order for it to be produced. By Michael Beardwood 06196705 Page 68 of 156 Investigation into the Mechanics of Real time Strategy Games 9.3.3 Technology Tree Homeworld’s technology tree is based on research in four fields; Fighter Systems, Corvette Systems, Capital Ship Systems and Specialised Ship Systems. Homeworld Research Technology Tree – Fighter Systems Fighter Drive Fighter Chassis Defender subsystems Plasma Bomb Launcher Cloaked Fighter Defence Fighter Homeworld Research Technology Tree – Corvette Systems Corvette Drive Corvette Chassis Fast Tracking Turrets Heavy Corvette Upgrade Mine-Laying Tech By Michael Beardwood 06196705 Page 69 of 156 Investigation into the Mechanics of Real time Strategy Games Homeworld Research Technology Tree – Capital Ship Systems Capital Ship Drive Capital Ship Chassis Ion Cannons Super Heavy Chassis Heavy Guns Super Capital Ship Drive Drone Tech Defence Field Guided Missiles Homeworld Research Technology Tree – Specialised Ship Systems Proximity Detector Gravity Generator * Cloak Generator * Sensors Array Blue backgrounds represent Research only available to the Kushan faction. Green backgrounds represent Research only available to the Taiidan faction. Both the Gravity Generator and the Cloak Generator require the Capital Ship Drive research to be complete before they can be researched. By Michael Beardwood 06196705 Page 70 of 156 Investigation into the Mechanics of Real time Strategy Games Unit Technology Tree - Offensive Ship Class (Additional requirements) Fighter Corvette Frigate Super Capital Scout Repair Corvette Support Frigate (Capital Ship Drive) Destroyer (Super Capital Ship Drive + Ion Cannons) Interceptor (Fighter Chassis) Light Corvette (Corvette Chassis) Assault Frigate (Capital Ship Chassis) Carrier (Super Heavy Chassis) Defender (Defender subsystems) Salvage Corvette (Corvette Chassis) Ion Cannon Frigate (Ion Cannons) Missile Destroyer (Guided Missiles) Attack Bomber (Plasma Bomb Launchers) Multi Gun Corvette (Fast Tracking Guns) Drone Frigate (Drone Tech) Heavy Cruiser (Heavy Guns) Cloaked Fighter (Cloaked Fighter) Heavy Corvette (Heavy Corvette Upgrade) Defence Field Frigate (Defence Field) Defence Fighter (Defence Fighter) Mine Layer Corvette (Mine-Laying Tech) Blue backgrounds represent units only available to the Kushan faction. Green backgrounds represent units only available to the Taiidan faction. By Michael Beardwood 06196705 Page 71 of 156 Investigation into the Mechanics of Real time Strategy Games Unit Technology Tree – Non Combat Ship Class (Additional requirements) Resource Non Combat Resource Collector Probe Resource Controller Research Ship (Capital Ship Drive) Proximity Sensor (Proximity Detector) Sensors Array (Sensors Array) Cloak Generator (Cloak Generator) Gravity Well Generator (Gravity Generator) By Michael Beardwood 06196705 Page 72 of 156 Investigation into the Mechanics of Real time Strategy Games Dynamic: Research Ships As with all Units, there is a limit to how many Research Ships a player can have at any time. Each research ship can either start research on a new area or can add its potential to an existing research, speeding it up significantly. 9.3.4 Force Divergence The two factions in Homeworld have an almost identical set of units. Fighter Class Scout – The Scout is a basic, fast ship with little armour or offensive capabilities. Interceptor – The Interceptor acts as a light fighter, suited to attacking other fighter class ships. Defender – The Defender although generally slow has high rotational speed and gimballed guns, making it a very good defensive ship against anything in the fighter class. Attack Bomber – The Attack Bomber is the most powerful ship in the fighter class; the bomber is best used en mass to take down enemy capital ships. Corvette Class Repair Corvette – The Repair Corvette has no weapons but has the ability to repair any ship, this takes time and RU’s. Light Corvette – The Light Corvette is slower than any of the Fighter class ships, but has a greatly increased amount of armour. Salvage Corvette – The Salvage Corvette has no weapons but is able to capture enemy ships larger than the Corvette class. Multi-Gun Corvette – The Multi-Gun Corvette is designed to destroy groups of fighters with its six articulated turrets able to target individual enemies. Heavy Corvette – The Heavy Corvette has more direct fire power than anything else in the Corvette class; its two turrets can provide a threat to even Capital class ships. Mine Laying Corvette – The Mine Laying Corvette deploys tracking mines which float towards their target dealing moderate damage. The Mine Laying corvette can also deploy a static minefield that causes significant damage if travelled through. By Michael Beardwood 06196705 Page 73 of 156 Investigation into the Mechanics of Real time Strategy Games Frigate Class Support Frigate – The Support Frigate is designed to act as a small base of operations for Fighter and Corvette class ships, able to dock ten fighters and four corvettes for transport, repair and refuelling. Assault Frigate – The Assault Frigate is a general purpose ship, armed with four heavy turrets and a pair of plasma bomb launchers, it can either make short work of corvettes or cause high levels of damage to anything bigger. Ion Frigate – The Ion Frigate has only one weapon, the Ion Cannon, which fires a single beam at enemy ships causing very high levels of damage. Its only drawbacks are its slow speed and its fixed point weapon. Super Capital Class Destroyer – The Destroyer is an extremely powerful ship with enough speed to deal with anything from the Frigate class or higher with ease. Its twin Ion Cannons and four large turrets give it a large amount of flexibility. Carrier – The Carrier acts as a secondary building facility able to build anything up to the Frigate Class of ships. It also functions as a support vessel for fighters and corvettes, able to dock 50 fighters and 25 corvettes for transport, repairs and refuelling. Missile Destroyer – The Missile Destroyer is armed with a set of 32 guided missiles which are fast enough to track even fighters. When the missiles are targeted at larger enemies they can do significant levels of damage. The Missile Destroyer can manufacture more missiles for prolonged attacks. Heavy Cruiser – The Heavy Cruiser is the most powerful of the Super Capital Class, featuring 8 Ion Cannons and 6 heavy turrets, it can destroy both Frigate and Super Capital class ships with ease. Resource Class Resource Collector – The Resource Collector gathers minerals from asteroids and wrecks and returns them to either the Mothership or a Resource Controller to convert them into RU’s. It has no weapons. Recourse Controller – The Resource Controller as a more mobile platform for the conversion of minerals into RU’s than the Mothership. Like the Collector it also has no weapons. By Michael Beardwood 06196705 Page 74 of 156 Investigation into the Mechanics of Real time Strategy Games Non-Combat Class Probe – The Probe acts as an intelligence gathering device able to see units in the area it is deployed. Once built the Probe can only be moved once and remains stationary at its new position. Research Ship – The Research ship/s allow the player to research new technology which allow for new ships designs to become available. Research ships automatically dock with each other to form a larger ship. Proximity Sensor – The Proximity Sensor acts as a mobile Probe able to see units in its area. Its two advantages over the Probe are that is can be moved repetitively and it can detect cloaked units. Sensors Array – The Sensors Array provides battlefield coverage of enemy locations and resource locations, it however cannot detect cloaked units. Cloak Generator – The Cloak Generator provides a small area which renders friendly units invisible to enemy sensors and targeting arrays. The cloak generator can cloak anything up to the Frigate class. Gravity Well Generator – The Gravity Well Generator provides an area in which all fighter and corvette class ships are rendered immobile. The field can only be active for a short amount of time before it needs to recharge. Mothership Class Mothership – The Mothership is the most important ship in the fleet. It has the ability to produce every type of ship and can dock all fighters and corvettes in the fleet at the same time for transport, repairs and refuelling. The Mothership has more armour than any ship but is very slow. It features an array of turrets which give it protection against fighters and corvettes. By Michael Beardwood 06196705 Page 75 of 156 Investigation into the Mechanics of Real time Strategy Games Unique Units: Kushan units Cloaked Fighter – The Cloaked Fighter can be used as a surveillance system or as an ambush unit utilising its cloaking devise. Its firepower is comparable to the Scout fighter but it has more armour. Drone Frigate – The Drone Frigate has no weapons as such, but contains a set of 24 Drones each equipped with fast engines and a single powerful cannon. The Drones form a sphere around the drone Frigate and cause high damage to anything that gets too close. Taiidan units Defence Fighter – The Defence Fighter is armed with a defensive weapon that destroys incoming projectile weapons. Defence Field Frigate – The Defence Field Frigate provides a constant area of almost impenetrable defence around themselves and nearby friendly units. Only Ion Cannons, Mines and Missiles can break through. Dynamic: Specific Roles (Units) Each unit has a specific battlefield role. 9.3.5 Force Difference The Two factions in Homeworld are almost identical other than the ship designs are different and that they both have two unique units. Analysis of Differences: The Kushan unique units are more aggressive than their Taiidan counterparts. The Cloaked Fighter being only really useful in early stages of a game for recognisance, before Proximity Detectors are available. However the Drone Frigate is a very powerful ship capable of doing major damage at close range. The Taiidan unique ships offer a great amount of defence. The Defence Fighter can destroy projectile weapons which are limited in number as most weapons carried are energy based. The Defence Field Frigate however has a constant area of defence which blocks out most types of attacks; very useful for dealing with attacks from fighters and corvettes. By Michael Beardwood 06196705 Page 76 of 156 Investigation into the Mechanics of Real time Strategy Games The Taiidan may have an advantage in defence as soon as they can build Defence Field Frigates, but before then and as soon as the Kushan gain Super Capital ships the advantage is negated. Due to the ship limits other ships have better offensive capabilities that outweigh the unique units of both factions. Dynamic: Base and Divergence Both the factions use the same basic template units with a small but notable divergence. 9.3.6 Terrain In Homeworld there are a few types of terrain, or in this case environment. Space – The main environmental feature is empty space which allows ship movement. Asteroids – Asteroids provide Minerals to be converted into RU’s Wrecks – Wrecks, like Asteroids provide substances than can be converted into RU’s. There are not usually many wrecks if any. Radiation Sources – Radiation Sources can come in two forms, Single point and open space. Single Point Radiation does significant damage to any ship that comes near them. Open Space Radiation damages all ships in open space, though this does a lower amount of damage than Single Point sources. Dust Clouds – Dust Clouds offer protection from radiation sources but drastically drop sensor ranges. 9.3.7 Additional Dynamics Dynamic: Hyperspace Jump Any ship of Frigate Class or larger has a Hyperspace Jump device within it. A unit with the Hyperspace Jump device can travel to any location almost instantly. The further away the location the more RU’s it takes to Jump. Fighters and corvettes may enter Hyperspace if they are docked in the Mothership, a Support Frigate or a Carrier. Dynamic: Refuelling Fighter and Corvette class ships have a limited amount of fuel which is used up as they move. After if their fuel runs out the ship starts to take damage until it is destroyed. Ships can refuel at any time at the Mothership, a Support Frigate or a Carrier. Dynamic: Cloak Attack Any Cloaked ship that fires its weapons becomes visible while doing so. Dynamic: Tactics Any group of selected ships may choose a type of tactical setting. Evasive – Ships set to Evasive change the power output of their ships to lower offensive potential but increase speed. Fighters and Corvettes split into small groups where one will attack the designated target and the others will attack anything that is tracking the group. By Michael Beardwood 06196705 Page 77 of 156 Investigation into the Mechanics of Real time Strategy Games Neutral – Ships set to Neutral will not move to engage enemy targets but will fire on them if they come into range. Aggressive – Ships set to Aggressive will move to attack any target they can see and will also change the power output of their ships to increase firepower but decrease speed. Dynamic: Formations Any group of ships can enter into a formation which can greatly increase the combat effectiveness of the group. Delta – The group form in a single flat triangle pattern. This is good for small numbers of fighters and corvettes. Broad – The group form a single line pattern. This is a good formation for heavier ships as it is easier to select them for separate targets. X – The group form an X pattern. This allows a large amount of ships to fly in close proximity to each other providing concentrated firepower, but the density of the formation allows slower tracking turrets to hit something in the formation. Claw – The group form an X pattern but the edges are a distance away from the central point. This formation has great advantages for lighter ships due to the concentrated firepower produced and the 3 dimensional from suffers less from slower turrets. Wall – The group form a solid flat wall of rows and columns. This formation provides a high level of concentrated firepower for heavier ships in the fleet while not being so dense to risk extra damage from slower turrets. Sphere – The group form a 3 dimensional sphere shape. This formation provides the most devastating position for all ships, as instead of flying in attack waves like the other formations, units in a Sphere surround the targeted enemy and fire constantly until it is destroyed. The major drawback here is that units can be hit by even the slowest of enemy weapons. Dynamic: Kamikaze Fighters and corvettes have the option to ram there ships into an enemy ship, this does a large amount of damage but the ramming ship is destroyed. Dynamic: Scuttle Any ship can be scuttled. This destroys the ship allowing for other ships in its limiting group to be built or to confuse an enemy. By Michael Beardwood 06196705 Page 78 of 156 Investigation into the Mechanics of Real time Strategy Games 10 Research on Total Annihilation: Kingdoms 10.1 Total Annihilation: Kingdoms: Information Total Annihilation: Kingdoms was released in 1999 by Cavedog Entertainment as a follow on to one of the most popular strategy games ever - Total Annihilation. The original game was set in a science fiction world of mechanical war machines, while Kingdoms is set in a fantasy world. Total Annihilation: Kingdoms was never seen as a major success even though many of the same principles remained from the original game. 10.2 Total Annihilation: Kingdoms: Background Total Annihilation: Kingdoms is set in a fantasy world of Darien. Once ruled by five powerful and benevolent mages, an unknown catastrophe occurred forcing the world into complete war. A new mage appeared and through many challenges was given the right to rule over the world. A new age of peace and prosperity was found with the new king who was granted the five most powerful objects that once belonged to the five original mages. Each item was equally powerful due to the ‘Morgrite’ stones within them which not only give the wielder immense power but also bestowed immortality. The King had four children which he gave one of the objects too each. The King disappeared soon after his lands were split between his children; he took the ‘Morgrite’ stone from the last object. Civil war soon broke out between his children as they attempt to take control over the whole of Darien. By Michael Beardwood 06196705 Page 79 of 156 Investigation into the Mechanics of Real time Strategy Games 10.3 Total Annihilation: Kingdoms: Mechanics and Dynamics 10.3.1 Tactical Resource Collection Kingdoms; uses two resource systems, the first being Mana which is used to build everything and the second being the unit limit. Dynamic: Mana is controlled with a + - scale system. This means that every time a unit or building is being constructed the drain on the players Mana level increases. Conversely if the player builds a Lodestone on a Place of Power an increase in + is seen. If there is a higher – value than + value Mana will decrease until it reaches zero. If there is a higher + value than – value, Mana will increase until it is at its maximum level. Sub Dynamic: Places of Power In certain areas of the map are Places of Power. These give an increase in + Mana and an increased amount of Maximum Mana if a Lodestone is built on top of it. The bigger the Place of Power, the higher the levels of Mana that are drawn from it. Sub Dynamic: Maximum Mana There is a maximum amount of Mana that a player can have at any given time. This can be increased by building more Lodestones on Places of Power. Sub Dynamic: Zero Mana If a players Mana reaches zero, all units and buildings being constructed will pause; this allows the Mana level to increase slightly before they un-pause. This process is automatic but severally lengthens construction time. Dynamic: Unit Limit The unit limit in Kingdoms allows the player to only have a certain number of units and buildings which both count toward the limit. Every unit is worth one point to the limit so more advanced units do not take up more space. By Michael Beardwood 06196705 Page 80 of 156 Investigation into the Mechanics of Real time Strategy Games 10.3.2 Production In Kingdoms; both mobile units and buildings can be built using the process of conjuring. Dynamic: Production Units All four factions in Kingdoms have a number of mobile units that can conjure buildings. Only the highest level of production unit can conjure the Dragon unit. Once the building is being conjured it can be attacked, lowering the percentage of its completion. Super Dynamic: Mobile Army The Zhon faction uses very few buildings and instead uses an almost totally mobile army. Any Zhon Production Unit can build buildings and other units. Certain Production Units from the other factions can conjure units. Once the unit is being conjured it can be attacked, lowering the percentage of its completion. Sub Dynamic: Production Buildings All the factions except Zhon have buildings that conjure other units. E.g. an Aramon Swordsman is conjured at an Aramon Barracks. Units are conjured outside of the building so that other players can see and attack the unit before it has been completed. Units must be completed in order for them to do anything. Sub Dynamic: Build Queue At any production building or unit can have an unlimited amount of units queued for production, these can be the same unit or different units. Sub Dynamic: Constant Production A production building or unit can be commanded to create a single type of unit constantly. The production building or unit will then conjure this unit until the unit limit has been reached. Sub Dynamic: Stop Building Production buildings and units can stop building there current building or unit. For production buildings the unit is instantly disappears. For production units, the building or unit they were conjuring remains but slowly looses its percentage of completion; when this hits zero the building or unit disappears. If the production unit returns to the building or unit they were creating they can complete conjuring it. Sub Dynamic: Aid Conjuring Production units can aid other production units of there type by adding there abilities to its own, this results in faster conjuring but also increases the – flow of Mana. Sub Dynamic: Leave Command There is an option to have any unit selected to ‘leave your command’. This kills the unit, giving the player the unit limit point back. By Michael Beardwood 06196705 Page 81 of 156 Investigation into the Mechanics of Real time Strategy Games 10.3.3 Technology Tree Each of Kingdoms factions has four tiers of buildings and units. Taros is the only faction to have any Tier Three buildings Kingdoms Building Technology Tree - Aramon All Tier One Buildings can be built by Elsin. Tier One and Two Buildings can be conjured by Mage Builders with the exceptions that a Mage Builder cannot conjure a Gate. Tier Four Buildings require an Acolyte of Anu. Tier One Buildings Wall Gate Lodestone Watch Tower Barracks Tier Two Buildings Stronghold Keep Trebuchet Tier Four Buildings Divine Lodestone By Michael Beardwood 06196705 Page 82 of 156 Investigation into the Mechanics of Real time Strategy Games Kingdoms Building Technology Tree - Veruna All Teir One and Two Buildings can be built by Kirenna or Priestess’ with the exceptions that a Priestess’ cannot conjure a Gate and Kirenna cannot conjure a Bastion, Citadel or Mortar. Flagships can only build Lodestones, Floating Towers, Enclaves and Sea Forts. Tier Four Buildings require a Priest of Lihr. Tier One Buildings Wall Gate Lodestone Guard Tower Enclave Tier Two Buildings Sea Fort Citadel Bastion Mortar Floating Tower By Michael Beardwood 06196705 Page 83 of 156 Investigation into the Mechanics of Real time Strategy Games Tier Four Buildings Divine Lodestone Pillar of Light Kingdoms Technology Tree - Zhon Both Tier One buildings can be conjured by Thirsha. Tier One and Two buildings can be conjured by a Beast Tamer. The Divine Lodestone requires a Shaman to conjure. Tier One Buildings Lodestone Sacred Fire Tier Two Buildings Death Totem Tier Four Buildings Divine Lodestone By Michael Beardwood 06196705 Page 84 of 156 Investigation into the Mechanics of Real time Strategy Games Kingdoms Building Technology Tree - Taros Lokken can conjure all Tier One, Two and Three buildings with the exception of the Mage Tower. Dark Masons can conjure all Tier One, Two and Three buildings except the Gate. The Divine Lodestone requires a Dark Priest to conjure. Tier One Buildings Wall Gate Lodestone Caged Demon Cabal Mage Tower Tier Two Buildings Abyss Tier Three Buildings Temple Tier Four Buildings Divine Lodestone By Michael Beardwood 06196705 Page 85 of 156 Investigation into the Mechanics of Real time Strategy Games Kingdoms Unit Technology Tree - Aramon Produced By Barracks Mage Builder Swordsman Keep War Galley Acolyte of Anu Barbarian Horseman Cannoneer Archer Titan Catapult Mage Archer Spyhawk Assassin Mage Builder Acolyte of Anu By Michael Beardwood 06196705 Page 86 of 156 Gold Dragon Investigation into the Mechanics of Real time Strategy Games Kingdoms Unit Technology Tree - Veruna Produced By Enclave Sea fort Citadel Priest of Lihr Warrior Skiff Musketeer Crossbowman Harpoon ship Berserker Catapult Marine Transport Amazon Knight Parrot Man of War Dirigible Priestess Trebuchet Ship Crusader Flagship Priest of Lihr By Michael Beardwood 06196705 Page 87 of 156 Dragon of Lihr Investigation into the Mechanics of Real time Strategy Games Kingdoms Unit Technology Tree - Zhon Produced By Thirsha Beast Handler Beast Handler Beast Tamer Beast Lord Shaman Goblin Gryphon Drake Hunter Harpy Stone Giant Troll Basilisk Roc Bat Kraken Jungle Orc Beast Tamer Beast Handler Wisp Beast Lord Beast Tamer Shaman By Michael Beardwood 06196705 Page 88 of 156 Ancient Dragon Investigation into the Mechanics of Real time Strategy Games Kingdoms Unit Technology Tree - Taros Produced By Cabal Abyss Temple Priest of Lihr Zombie Weather Witch Blade Demon Executioner Fire Demon Fire Sprout Black Knight Iron Beak Sky Knight Ghost Ship Skeleton Archer Fire Mage Gargoyle Mind Mage Dark Mason Lich Black Dragon Dark Priest Dynamic: Tiers Every aspect of the Technology Tree is based on the Tier system. Each Tier contains more powerful buildings and units than the last. By Michael Beardwood 06196705 Page 89 of 156 Investigation into the Mechanics of Real time Strategy Games 10.3.4 Force Divergence The four factions in Kingdoms have very different forces arranged within Tiers to denote how powerful they are. There are a few buildings which most factions can build Common Buildings Tier One Wall – The wall is a defensive structure which stops land units. Zhon cannot build Walls. Gate – The Gate acts as a section of wall which can either be open or closed. When open any unit, friend or foe, may move through it. When closed no land unit may move though it. Zhon cannot build Gates. Lodestone – The Lodestones are built on Places of Power to gather and store Mana. Common Buildings Tier Four Divine Lodestone – The Divine Lodestone is a far more powerful version of the Lodestone. It follows the same rules but provides a far greater yield of Mana. Aramon’s Buildings – Tier One Watch Tower – The Watch tower is a basic defensive structure armed with a pair of crossbows it can attack any unit in range with ease. Barracks – The Barracks is where Tier One units are conjured. Aramon’s Buildings – Tier Two Stronghold – The Stronghold is a high tower armed with a single cannon. It can attack any unit, but its slow projectile speed finds attacking air units difficult. Keep – The Keep is where Tier Three units are conjured. Trebuchet – The Trebuchet is a massive device that throws explosives at long ranges, it is quite susceptible to enemy attacks. By Michael Beardwood 06196705 Page 90 of 156 Investigation into the Mechanics of Real time Strategy Games Veruna’s Buildings – Tier One Guard Tower – The Watch tower is a basic defensive structure armed with a pair of archers, it can attack any unit in range with ease. Enclave – The Enclave is where Tier One units are conjured. Veruna’s Buildings – Tier Two Sea Fort – The Keep is where Tier Two units are conjured. It must be built on water. Citadel – The Citadel is where Tier Three units are conjured. Bastion – The Bastion is a high tower armed with a single cannon. It can attack any unit, but its slow projectile speed finds attacking air units difficult. Mortar – The Mortar is a long range cannon capable of causing high levels of damage. It is however slow and venerable to enemy attack. Floating Tower – The Floating Tower is built on water and is armed with a ballista which is capable of attacking any unit in range. Veruna’s Buildings – Tier Four Pillar of Light – The Pillar of Light is an obelisk that heals Verunan units within its short range. By Michael Beardwood 06196705 Page 91 of 156 Investigation into the Mechanics of Real time Strategy Games Zhon’s Buildings – Tier One Sacred Fire – The Sacred Fire is a small structure that heals any Zhon units within its short range. Zhon’s Buildings – Tier Two Death Totem – The Death Totem is a high tower that fires a lightning bolt which does a high level of damage to any enemy unit in range. Taros’ Buildings – Tier One Caged Demon – The Caged Demon is a short ranged defensive building that can attack any unit in range. Cabal – The Cabal is where Tier One units are conjured. Mage Tower – The Mage tower is a high tower manned by a mage who attacks any enemy unit close enough with lightning bolts. Taros’ Buildings – Tier Two Abyss – The Abyss is where Tier Two units are conjured. The Abyss can also conjure Dark Masons. Taros’ Buildings – Tier Three Temple – The Temple is where Tier Three units are conjured. The Temple can also conjure Dark Masons. By Michael Beardwood 06196705 Page 92 of 156 Investigation into the Mechanics of Real time Strategy Games Aramon’s Units – Tier One Swordsman – The Swordsman is the strongest melee unit in Tier One out of all the factions. As such he takes more Mana to conjure. Horseman – The Horsman is a fast cavalry unit with a decent level of armour. Archer – The Archer is a ranged unit equally good at offence and defence. Catapult – the catapult is a medium ranged mobile artillery piece able to fling rocks over small obstructions. Spyhawk – The Spyhawk is a simple scouting air unit. It has high speed but low heath and no attack. Mage Builder – The Mage Builder is Aramon’s main building unit able to summon most of Aramon’s buildings. Aramon’s Units – Tier Two War Galley – The War Galley is Aramons only sea going unit. It is able to transport other units across water. Aramon’s Units – Tier Three Barbarian – The Barbarian is a slower and more powerful version of the Swordsman able to take a lot of damage. Cannoneer – The Cannoneer is a very slow mobile artillery piece capable of dealing massive damage at long range. Titan – The Titan is Aramon’s most powerful melee unit. He is relatively slow but very powerful. Any unit near a Titan receives an armour bonus. Mage Archer – The Mage Archer are better versions of the standard archer, able to fire further and take more damage. Mage Archers can fire paralyzing, tracking or flame arrows. Assassin – The Assassin is armed with short ranged throwing knifes capable of doing very high damage to units. He can become invisible for long periods of time. Acolyte of Anu – The Acolyte of Anu is a powerful mage unit able to use a veriety of earth magic to destroy there enemies. The Acolyte builds Tier Four units and buildings. By Michael Beardwood 06196705 Page 93 of 156 Investigation into the Mechanics of Real time Strategy Games Aramon’s Units – Tier Four Gold Dragon – The Gold Dragon is Aramon’s most powerful unit, only one may be in existence at any time for each player. Anu: Deity of Aramon – Anu is an extremely powerful unit that appears very rarely. Anu can traverse any type of terrain but can only appear if an Acolyte of Anu is alive. Elsin – The monarch of Armaon is the starting unit, he can build certain buildings and can be used as a powerful weapon with a variety of spells and melee attacks at his disposal. Veruna’s Units – Tier One Warrior – The Warrior is Veruna’s basic melee unit, they have less armour than others of his class. Crossbowman – The Crossbowman is a ranged unit. They lose effectiveness when under attack by enemies. Catapult – the catapult is a medium ranged mobile artillery piece able to fling boulders over small obstructions. Parrot – The Parrot is a simple scouting air unit. It has high speed but low heath and no attack. Priestess – The Priestess is Aramon’s main building unit able to summon most of Veruna’s buildings. Veruna’s Units – Tier Two Skiff – The Skiff is a scout ship which is fast but lacks armour. It is armed with a pair of archers. Harpoon Ship – The Harpoon ship is armed with a large harpoon able to attack any nearby enemy units. Marine Transport – The Marine Transport is able to move land units over water. It has no weapons but has a high amount of health. Man of War – The Man of War is a battle ship armed with an array of cannons able to attack land and sea units within its range. It can also transport a few land units. By Michael Beardwood 06196705 Page 94 of 156 Investigation into the Mechanics of Real time Strategy Games Trebuchet Ship – The Trebuchet Ship is an artillery ship with a single large trebuchet. Its high range and damage makes up for its low health and slow speed. Flagship – The Flagship can build sea based buildings. It is manned by a single archer. Veruna’s Units – Tier Three Musketeer – The Musketeer is a long range unit that can inflict high damage. There maximum range is longer than there own sight, but they have extremely high accuracy. Berserker – The Berserker is armed with a pair of great axes and moves at fast speed to do heavy damage in close combat. There only weakness is there lack of armour. Amazon Knight – The Amazon Knight is a fast cavalry unit armed with a spear that can be thrown at any enemy unit in range. Dirigible – The Dirigible is a slow air unit with a long line of sight, armed with arrows to attack other air units and bombs for ground and sea units. Crusader – The Crusader is a very powerful melee unit with exceptional armour. Priest of Lihr – The Priest of Lihr is a powerful mage unit able to use a devastating water spell to destroy his enemies. The Priest of Lihr has the ability to walk over water. The Priest builds Tier Four units and buildings. Veruna’s Units – Tier Four Dragon of Lihr – The Dragon of Lihr is Veruna’s most powerful unit, only one may be in existence at any time for each player. Lihr: Deity of Veruna – Lihr is an extremely powerful unit that appears very rarely. Lihr can traverse any type of terrain but can only appear if an Acolyte of Lihr is alive. Kirenna – The monarch of Veruna is the starting unit, she can build certain buildings and can be used as a powerful weapon with a variety of spells at her disposal. She can travel on both water and land. By Michael Beardwood 06196705 Page 95 of 156 Investigation into the Mechanics of Real time Strategy Games Zhon’s Units – Tier One Goblin – The Goblin is a cheap and fast melee unit. With a lack of damage capability or any noticeable amount of armour and health, they are best suited as decoys. Troll – The Troll is a heavier version of the goblin, slightly slower but with a large boost of health and armour. Hunter – The Hunter is a fast, ranged unit although he is lightly armoured. Bat – The Bat is a simple scouting air unit. It has high speed but low heath and no attack. Beast Handler – The Beast Handler is a hardy unit able to conjuring Tier One units and buildings. Beast Tamer – The Beast Tamer is a weaker version of the Handler, but can conjure Tier Two units and buildings. Zhon’s Units – Tier Two Gryphon – The Gryphon is a fast air unit with a spear attack, although not powerful enough to do much damage on its own. Harpy – The Harpy is another aerial unit with no normal attack. Harpies have the ability to convert enemy units to fight for Zhon. Basilisk – The Basilisk is a large, slow unit that, rather than attacking normally, can turn its enemies into stone. Kraken – The Kraken is Zhon’s only water based unit. It attacks other water units with vortexes of water. Beast Lord – The Beast Lord is a ranged unit which can also conjure Tier Three units. Zhon’s Units – Tier Three Drake – The Drake is a powerful air unit using its flaming breath to cause damage to enemies in its path. Stone Giant – The Stone Giant is Zhon’s version of mobile artillery. The Giant picks up boulders and hurls them at long ranges. By Michael Beardwood 06196705 Page 96 of 156 Investigation into the Mechanics of Real time Strategy Games Roc – The Roc is a huge bird that is used to transport units to any land on the battlefield. The Roc has no weapons but has a large amount of health. Jungle Orc – The Jungle Orc is the most powerful melle unit in Zhon’s army. With high speed and health they are deadly weapons. Wisp – The Wisp is a small flying creature that fires lightning bolts at enemies units. Shaman – The Shaman has a lightning spell but its main use is to conjure Tier four units and buildings. Zhon’s Units – Tier Four Ancient Dragon – The Ancient Dragon is Zhon’s most powerful unit, only one may be in existence at any time for each player. Tammuz: Deity of Zhon – Tammuz is an extremely powerful unit that appears very rarely. Tammuz can traverse any type of terrain but can only appear if a Shaman is alive. Thirsha – The monarch of Zhon is the starting unit, she can build certain buildings and units. She can be used as a powerful weapon with a variety of spells at her disposal. She has wings and can travel anywhere at fast speed. Taros’ Units – Tier One Zombie – The Zombie is the lowest of Taros’ units, being slow there high amount of health is there only compensation. Executioner – The Executioner is a balanced melee unit capable of defending himself against most Tier One units. Black Knight – The Black Knight is a horse mounted archer. They have little armour but high speed. Ghost Ship – The Ghost Ship is an air unit resembling a sea going vessel. It is armed with many magical cannons with only a short range. Gargoyle – The Gargoyle is a simple scouting air unit. It has high speed but low heath and no attack. Dark Mason – The Dark Mason is a hardy unit able to conjuring all buildings up to Tier Four. By Michael Beardwood 06196705 Page 97 of 156 Investigation into the Mechanics of Real time Strategy Games Taros’ Units – Tier Two Weather Witch – The Weather Witch is Taros’ first of many spell casters armed with an array of increasingly powerful spells she can damage all enemies around her. Fire Demon – The Fire Demon is a long range unit that spits tracking fireballs at its enemies. Iron Beak – The Iron Beak is a fast air unit that drops small explosives on land and sea units and buildings. It has low health and tan easily be killed by a single archer. Skeleton Archer – The Skeleton Archer fires flaming arrows at long range. It is especially week in close combat. Taros’ Units – Tier Three Blade Demon – The Blade demon is Taros’ most powerful melee unit. They are fast and have a good amount of health. Fire Sprout – The Fire Sprout is a short ranged unit able to spray a devastating line of fire at close by enemies, quickly incinerating them. Sky Knight – The Sky Knight is the most powerful air units with the exception of the four dragons. Its weapon is the same as the Fire Sprout, but its wings give it high speed and manoeuvrability. Fire Mage – The Fire Mage is another example of Taros’ casting units. They have long and short range spells as well as the Fire Storm spell which is capable of killing all but the hardiest of enemies. Mind Mage – The Mind Mage can convert enemies to fight for Taros with individually or in large numbers. Lich – The Lich is an incredibly strong unit able to take a lot of damage. It has no attack as such, but instead radiates a field of draining force, taking the life force from enemies that get too close. The Lich can swim though water. Dark Priest – The Dark Priest is the final magic casting unit in the Taros’ faction with an array of deadly magic riding on a flying carpet. The Dark Priest can also conjure Tier Four units and buildings. By Michael Beardwood 06196705 Page 98 of 156 Investigation into the Mechanics of Real time Strategy Games Taros’ Units – Tier Four Black Dragon – The Black Dragon is Taros’ most powerful unit; only one may be in existence at any time for each player. Belial: Deity of Taros – Belial is an extremely powerful unit that appears very rarely. Belial can traverse any type of terrain but can only appear if an Acolyte of Belial is alive. Lokken – The monarch of Taros is the starting unit, he can build certain buildings including every production building in the Taros force. He has the most powerful magic available to him but can only traverse land. Dynamic: Specific Roles (Units) Each unit has a specific battlefield role. Dynamic: One Up (Units) The Units at the higher Tiers are more powerful than the lower Tiers but still have generally the same roles. 10.3.5 Force Difference The Four factions are Kingdoms are very different. Each based around a different element which their forces draw from its properties. Analysis of Differences: The Aramon faction is based on the element of earth, as such its units are mostly land bound but with great defensive qualities. Aramons forces rely on there strength of units rather than numbers or magic abilities. The Mage Builder is the main build unit able to build anything except the Tier Four units and Buildings. The Veruna faction is based on the element of water, this is reflected by there large amount of sea going units. This seems to have been taken too far, as only two of the other factions have any navel units while Veruna has six. Although they have a large number of ships the Veruna faction boast almost as many other units as the Aramon faction. The land based units at Tier Three are actually very powerful making the Veruna faction difficult to predict. The Zhon faction is based on the element of wind, this is implemented by there lack of buildings; preferring a more mobile and flexible army. Zhon’s units are generally fast but lack health, designed for hit and run attacks. Zhon has more air based units than anyone else but they are not suited for prolonged combat, just like the rest of the army. By Michael Beardwood 06196705 Page 99 of 156 Investigation into the Mechanics of Real time Strategy Games The Taros faction is based on the element of fire, as such it features a lot of magic casting units all equipped with multiple and devastating spells. The Tarros faction has a unique set up, as Lokken can conjure all three production buildings from the start of a game. The other significant difference is that Taros does not have any transport units at all. This can cause an issue as only the Dark Priest can cross water and he cannot summon production buildings at all. Dynamic: Themed Armies The Four factions are heavily themed on there corresponding elements. This causes some very diverse forces, which have unique ways of interacting with enemy forces. Sub Dynamic: Taros’ Type Defence Certain groups of units have special increases in defence against certain types of damage. Undead units take little damage from arrows and crossbow bolts Magic casting units take little damage from enemy spells 10.3.6 Terrain In Kingdoms there are a few types of terrain. Flat Land – Flat land is the most common type of terrain, land units have no problem in moving around Cliffs – Cliffs are high walls that cannot be moved over by land units. Shore – Shores are areas of water, usually found at the edge of land masses, land units can move though shore as if it was land. Water based units can also move onto shore. Water – Water is only traversable by water units and air units. Ground Cover – Ground cover is low level grasses and bushes; they impede unit movement but can be destroyed by either attacking it or clearing it. Trees – There are many types of trees in Darian, they act the same as ground cover, but can block attacks. Like ground cover they can be destroyed by either attacking them or clearing them. Places of Power – Lodestones must be placed on these areas to give an increased amount of Mana to the player. 10.3.7 Additional Dynamics Dynamic: Clearing Any production unit can clear areas of ground cover and trees. This produces a small boost in Mana that one lasts until it is gone. Dynamic: Personal Mana Spells that units use cost an amount of Mana; rather than draining this from the main reserve, magic casting units use their own Mana supply which recovers at a standard rate. By Michael Beardwood 06196705 Page 100 of 156 Investigation into the Mechanics of Real time Strategy Games 11 Research on Emperor: Battle for Dune 11.1 Emperor: Information Emperor was released on PC in 2001, an awaited sequel to the relatively successful Dune 2000 and other games from Westwood Studios including the Command and Conquer series. The game is loosely based around the novels by Frank Herbert, but with many differences. 11.2 Emperor: Background Emperor: Battle for Dune is set after the first war for Arakis, (Dune 2000) which was used to weaken each of the warring houses; Atreides, Harkonnen and Ordos. Now Emperor Frederick IV has been killed, House Corrino can no longer rule the galaxy so a power vacuum appears. The spacing guild steps in to bring order as they require the spice that is only found on Dune. A War of Assassins is proclaimed; a state of war between the three houses where only warfare on the planet Arrakis is allowed. The Victor would claim their place as the ruling house. By Michael Beardwood 06196705 Page 101 of 156 Investigation into the Mechanics of Real time Strategy Games 11.3 Emperor: Mechanics and Dynamics 11.3.1 Tactical Resource Collection Emperor uses Cash as its monetary resource. Power is also required for buildings to work. Dynamic: For Cash, the collection of Spice is needed. Spice fields appear on sand areas of the battlefield. Spice is collected at a Spice Refinery by means of a Harvester unit. Sub Dynamic: Spice Blooms Spice Blooms are small bubbles sometimes found in Spice fields. They grow until they explode causing new spice to be formed. Spice Blooms are not common but will keep appearing in the same spot. Sub Dynamic: Carryall Carryalls are created whenever a free Harvester is produced. Carryalls move Harvesters from Spice Fields and back to Refineries automatically. Dynamic: Power is created by building Windtraps. Buildings other than Windtraps, walls and construction yards use an amount of power to function. If there is not enough power available to power every building, every building goes offline until enough Windtraps are built. Sub Dynamic: Damaged Windtraps If a Windtrap is damaged its top power level drops, depending on how much damage it has taken. 11.3.2 Production In Emperor both buildings and mobile units are available to be produced. Dynamic: Split Side Bar In Emperor, production takes place from the Split Side Bar. The Side Bar shows one set of information at a time, but by clicking the corresponding button the Side Bar Shows any of these areas; Infantry, Tanks, Buildings, Building Upgrades and the Starport. From each of these Tabs, the corresponding item can be produced. Sub Dynamic: MCV (Mobile Construction Vehicle) The only way to build a Construction Yard is to build a MCV and then deploy it. Sub Dynamic: Build Locations Buildings can only be placed within proximity to another building. By Michael Beardwood 06196705 Page 102 of 156 Investigation into the Mechanics of Real time Strategy Games Sub Dynamic: Build Limiter Only one building can be built at once. Only one upgrade may be enacted at any time. Only one unit from each production building can be produced at any time. For example only one tank from a Factory can be made at one time, but units from a House of Ix can also be built at the same time. Sub Dynamic: Stacked Units Units can be stacked from the Side Bar, so up to one hundred units of each type can be stacked, only one from each production building can be built at once. Many different units can be stacked from a production building. For Example if five Scouts and then five Engineers were stacked, five Scouts would be built one after the other then the five Engineers would be produced in the same way. Sub Dynamic: Multiple Buildings as Production Having more than one of a respective production building speeds the production of units from that building type. For example if the player has two War Factories, tanks will be produced slightly faster than if they only had one. One of the buildings is designated as ‘Primary’ this is the building where the units appear from when produced. Sub Dynamic: On Hold For both troops and buildings the production cycle can be put ‘On Hold’. This stalls the production cycle but keeps the level of completion. This can be used to ensure resources go to a particular unit rather than to all items in production. Any item ‘On Hold’ still counts as being produced so no other item from its production group can be made. Sub Dynamic: Cancel Build Any item in production can be cancelled. This stops production and refund the player the cash already gone into production. Sub Dynamic: Sell Buildings can be sold at any time after they have been built. This refunds half of the original cost of the building. Sub Dynamic: Sub Houses Along with the three main houses fighting on Dune, a small array of smaller houses with interests in the outcome of the war are willing to join a house in an alliance. Before the game starts, the player may choose up to two sub houses to be allied with. Sub houses provide an additional building that produces its sub house units. Super Dynamic: Upgrades Many of the buildings in Emperor have the ability to upgrade. In doing this new units become available. The Each Refinery can upgrade twice, giving an additional Harvester and collection point. Other building types only need to upgrade once for all the buildings to receive the upgrade. The Construction Yard upgrade allows for the second level of defensive turrets to be built. By Michael Beardwood 06196705 Page 103 of 156 Investigation into the Mechanics of Real time Strategy Games 11.3.3 Technology Tree Emperor uses a required path system for its Technology Tree. The Building tree for each of the houses is almost identical. Building Technology Tree Construction Yard Windtrap Barracks Refinery Pillbox Flame Turret Gas Turret Refinery Ramp *** Wall Factory Outpost Rocket Turret * Hanger Landing Pad # Starport Palace Fremen Camp ** Tleilaxu Flesh Vat ** Sardaukar Barracks ** House of Ix ** Gun Turret * Pop Up Turret * Guild Palace ** Blue Backgrounds indicate only Atreides can build these structures. # Ordos cannot build the Landing Pad, as one of there units need it. * Denotes the need for the Construction Yard Upgrade. ** Denotes Sub House *** Each Refinery may up upgraded twice, which builds a Refinery Ramp each time. By Michael Beardwood 06196705 Page 104 of 156 Investigation into the Mechanics of Real time Strategy Games Atreides Unit Technology Tree Building Produced At (Additional requirements) Barracks Factory Hanger Scout MCV Carryall Light Infantry Harvester Air Drone Sniper Sand Bike Advanced Carryall (Upgrade) Kindjal Infantry (Upgrade) Mongoose Ornithopter (Upgrade) Engineer (Upgrade) APC (Upgrade) Repair Vehicle (Upgrade) Minotaurus (Upgrade) Sonic Tank (Upgrade + Starport) By Michael Beardwood 06196705 Page 105 of 156 Investigation into the Mechanics of Real time Strategy Games Harkonnen Unit Technology Tree Building Produced At (Additional requirements) Barracks Factory Hanger Scout MCV Carryall Light Infantry Harvester Air Defence Platform Trooper Buzzsaw Advanced Carryall (Upgrade) Flame Infantry (Upgrade) Assault Tank Gunship (Upgrade) Engineer (Upgrade) Flame Tank (Upgrade) Missile Tank (Upgrade) Inkvine Catapult (Upgrade) Devastator (Upgrade + Starport) By Michael Beardwood 06196705 Page 106 of 156 Investigation into the Mechanics of Real time Strategy Games Ordos Unit Technology Tree Building Produced At (Additional requirements) Barracks Factory Hanger Scout MCV Carryall Chemical Trooper Harvester AA Mine AA Trooper Dust Scout Advanced Carryall (Upgrade) Morter Infantry (Upgrade) Laser Tank Eye in the Sky (Upgrade) Engineer (Upgrade) APC (Upgrade) Saboteur (Upgrade) Kobra (Upgrade) Deviator (Upgrade + Starport) By Michael Beardwood 06196705 Page 107 of 156 Investigation into the Mechanics of Real time Strategy Games Sub Houses Technology Tree Building Produced At (Additional requirements) Fremen Camp Sardaukar Barracks Tleilaxu Flesh Vat House of Ix Guild Palace Fremen Warrior Imperial Sardaukar Tleilaxu Contaminator Ixian Projector Guild Niab Tank Fremen Fedaykin (Upgrade) Imperial Sardaukar Elite (Upgrade) Tleilaxu Leech (Upgrade) Ixian Infiltrator (Upgrade) Guild Maker (Upgrade) Dynamic: Required Path (Buildings) The Buildings work on the basis that a separate building has already been built. For example a Power Plant is required in order to build a Refinery etc. Sub Dynamic: History Path (Buildings) As long as the player had, at some point during the game, the necessary buildings in the Tech Tree, the player counts as having the buildings in regards to the building Tech Tree. For example if the player builds and then sells the first and only Windtrap, they can still produce the buildings that require it. A Construction Yard is always needed to produce new buildings. By Michael Beardwood 06196705 Page 108 of 156 Investigation into the Mechanics of Real time Strategy Games 11.3.4 Force Divergence The three factions in Emperor share most of the buildings. Standard Buildings Construction Yard – Allows buildings to be produced. Wind Trap – Produces power for the base. Wall – Basic defensive structure, stops movement and line of fire for any ground unit. Refinery – The building that serves as a collection point for Spice. When built a Harvester and Carryall comes for free with it. Refinery Ramp – The refinery Ramp is an upgrade for the refinery that adds an additionally drop point for spice as well as providing another free Harvester and carryall. Barracks – Produces infantry units. Factory – Produces tank units. Outpost – The Outpost allows the player to see enemy units on the mini map. Hanger – the Hanger produces air units. Landing Pad – the Landing Pad provides means to rearm Ornathopter’s and Gunship’s. Ordos cannot build this building. Starport – The Starport allows the player to purchase up to six units at a time. The units are the same as the players forces, i.e. Ordos can only by Ordos units. The Starport only sells tanks and air units. The Starport takes thirty seconds to deliver any bought units. The prices for units at the Starport varies but is always more than the cost it would be to produce the unit normally. Atreides Buildings Pillbox – The Pillbox provides excellent anti-infantry base defence but can be overrun by a small unit of tanks. Rocket Turret – The Rocket Turret is slower than the Pillbox but can destroy all units with ease including air units. The Atreides Palace Grants the Ability ‘Hawk Strike’ By Michael Beardwood 06196705 Page 109 of 156 Investigation into the Mechanics of Real time Strategy Games Harkonnen Buildings Flame Turret – The Flame Turret fires a thick jet of fire at any enemy unit that comes too close. It easily kills troops and causes decent amounts of damage to vehicles, but can affect allied units caught in the fire. Gun Turret – The Gun Turret mounts four heavy cannons which decimate both ground and air units with ease. The Harkonnen Palace Grants the Ability ‘Death Hand Missile’ Ordos Buildings Gas Turret – The Gas turret fires canisters of toxic gas at enemy units. On detonation the canisters have an area effect of damage with is particularly dangerous to infantry. Pop-up Turret – The Pop-up Turret which hides under a protective shell when not firing. When an enemy gets close the gun springs out of the ground and fires piercing rounds which are highly effective against all enemies. The Ordos Palace Grants the Ability ‘Chaos Lightning’ Standard Units Scout – The Scout is a very fast unit with a long sight range for discovering the terrain and the enemy. He is unarmed and has very little health, but will cloak when stood still and whilst moving short distances. Engineer – Engineers can repair a friendly building by walking into it, damage an enemy building by walking into it or capture a heavily damaged enemy building by walking into it. Doing any of these sacrifices the Engineer. MCV – The Mobile Construction Vehicle can be deployed into a Construction Yard. Harvester – The harvester collects Spice and returns it to a Refinery. Carryall – The Carryall is a flying transport unit, it automatically picks up and drops Harvesters to Spice fields and back to the Refinery. Carryalls cannot be controlled manually. Advanced Carryall – The Advanced Carryall is a flying transport units, but instead of being automated, the player can use it to pick up any tank unit and move it to a new location. By Michael Beardwood 06196705 Page 110 of 156 Investigation into the Mechanics of Real time Strategy Games Unique Units Atreides Units: Light Infantry – The Light Infantry is a fast unit which carry machine guns. With little armour they are not the most effective unit. Sniper – the Sniper has the longest range of any infantry unit. The Sniper can kill most infantry units with a single shot. Kindjal Infantry – The Kindjal carry both a small pistol and a large mortar. When the Kindjal is moving he uses the pistol, when deployed he uses the mortar. When deployed the Kindjal cannot move. Sand Bike – The Sand Bike is a fast scout vehicle, lightly armed and armoured its only protection is its speed. Mongoose – The Mongoose is a small anti-armour mech with a single missile launcher. Although small they have a reasonable amount of armour. APC – The APC can move infantry around the battle field in its protective shell. The APC can carry up to five infantry units at a time. When stationary the APC can cloak. Repair Vehicle – The Repair Vehicle will repair any friendly mechanical unit it can see. The Repair Vehicle has no offensive capabilities. Minotaurus – The Minotaurus is armed with four large cannons which fire explosive rounds. The Minotaurus is heavily armoured and sufferes from a slow speed. Sonic Tank – The Sonic Tank is the most advanced tank in the Atreides army. It carries a long range sonic weapon that damages everything it touches. The Sonic Tank is fast with medium armour. Air Drone – The Air Drone is a lightly armoured air unit with a single anti-air missile launcher. Ornithopter – The Ornithopter is a high speed flying unit armed with missile launchers. It is highly effective against enemy ground units, but must reload at an Atreides Landing Pad. Hawk Strike – The Hawk Strike is ability generated every few minuets by the Atreides Palace. Once deployed the Hawk Strike causes enemy units within the target range to retreat from the map effectively destroying them. By Michael Beardwood 06196705 Page 111 of 156 Investigation into the Mechanics of Real time Strategy Games Harkonnen Units: Light Infantry – The Light Infantry is a fast unit which carry machine guns. With little armour they are not the most effective unit. Trooper – The Trooper is armed with a missile launcher and moderate armour. They are slow but their launchers are effective against both tank and air units. Flame Infantry – Flame Infantry are armed with a flame thrower that fires a spray into enemy units. Flames will damage friendly units’ just as much as enemy units. Buzzsaw – The Buzzsaw is a relatively fast tank equipped with a pair of light cannon and a huge saw. The Saw is able to destroy spice fields. Assault Tank – The Assault tank is heavily armoured and slow. It mounts a single large fixed cannon which deals high damage to ground units. Flame Tank – The Flame Tank is armed with a pair of heavy flame throwers, one on each side and so can attack multiple enemies at the same time. Missile Tank – The Missile tank is armed with an eight barrelled missile launcher, allowing it to cause massive damage before it reloads. The Missile tank is slow and has a low level of armour. Inkvine Catapult – The Inkvine Catapult throws canisters full of toxins that splash in the area hit. The catapult does high damage to infantry and lighter tanks. Devastator – The Harkonnens heaviest vehicle is the slowest unit in the game. It has massive amounts of armour and is armed with a pair of plasma cannon and a missile launcher. The plasma cannon have very short range but can destroy any unit with a single hit. The Devastator can self destruct causing high damage in its immediate area. Air Defence Platform – The Air Defence Platform is armed with a rotating cannon which is effective against both air and ground units. Gunship – The Gunship is an air craft that carries an array of rockets which are highly effective against buildings and ground units. The Gunship must return to a Harkonnen Landing Pad to reload. Death Hand Missile – The Death Hand Missile ability is generated every few minuets by the Harkonnen Palace. The Death Hand Missile is a powerful missile that causes heavy damage to all units in its blast however it is not powerful enough to destroy major buildings. By Michael Beardwood 06196705 Page 112 of 156 Investigation into the Mechanics of Real time Strategy Games Ordos Units: Chemical Trooper – The Chemical Trooper is armed with a short range chemical spraying weapon that damages any unit it hits. It is most effective against infantry. AA Trooper – The AA Trooper is armed with a tracking launcher that follows enemy ground and air units a short distance. Mortar Infantry – The Mortar Infantry carry a mortar which must be deployed to fire. Saboteur – The Saboteur is a fast infantry unit loaded with explosives. Effective against buildings and ground units the Saboteur explodes causing massive damage in his immediate area, but also kills him. Dust Scout – The Dust Scout is a fast moving and lightly armed unit. It has the ability to burrow into the normally impassable dust bowls. APC – The Ordos APC is armed with a missile launcher but can also transport up to five infantry units across the battlefield. Kobra – The Kobra is a heavily armoured tank with a large howitzer. The gun can only fire forward until the Kobra is deployed, which sets up the howitzer as a rotating turret weapon. Deviator – The Deviator is a fast unit armed with a gas warhead missile launcher. When an enemy unit is hit it converts it to fight for Ordos for a short time. AA Mine – The AA Mine is a slow moving airborne mine. When an enemy air unit comes close the AA Mine detonates and fires a volley of anti-air missiles at the target. Eye in the Sky – The Eye in the Sky carries a single Saboteur who can detonate the Eye and eject. The Saboteur can then attack enemies as normal. Chaos Lightning – The Chaos Lightning ability is generated every few minuets by the Ordos Palace. Once activated any unit in its area of effect turns berserk and attacks the nearest unit or building. This only lasts a short while. By Michael Beardwood 06196705 Page 113 of 156 Investigation into the Mechanics of Real time Strategy Games Sub House Units: Freman: Warrior – The Fremen Warrior are equipped with long rifles which cause high damage to infantry. Warriors are cloaked even while moving long distances. Fedaykin – The Fremen Fedaykin are elite infantry armed with sonic weapons. Fedaykin also carry thumpers, which are used to attract Sand Worms. Sometimes when a Sand Worm is attracted the Fedaykin can ride it, giving the player limited control in the Worms’s movment. Sardaukar: Imperial Sardukar – The Imperial Sardukar are armed with a heavy machine gun capable of destroying both tanks and infantry. Sardukar do not loose effectiveness when damaged. Imperial Sardukar Elite – the Sardukar Elite are more powerful than the standard Sardukar. Armed with a laser cannon they can make short work of any unit or building. Sardukar Elite do not loose effectiveness when damaged. Tleilaxu: Contaminator – The Contaminator is a slow infantry unit that can only attack other infantry units. If an enemy infantry unit is killed by a Contaminator the body becomes a new Contaminator. Leech – The Leech is a fast moving tank unit that attaches larvae onto enemy tanks. The larva slowly damages the tank until it is destroyed. The Larvae then form into a new Leech. Leeches can be removed by attacking the vehicle with them on, using an engineer or using a Repair Vehicle. House of Ix: Infiltrator – The Infiltrator is a fast moving unit with almost no armour. It can self destruct causing massive damage in the local area. Infiltrators are cloaked even after moving long distances. Projector – The Projector has no offensive weapons but is equipped with a projection field emitter, which is used to replicate other friendly units, so that the enemy think there is up to twice the number of units. By Michael Beardwood 06196705 Page 114 of 156 Investigation into the Mechanics of Real time Strategy Games Guild: NIAB Tank – The NIAB Tank is armed with an electrical discharge weapon causing high damage in a large area. The NIAB Tank has the ability to teleport short distances. Maker – The Maker is a powerful unit that has extremely short range. Makers very rarely attract Sand Worms. Dynamic: General Roles (Units) Most units fall into general categories of types; Scout, Anti-Infantry, Anti-Armour or Anti-Building. Dynamic: One for Role (Buildings) Each building has its own specific use, which does not overlap. 11.3.5 Force Difference The three Factions in Emperor have unique abilities which affect their forces differently. Analysis of Differences: All three houses work in generally the same way, the major differences come down to the special systems that are includes with each faction. The Atreides get the benefit that any veteran or elite unit can go back into an Atreides barracks which causes any infantry created to automatically become veteran or elite. House Harkonnen’s units do not suffer any loss in effectiveness when they are damaged. House Ordos units slowly regenerate their health. Dynamic: Counterpart Each unit generally has an opposite in each of the opposing factions. 11.3.6 Terrain There are many types of terrain in Emperor Rock: Buildings can be placed if there is enough space and units can cross normally. Sand: Units can cross the sand, but buildings cannot be placed upon it. Spice Fields: Spice that can be converted into cash by harvesting it. Infantry Rock: Infantry Rock provides a protective emplacement for infantry in the sands. Tanks cannot move into Infantry Rock. Dust Bowls: Dust Bowls are impassable to all units except Dust Scouts. Spice Blooms: Spice Blooms are found in spice fields, they regenerate the fields occasionally. By Michael Beardwood 06196705 Page 115 of 156 Investigation into the Mechanics of Real time Strategy Games Sub Dynamic: Tornados Tornados are huge swirls of wind and sand which sweep across the battlefield. Tornados cause small amounts of damage to buildings and tanks, but will suck any infantry unit into them killing them instantly. Sub Dynamic: Sand Worms Sand Worms are huge Worms which travel under the sand. Attracted by unit movement they eat anything in their way. Worms can be deterred by attacking them with enough firepower. 11.3.7 Additional Dynamics Dynamic: Damaged Units Any unit that takes damage starts to lose combat effectiveness, they become slower and do less damage. Harkonnen and Sardukar units do not suffer from this. Dynamic: Tanks over Troops If a tank unit moves over an infantry unit, the infantry unit is killed instantly. By Michael Beardwood 06196705 Page 116 of 156 Investigation into the Mechanics of Real time Strategy Games 12 Abridged Research for Remaining Games 12.1 Gathering Information Benefits Although most of the games have been researched the process needs to be streamlined. The areas of Technology Tree and Force Divergence have taken the most work to research, yet they have yielded the least amount of dynamics. The dynamics taken from this areas are generally the same or relatively similar. As such the two remaining games, Age of Empires and Warcraft 3: Reign of Chaos, will be researched with a shortened look at the two mechanics; Technology Tree and Force Divergence. By Michael Beardwood 06196705 Page 117 of 156 Investigation into the Mechanics of Real time Strategy Games 13 Research on Age of Empires 13.1 Age of Empires: Information Age of Empires was released in 1997 and was the first to use references from actual history rather than being based on fantasy or science fiction. The game was generally well received with the only criticisms being based on the AI for units and the similarities in the combat systems with Warcraft 2: Tides of Darkness. 13.2 Age of Empires: Background Age of Empires pits different nations against each other. With twelve unique factions to battle with, the tactical possibilities are immense. The Game features a massive array of campaigns for the nations as well as well developed multi-player game modes. Age of Empires contains more base building, resource and research strategy options than any other game in that period. By Michael Beardwood 06196705 Page 118 of 156 Investigation into the Mechanics of Real time Strategy Games 13.3 Age of Empires: Mechanics and Dynamics 13.3.1 Tactical Resource Collection Age of Empires has a multitude of resources. Gold, Stone, Wood, Food and Unit Limit Dynamic: All resources are collected by the production unit – Villagers. Gold deposits are mined for Gold, Stone deposits for stone and Trees for wood. Food can be gathered in many ways such as hunting animals, harvesting berry bushes, fishing and building farms. The worker must gather whatever resource they are set to gather, and then return it to the Town Centre for collection. Resources do not replenish themselves. Sub Dynamic: Collection Buildings As well as being able to return gathered resources to the Town Centre, Villagers can return food to a Granary and can return Gold, Stone and Wood to a Storage Pit. Dynamic: Unit Limit The unit limit in Age of Empires is primarily dictated by the number of Houses. Each House increases the limit by six up to a maximum of fifty units. 13.3.2 Production In Age of Empires both buildings and mobile units are available to be produced. Dynamic: Production Unit Villagers are the only unit that can build buildings. Buildings are placed on the map and the Villagers moves to the location. Once there the building starts to be produced. The Villagers stays with the building until it is construction is completed. Sub Dynamic: Cancel Build During the construction of any building, the process can be cancelled. This destroys the building in question and refunds the cost of the building. Dynamic: Production Buildings Units are produced from there relative production building: e.g. Clubmen are produced from the Barracks. Sub Dynamic: Single Production Only one unit can be built from a production building at any time. There is no option to stack multiple units. Sub Dynamic: Cancel Unit Once a unit is being constructed, it can be cancelled giving a refund of its cost. Super Dynamic: Upgraded Units During the course of a game, units can be upgraded in two ways; firstly in just increasing armour, weapon damage and health and secondly changing the unit. For example a Short Swordsman can be upgrade to a Broad Swordsman then to a Long Swordsman then to a By Michael Beardwood 06196705 Page 119 of 156 Investigation into the Mechanics of Real time Strategy Games Legion. These upgrades generally increase the capabilities of the unit. The unit does not cost anymore than the previous version of the unit. Any original units on the battlefield are automatically upgraded, and only the new upgraded versions can be produced. 13.3.3 Technology Tree – (Dynamics Only) The Technology Tree for Age of Empires features a specialised system based both on a required path and a tiered system. Dynamic: Age Requirement (Buildings) In order to get better units the player needs to increase the Age of their empire, starting from the Stone Age going through multiple ages up to the Iron Age. Each Age allows for more buildings, units and research to be available. In order to increase Age a certain number of buildings from the current Age must be built. For example to move from the Stone Age to the Tool Age, at least two Stone Age buildings must have been constructed as well as spending the resources for the upgrade of the Age. The Player may still build buildings from previous Ages. Dynamic: Required Path (Buildings) Although the Age Requirement dynamic generally controls the building system, there is also a required path system build into it. For example to build a Temple, which is a Bronze Age building, a Market must have been built, which is a Tool Age building. Sub Dynamic: History Path (Buildings) As long as the player had, at some point during the game, the necessary buildings in the Tech Tree, the player counts as having the buildings in regards to the building Tech Tree. 13.3.4 Force Divergence – (Dynamics Only) Dynamic: Counter Units (Units) Each unit has a specific damage type, which affects its combat usage. For example Ranged units are more effective against standard melee units, but are weaker against mounted units. Dynamic: One for Role (Buildings) Each building has its own specific use, which does not overlap. 13.3.5 Force Difference The factions in Age of Empires have regional architecture, making them look different from each other; however the actual differences are not as pronounced. Analysis of Differences: All the twelve factions use the same Technology Tree, but have varied units and research that they cannot build. This gives each faction a unique way in which they play that can By Michael Beardwood 06196705 Page 120 of 156 Investigation into the Mechanics of Real time Strategy Games lead a player towards or away from them. The best way to illustrate this is with a diagram from the help files of the game. The broken lines represent units and research unavailable to this particular faction. By Michael Beardwood 06196705 Page 121 of 156 Investigation into the Mechanics of Real time Strategy Games As well as the unavailable units and research, each faction also gains additional characteristics; here the Choson get an additional eighty hit points to Long Swordsmen and Legions, longer Tower ranges and a cut price for Priests. As a further example the Egyptian faction is as following. By Michael Beardwood 06196705 Page 122 of 156 Investigation into the Mechanics of Real time Strategy Games Dynamic: Base and Divergence All the factions use the same basic template for buildings and units with small but notable divergence. Dynamic: History Basis The faction advantages and availability of units is based on the actual history of each faction. 13.3.6 Terrain Age of Empires has very few types of actual terrain, this is due to the battlefield being generally full of resources in each of there forms. Flat Land: Buildings can be built and units can move across Flat Land. Rough Land: Units can move across Rough Land, but buildings cannot be placed. Water: Only water based units can move over water. Fishing Grounds: Fishing Grounds are found in Water. Fishing ships can harvest Fishing Grounds for Food. Trees: The most common feature on the battlefield, Trees are harvested for Wood Gold Deposit: Gold deposits are small areas that can be mined for Gold. Stone Deposit: Stone deposits are small areas that can be mined for Stone. 13.3.6 Additional Dynamics Dynamic: Animals Creatures roam across the battlefield. Deer: Herds of Deer can usually be found, when hunted they provide Food for the player. Lions: Usually solitary creatures, Lions can be found wandering the land and will attack any unit that come near it. They will follow units until it kills them or is killed. Elephant: Elephants can be found in small groups, hunting them provides far more Food than Deer but Elephants will attack Villagers who attempt to hunt them. By Michael Beardwood 06196705 Page 123 of 156 Investigation into the Mechanics of Real time Strategy Games 14 Research on Warcraft 3: Reign of Chaos 14.1 Warcraft 3: Information Warcraft 3 was released in 2002 on the PC and Macintosh. Blizzards previous game was the outstanding Starcraft, and the Broodwar expansion enough to say that Warcraft 3 was one of the most anticipated games of that year, winning six ‘Game of the Year’ awards from various publications. 14.2 Warcraft 3: Background Warcraft 3 is set years after the events of Warcraft 2 where Orcs where defeated, and most of there remaining numbers were put into camps where they lost there lust for battle. However some Orc’s escaped through the portal they originally came from. It is found out that the Orcs where sent to the world of Azeroth by a greater force, the Burning Legion who decide it is time for them to take Azeroth themselves. The Night Elfs are the only force who can stop the onslaught, but only with the alliances of both the Orcs and Alliance. By Michael Beardwood 06196705 Page 124 of 156 Investigation into the Mechanics of Real time Strategy Games 14.3 Warcraft 3: Mechanics and Dynamics 14.3.1 Tactical Resource Collection Starcraft utilises three forms of resource, Gold, Lumber and population limit. Dynamic: For Gold, the Alliance uses its production unit, Peasants to mine Gold from a goldmine. They must return to the Town Hall, Keep or Castle to give the player access to the Gold. Similarly the Orc’s use Peons to mine Gold, they must return it to the Great Hall, Stronghold or Fortress. The Scourge has to haunt the goldmine, which involves an Acolyte summoning a building onto the goldmine. After a goldmine is haunted, up to five Acolytes can mine Gold. Unlike the Alliance and Orcs, Acolytes do not need to return to a building to supply the Gold. Night Elf’s use a similar system to the Scourge, except they entangle the goldmine instead of haunting it and Wisps are used. Sub Dynamic: Collapsing Goldmines When a goldmine is emptied of Gold, the last unit collapses it as it is of no more use. Haunted and entangled goldmines are destroyed in this process. Dynamic: For Lumber, Peasants and Peons cut down trees and return them to there Town Hall building. Scourge use Ghouls, which are not the production unit to cut down trees. Night Elf’s Wisps move to trees and Bond to them, which generates Lumber without the need to return to any building. Wisps do not cut the trees down to produce Lumber. Sub Dynamic: Collection Buildings For returning Lumber the Alliance can also return to a Lumber Mill, Orc’s to a War Mill and Scourge to a Graveyard. Dynamic: Population Limits Each unit has a number attached to it which shows the amount of food it requires. The more powerful the unit, the more food it requires. For the Alliance, the food level can be increased by building further Town Halls or by building Farms. For Orc’s, the food level can be increased by building further Great Halls or by building Burrows. For the Scourge, the food level can be increased by building further Necropolis or by building Ziggurats. For Night Elf’s, the food level can be increased by building further Trees of Life or by building Moon Wells. Sub Dynamic: Top Limit Although the population limit can be increased there is a maximum of 90. By Michael Beardwood 06196705 Page 125 of 156 Investigation into the Mechanics of Real time Strategy Games Dynamic: Upkeep When a force uses 30 or more Food for there army, an upkeep tax is taken on Gold collection rates. When 70 or more Food is used a higher level of tax is taken. 14.3.2 Production In Warcraft 3, each race features a unique system of production. Each race can build both buildings and mobile units. Common Production Dynamic: Production Buildings Units are produced from there relative production building: e.g. Footmen are produced at the Barracks Sub Dynamic: Build Queue At any production building up to seven units can be queued. This may be a queue consisting of different units from the same building. Sub Dynamic: Cancel Build During the construction of any building, the process can be cancelled. This destroys the building in question and refunds the Gold and Lumbar costs. Dynamic: Main Building Upgrade Any main building (Town Hall, Great Hall, Necropolis and Tree of Life) for each faction may be upgraded twice. There are certain requirements for the second upgrade based on the Technology Tree. Alliance Production Dynamic: Production Unit The Peasant is the only unit that can build Alliance buildings. Buildings are placed on the map and the Peasant moves to the location. Once there the building starts to be produced. The Peasant stays with the building until it is construction is completed. Sub Dynamic: Cooperative Building Many Peasants can contribute to the production of a building. Orc Production Dynamic: Production Unit The Peon is the only unit that can build Orc buildings. Buildings are placed on the map and the Peon moves to the location. Once there the building starts to be produced. The Peon stays with the building until it is construction is completed. By Michael Beardwood 06196705 Page 126 of 156 Investigation into the Mechanics of Real time Strategy Games Scourge Production Dynamic: Production Unit The Acolyte is the only unit that can build Scourge buildings. Buildings are placed on the map and the Acolyte moves to the location. Once there, the Acolyte starts the summoning process, the Acolyte may then go and do something else as the building builds itself. Sub Dynamic: The Blight Scourge buildings can only be summoned on areas covered with Blight. Blight spreads from every scourge building. Necropolis and Haunted goldmines do not need to be built on the Blight. Night Elf Production Dynamic: Production Unit The Wisp is the only unit that can build Scourge buildings. Buildings are placed on the map and the Wisp moves to the location. The Wisp then disappears into the building and builds it from the inside. With smaller buildings the Wisp builds the building and then can be used for another task. Larger buildings consume the Wisp to be produced. 14.3.3 Technology Tree – (Dynamics Only) Warcraft 3 uses a required path system for buildings. Units require certain buildings in order to be produced. Research can be conducted by various buildings. Dynamic: Required Path (Buildings) The buildings work on the basis that a separate building has already been built. Sub Dynamic: Multiple Dependencies (Units) Many units require more than one building to be built before it can be produced. For Example a Rifleman requires both a Barracks and a Blacksmith. 14.3.4 Force Divergence – (Dynamics Only) Dynamic: One for Role (Buildings) Each building has its own specific use, which does not overlap. Super Dynamic: Hero Units Each faction has three Hero Units that it can build. Hero Units are very powerful ground units that can gain experience and hold items. Hero Units gain experience by being near combat. After enough experience the Hero levels up, up to a maximum to level 10, each time they level up they get more powerful. They also receive a skill point on which they can spend on buying a new ability or increasing its power. Hero’s can also gather item which increase their potential or contain spells that can be used only a few times. By Michael Beardwood 06196705 Page 127 of 156 Investigation into the Mechanics of Real time Strategy Games 14.3.5 Force Difference The factions in Warcraft 3 have quite a lot of subtle differences, from build styles to general abilities. Analysis of Differences: The Alliance’s balanced force can overcome opposition with its flexible tactical set up. The Alliance has the ability to use the ‘Call to Arms’ ability. This sends all nearby Peasants to the Town Hall, which temporarily converts them into Militia. Militia are not the most dangerous of units but with enough of them an attack can be defended. The Alliance also benefit from research to increase the hit points for their buildings and increasing the Lumbar gathering potential of Peasants. Orc’s have the most powerful of melee units available to them and generally all of their melee units are better than their counter parts. Orc’s can upgrade buildings with Spiked Barricades meaning that any melee unit that attacks a building with the barricades, the unit takes damage. Certain Orc units can be upgraded with the Pillage ability; this allows them to generate Gold by attacking enemy buildings. If under attack Peons can use Burrows to hide in, this protects the Peons from attack and also allows them to throw spears from the Burrows. The Scourge’s units are slightly faster than their equivalents, they are however weaker as a result but with Necromancers even the dead units from any faction can be brought back as skeletons that can cause great damage in numbers. Some units in the Scourge faction can consume the corpses of enemies to regain mana or health. Night Elf’s do not have the strength of the other races, but are highly skilled with the bow and magic. Night Elf’s have the upgrade to let them see as well in the night as during the day, which when mixed with the Shadowmeld ability, allowing female units to become invisible at night, can be used for ambushes. The larger Night Elf buildings are known as Ancients as they are living entities that can pull themselves out of the ground and attack enemies. They are slow but powerful and if damaged can eat trees to regain health. Dynamic: Slight Superiority (Units) Each faction has an area of combat where they are more powerful than the other factions. The Alliance features a balanced force. The Orc’s feature more powerful melee units. The Scourge has generally faster units while the Night Elf’s have more potent magic units. Dynamic: General Counterparts Most of the units have an opposite in the other factions however the costs reflect the differences in abilities and statistics. By Michael Beardwood 06196705 Page 128 of 156 Investigation into the Mechanics of Real time Strategy Games 14.3.6 Terrain There are many types of terrain in Warcraft 3 along with creatures that inhabit the world. Flat Land: Buildings can be built and units can move across Flat Land. Damaged Terrain: Damaged Terrain allows units to move over it, but does not allow buildings to be placed on it. Water: Areas of water cannot be crossed by ground units so only air units can cross it. Impassable Terrain: Some areas cannot be crossed by ground units due to cliffs or ruins. Trees: There is always a lot of Trees usually in forest clumps, Trees are harvested for Lumber. Goldmine: Goldmines are found on there own, usually in defendable positions. Goldmines are mined for Gold. Neutral Buildings Goblin Merchant: Goblins sometimes set up shops to sell the goods they make. A Hero unit may purchase a variety of items form a Merchant shop. Goblin Laboratory: Goblins build flying machines called Zeppelins that can be bought from a Laboratory. Zeppelins can transport ground units over water and impassable terrain. Fountain of Health: Fountains of Health automatically regenerate the health of any nearby units. Mercenary Camp: Units can be bought from a Mercenary Camp; they have a vast array of types and abilities. They still cost food and upkeep. 14.3.7 Additional Dynamics Dynamic: Time of Day The time of day in game dictates many things; line of sight is reduced by half during the night and Creeps will go to sleep. Night Elf’s special abilities are activated during the night. Dynamic: Creeps Creeps are creatures that make there home around useful sites such as goldmines. Creeps usually stay in small groups. Creeps have a level attached to them, the higher the level, the more powerful the creature and the more experience they are worth for Hero’s. Creeps will follow and attack any unit that comes close for a short while before returning to their camps. Sleeping Creeps will only react if they are attacked. Group Selection Only twelve units can be selected at any time. Units can be grouped for quick commands to be given. By Michael Beardwood 06196705 Page 129 of 156 Investigation into the Mechanics of Real time Strategy Games 15 Grouping of Dynamics 15.1 Tactical Resource Collection This section will compare the researched games by using their Dynamics to put them into groups based on the Mechanic: Tactical Resource Collection. From the Dynamics found from the eight researched games, the simplest way to compare each system is to split them into groups. The main two groups for Tactical Resource Collection are single resource games and multiple resource games. For this divide, unit limits and power requirements are ignored but will be compared later due to the fact that they are secondary resources. 15.1.1 Single Resource Games Out of the eight games researched there are five that fit into this category; Dune II: Building of a Dynasty/Battle for Arrakis, Command and Conquer: Red Alert, Homeworld, Total Annihilation: Kingdoms and Emperor: Battle for Dune. From these games a further two classes can be developed; Limited Resource and Unlimited Resources. The Limited Resource group includes Dune II and Homeworld. This dynamical solution forces all players to take an active approach at getting more of the available resources than their opponents as whoever can get the majority of the resources will have an obvious advantage. Unlimited Resource games do not have a need to take the majority of resources as they can never run out. In some games the regeneration rate of resources is a slow process such as Command and Conquer: Red Alert where only certain Ore Fields regenerate. Although Total Annihilation: Kingdoms is an Unlimited Resource Game, it features a further system of Tactical Points, where certain locations are needed in order to generate those points. This removes the need for resource collection units. A common aspect of Single Resource games is the need for a secondary resource, such as power needed to run a base. This is not a primary resource as it is not required to produces things, just maintain certain things. By Michael Beardwood 06196705 Page 130 of 156 Investigation into the Mechanics of Real time Strategy Games Total Annihilation: Kingdoms A: Single Resource 15.1.2 Multiple Resource Games The remaining three games, Starcraft: Broodwar, Age of Empires and Warcraft 3: Reign of Chaos fit into the Multiple Resource Game class. All of these games would fit into a category of Limited Resources this however does not mean that all Multiple Resource games must be Limited Resource games as games such as the original Total Annihilation show. Many games use two primary resources, in the researched cases of Starcraft and Warcraft 3, Crystals and Vespene gas and Gold and Lumber are the respective resources. This style is not just typical of Blizzard games but can be found in others such as Goblin Commander: Unleash the Horde. There are fewer games with so many resources as Age of Empires but it is not unique to this type. Games such as Kohan 2: Kings of War and Spellforce: The Order of Dawn use similar systems. A general similarity with Multiple Resource games is that it is usually the production unit that does all the gathering, there are of course exceptions, for example in Warcraft 3; there is a separate unit that harvests Lumber rather than the production unit. By Michael Beardwood 06196705 Page 131 of 156 Investigation into the Mechanics of Real time Strategy Games 15.1.3 Unit Limits Unit limits are a common feature of games, in some it is used as a secondary resource, like Warcraft 3 and are often seen. Usually there is a unit limit even if it not a prominent feature in the game, simply due to the processor power needed to have high numbers on a battlefield. Warcraft 3: Reign of Chaos A: Multiple Resources. B: Unit Limit B A A A 15.2 Production This section will compare the researched games by using their Dynamics to put them into groups based on the Mechanic: Production. Buildings Only seven of the eight games have buildings. (Homeworld only has units) These can be split into two categories, Physical Construction and Virtual Construction games. 15.2.1 Physical Construction Physical Construction refers to the way in which buildings are created on the battlefield. Physical Construction games use Production Units to actually build the structures. In this way the building has been set in place and requires time to construct it. The Games that fall into this category are; Starcraft: Broodwar, Total Annihilation: Kingdoms, Age of Empires and Warcraft 3: Reign of Chaos. By Michael Beardwood 06196705 Page 132 of 156 Investigation into the Mechanics of Real time Strategy Games The Physical Construction game type allows for buildings to be attacked before they are built fully and can be used to make a more realistic game although this is not a requirement of the genre. Some games with the Physical Construction system allow for multiple production units to assist in building, creating it faster but sometimes taking more resources in doing so. It is not a more common feature in games but it should be noted. 15.2.2 Virtual Construction Virtual Construction refers to being able to build the structure fully built and ready to be used. The building needs time to get to this stage, but it is not on the battlefield to be attacked until the player places the finished building. The common system with these games is that only one building may be in production at any given time. Units Units are an essential part of a Real Time Strategy game and there are another two systems in which they can be classified, Selection Production and Removed Production. 15.2.3 Selection Production Selection Production is the system where the production of units is managed from its production building, or unit, by selecting it and then selecting units to build. This game type can be seen with Dune II: Building of a Dynasty/Battle for Arrakis, Starcraft: Broodwar, Total Annihilation: Kingdoms, Age of Empires and Warcraft 3: Reign of Chaos. The Selection Production is more common with Physical Construction games but there are exceptions, in this case Dune II. 15.2.4 Removed Production Removed Production allows the player to produce units by means other than selecting the production building, or unit, and then selecting the unit to be made. This system requires a Sidebar to work correctly; such as in games like Command and Conquer: Red Alert where production of units is controlled by selecting the unit to build from the sidebar. 15.2.5 Stacking Units Stacking Units is a more common system for newer games. It is the ability to create a list of units to be built from a production building or unit. Some games limit this function and only allow for a small number of units to be stacked, for example Starcraft: Broodwar allows for only five units to be stacked at any production building. By Michael Beardwood 06196705 Page 133 of 156 Investigation into the Mechanics of Real time Strategy Games Starcraft: Broodwar – A: Physical Production. B: Selection Production. C: Stacking Units. A C B Emperor: Battle for Dune – A: Virtual Construction A By Michael Beardwood 06196705 Page 134 of 156 Investigation into the Mechanics of Real time Strategy Games Upgrades and Research Upgrades and Research can form the basis for certain games, such as Homeworld, where the survival of the player depends on the research they have completed. Other games such as Warcraft 3: Reign of Chaos contains upgrades that can give the edge in combat but are not essential to get. There are also many games which do not use any Upgrades or Research at all, such as Command and Conquer Red Alert. 15.2.6 No Upgrades The No Upgrades system is very common; the game simply does not include any sort of research or upgrade options concentrating on force management and base building styles of play. 15.2.7 Unlocking Upgrades The Unlocking Upgrades system is shown in the researched games; Dune II: Building of a Dynasty/Battle for Arrakis, Homeworld and Emperor: Battle for Dune. These games have a large amount of units that can be unlocked by upgrades or research. 15.2.8 General Upgrades The General Upgrades system involves games where upgrades can be researched to benefit buildings or units, for example increasing unit statistics. 15.3 Technology Tree This section will compare the researched games by using their Dynamics to put them into groups based on the Mechanic: Technology Tree. The Technology Tree is the complex system that the main differences in strategy games can be found, as such there are few groups that can be formed as each should be unique to a point to distinguish it from other games. 15.3.1 Required Path The Required Path system is commonly used in strategy games; this is due to the fact that it is a simple and effective way of ensuring that players can not produce the most powerful units from the very start of the game. The Required Path system can also enforce the building of most of the buildings in the game even if it is just for the sake of building another building after it. For example in Starcraft: Broodwar, the Protoss building the Citadel of Adun has only one upgrade that it can research that only effects a single unit, however the Citadel of Adun must be built in order to build a Templar Archives. By Michael Beardwood 06196705 Page 135 of 156 Investigation into the Mechanics of Real time Strategy Games 15.3.2 Tiered System The Tiered System is where a selection of buildings and units can be created as long as there is a production building, or unit, capable of doing this. This system is only seen in Total Annihilation: Kingdoms out of the games researched but also appears in the original Total Annihilation and Supreme Commander. 15.3.3 Multiple Dependencies Certain buildings, units and research, usually based on games with the Required Path system have more than one requirement. For example in Starcraft: Broodwar to research Level 3 Infantry Weapons, Level 1 and 2 Infantry weapons must be researched and a Science Facility must be constructed while the research is conducted at the Engineering Bay. 15.3.4 History Path Some games such as Command and Conquer: Red Alert employ a system know as History Path, this allows continued production of buildings and units if all their requirements have been built at some point prier. 15.4 Force Divergence This section will compare the researched games by using their Dynamics to put them into groups based on the Mechanic: Force Divergence. As with the Technology Tree, the Force Divergence is a very independent part of the game. From the researched games a few types of Divergence that are common between multiple games has been found. The main two groups apply with units are Specific Roles and General Forces. 15.4.1 Specific Roles Most games feature many units with a specialised area of attack, for example melee combat, each unit is built for that task which is both its strength and weakness as enemies can defend against that type of unit with, in this case an air unit which the melee unit cannot attack. 15.4.2 General Forces Some games have an array of units which are all designed to attack in basically the same way. Dune II: Building of a Dynasty/Battle for Arrakis and Emperor: Battle for Dune are prime examples of this. In Emperor the units were meant to be for different roles, but the fast speed of the game ignores this. By Michael Beardwood 06196705 Page 136 of 156 Investigation into the Mechanics of Real time Strategy Games 15.4.3 Hero Units The system of Hero units is based on the ability to have units which are superior to the other units available due to the fact that they can gain experience and make themselves more powerful. Warcraft 3: Reign of Chaos is the only game in the eight researched that has Hero Units however games such as Sins of a Solar Empire also use them. Warcraft 3: Reign of Chaos A: Specific Roles. B: Hero Unit. A B By Michael Beardwood 06196705 Page 137 of 156 Investigation into the Mechanics of Real time Strategy Games 15.5 Force Difference This section will compare the researched games by using their Dynamics to put them into groups based on the Mechanic: Force Difference. Force Difference is the general system of balance used by the game, other than the final act of balancing by testing and adjusting costs and statistics. There are generally three groups that the researched games can be split into. Base and Divergence, Superiority and Themed Forces 15.5.1 Base and Divergence The Base and Divergence system means that the factions all have basically the same forces with slight differences. Examples in the researched games of this can be found with Dune II: Building of a Dynasty, Homeworld and Age of Empires. This system is generally found with older games including titles such as Warcraft: Orcs & Humans where even though everything had different names and appearances most opposite units where identical. The Divergence element of the game prevents the factions from being all but the same. Homeworld – Base and Divergence. By Michael Beardwood 06196705 Page 138 of 156 Investigation into the Mechanics of Real time Strategy Games 15.5.2 Superiority Many games use a Superiority system, where one faction is better at a certain aspect of combat but less so in another. The Superiority can be very noticeable with the likes of Command and Conquer: Red Alert with its blatant tactical balancing, or more subtle as in Warcraft 3: Reign of Chaos. 15.5.3 Themed Forces Themed Forces is a rarer system, where each army is set up based on there background alone. A major example of this is with Total Annihilation: Kingdoms where the vast number of Veruna’s sea units has no counterparts. Other games have this system although it can be very subtle as in Starcraft: Broodwar, where the units reflect the background of each race, but do not remove any sort of opposition system. Total Annihilation: Kingdoms – Themed Forces (Veruna’s Ship Fleet) By Michael Beardwood 06196705 Page 139 of 156 Investigation into the Mechanics of Real time Strategy Games 15.6 Terrain and Additional Dynamics Unlike the other Mechanics, Terrain cannot define aspects in the game; instead they describe areas of inaccessibility and opportunity. Additional Dynamics is where a game can create a truly unique system for itself. There are only two groups that can be created from the dynamics; the Living World system and the Destructible Terrain system which games can either be a part of or not be a part of. 15.6.1 Living World The Living World system adds an element to a game that is not controlled by any of the players. The most notable example of this is Emperor: Battle for Dune where Tornadoes and Sand Worms roam the environment causing destruction when coming to contact with players. Other examples of the Living world system are games that include animals which can interact with the players forces, such as Elephants in Age of Empires or Creeps from Warcraft 3: Reign of Chaos. Age of Empires A: Living World A By Michael Beardwood 06196705 Page 140 of 156 Investigation into the Mechanics of Real time Strategy Games Emperor: Battle for Dune A: Living World A 15.6.2 Destructible Terrain Destructible Terrain can come in two forms, doodads and battlefield. Doodads are small elements that appear on terrain, they can be anything from small buildings to foliage, in some games such as Total Annihilation: Kingdoms, these doodads can be destroyed. In Command and Conquer: Red Alert bridges can be destroyed to block units from using them to cross over them however there is always an alternative to using the bridges, being air and sea units or another land route. Destructible battlefields are much rarer and are usually part of the core gameplay. For example the game Perimeter is based on creating a base by terraforming the landscape. As buildings take constant damage if the terrain under them is damaged so the easiest way to destroy an enemy base is to use the units which only damage terrain. By Michael Beardwood 06196705 Page 141 of 156 Investigation into the Mechanics of Real time Strategy Games 16 Comparing Games 16.1 Basis of Comparison This section will attempt to compare the eight researched games against each other based on the Grouping of Dynamics present within each game. In order to do this, each game will be listed with its Grouping of Dynamics. Each game will then be looked at in terms of overall scores from review websites. 16.1.1 Dune II: Building of a Dynasty/Battle for Arrakis. Tactical Resource Collection - Single Resource Game Production - Virtual Construction - Selection Production - Unlocking Upgrades Technology Tree - Required Path - Multiple Dependencies Force Divergence - General Forces Force Difference - Base and Divergence Terrain and Additional Dynamics - Living World 16.1.2 Starcraft: Broodwar Tactical Resource Collection - Multiple Resource Game - Unit Limit Production - Physical Construction - Selection Production - Stacking Units - General Upgrades Technology Tree - Required Path - Multiple Dependencies Force Divergence - Specific Forces Force Difference - Themed Forces Terrain and Additional Dynamics - None By Michael Beardwood 06196705 Page 142 of 156 Investigation into the Mechanics of Real time Strategy Games 16.1.3 Command and Conquer: Red Alert Tactical Resource Collection - Single Resource Game Production - Virtual Construction - Removed Production - No Upgrades Technology Tree - Required Path - Multiple Dependencies - History Path Force Divergence - Specific Forces Force Difference - Superiority Terrain and Additional Dynamics - Destructible Terrain (Doodads) 16.1.4 Homeworld Tactical Resource Collection - Single Resource Game - Unit Limits Production - (No Construction) - Removed Production - Stacking Units - Unlocking Upgrades Technology Tree - Required Path Force Divergence - Specific Forces Force Difference - Base and Divergence Terrain and Additional Dynamics - None By Michael Beardwood 06196705 Page 143 of 156 Investigation into the Mechanics of Real time Strategy Games 16.1.5 Total Annihilation: Kingdoms Tactical Resource Collection - Single Resource Game Production - Physical Construction - Selection Production - Stacking Units - No Upgrades Technology Tree - Tiered System Force Divergence - Specific Forces Force Difference - Themed Forces Terrain and Additional Dynamics - Destructible Terrain (Doodads) 16.1.6 Emperor: Battle for Dune Tactical Resource Collection - Single Resource Game Production - Virtual Construction - Removed Production - Stacking Units - Unlocking Upgrades Technology Tree - Required Path Force Divergence - General Forces Force Difference - Base and Divergence (Counterpart) Terrain and Additional Dynamics - Living World By Michael Beardwood 06196705 Page 144 of 156 Investigation into the Mechanics of Real time Strategy Games 16.1.7 Age of Empires Tactical Resource Collection - Multiple Resource Game - Unit Limit Production - Physical Construction - Selection Production - Stacking Units - General Upgrades (With Major Unlocking Upgrades) Technology Tree - Required Path (Elements of Tiered System) Force Divergence - Specific Forces Force Difference - Base and Divergence Terrain and Additional Dynamics - Living World 16.1.8 Warcraft 3: Reign of Chaos Tactical Resource Collection - Multiple Resource Game - Unit Limit Production - Physical Construction - Selection Production - Stacking Units - General Upgrades Technology Tree - Required Path Force Divergence - Specific Forces Force Difference - Superiority Terrain and Additional Dynamics - Living World By Michael Beardwood 06196705 Page 145 of 156 Investigation into the Mechanics of Real time Strategy Games 16.2 Review Scores The average scores of the reviews from each website will be used rather than relying on the websites specific review. This will give a more reliable view of how well the game actually rates against the others. Note that some games do not have reviews from some locations. Game Dune II Broodwar Red Alert Homeworld Kingdoms Emperor Age of Empires Warcraft 3 Gamespot UK 8.6 9.3 9.1 9.0 7.4 8.6 7.9 9.1 IGN CVG 9.6 9.2 9.8 8 8.2 7.9 8.9 9.4 9.4 9.4 7.9 9.4 8.5 Average Scores 8.6 9.3 9.3 9.4 8.3 8.2 8.7 8.5 Range 0 0.7 0.3 0.8 2 0.7 1.5 0.6 16.2.1 Decoding the Review Data The data gathered is from three website where users give the games score out of ten based on elements of the gameplay experience. The Range column at the end uses a simple mathematical device, taking the highest score and minus the lowest score, to show the reliability of the average score; the higher the range the less reliable the average. This is predominant for games such as Total Annihilation: Kingdoms, where there is a twenty percent difference in its scores. An issue with using the average from user reviews is that some users will not give accurate scores. There are many examples of users giving 0/10 for a game review as they simply cannot install the game. Conversely there are users who will give games 10/10 to increase the overall score of the game even if there are elements which are not top quality. This is where the Range will affect the table of what the rankings the eight researched will be. 16.2.2 Results from Review Scores 9.4 (0.8) Homeworld 9.3 (0.3) Command and Conquer: Red Alert 9.3 (0.7) Starcraft: Broodwar 8.7 (1.5) Age of Empires 8.6 (0.0) Dune II: Building of a Dynasty/Battle for Arrakis 8.5 (0.6) Warcraft 3: Reign of Chaos 8.3 (2.0) Total Annihilation: Kingdoms 8.2 (0.7) Emperor: Battle for Dune By Michael Beardwood 06196705 Page 146 of 156 Investigation into the Mechanics of Real time Strategy Games 16.2.3 Rating Group Dynamics Based on the popularity of games and the diversity of these games, the only way to compare these games is to take all the group dynamics from the top game and then compare them to the ones found in the bottom game. Homeworld Tactical Resource Collection Single Resource Game Unit Limit Production (No Construction) Removed Production Stacking Units Unlocking Upgrades Technology Tree Required Path Force Divergence Specific Forces Force Difference Base and Divergence Terrain and Additional Dynamics None Emperor: Battle for Dune Tactical Resource Collection Single Resource Game Production Virtual Construction Removed Production Stacking Units Unlocking Upgrades Technology Tree Required Path Force Divergence General Forces Force Difference Base and Divergence (Counter Part) Terrain and Additional Dynamics Living World As seen in the above table, there are very few differences between the two games. When compared against Command and Conquer: Red Alert, Emperor: Battle for Dune is again almost identical. The main exception of these is the General Forces system which is only seen in both Emperor: Battle for Dune and the original Dune II: Building of a Dynasty/battle for Arrakis – both of which are in the lower half of the review ratings table. 16.3 Findings from Comparison Very little if any information about which dynamical systems create better games can be taken from this comparison. This is due to the simple fact that different people like different things, an issue that causes games to get both 0/10 and 10/10 scores in reviews such as the ones used in section 16.2. The comparison between dynamics is, based on information of this type, an almost impossible task due to people’s reviews not necessarily being as accurate as they should be. Although a comparison showing specific dynamics being better than others does not seem to be possible in most instances, contrasting the dynamics can still be achieved. By Michael Beardwood 06196705 Page 147 of 156 Investigation into the Mechanics of Real time Strategy Games 17 Contrasting Dynamics 17.1 Basis of Contrast Although the comparison between dynamics was not successful, it is still possible to contrast them witch each other in order to create a set of dynamics which are taken from the researched games, but then modified with dynamics from the other games to create a unique game. As with all the research this will entail using the mechanics. 17.2 Tactical Resource Collection The two major opposing systems in this mechanic are single resource games and multiple resource games. In terms of the amount of games with each system there is around an even split between the two systems. The single resource system makes the game easier to learn as there is only one absolute requirement rather than having to balance the collection of multiple resources. Certain games overcomplicated resource collection such as Warcraft 2: Tides of Darkness which used three resources: Gold, Lumbar and Oil. Gold and/or Lumbar was required for all production but Oil was only used for water based units and buildings. As such shipyards required oil tankers to find deposits of oil in the water and build platforms on them and then take the Oil back and forth. This system created a resource that was only applicable for water combat which did not appear on many of the campaign or skirmish maps. Keeping things simple from the beginning of the game design will allow more complex systems in other aspects of the game to be generated without having to worry about the ratios of multiple resources. As such the game to be designed will use a single resource system. From the single resource system another issue appears - limited or unlimited resources. A limited resource system promotes a fast style of gameplay, trying to cut off the opponents from their local resources to deny them the chance to build a force and strike back. The unlimited system allows all players to build up their forces and adds the aspect of increasing the rate of collection which in the long term will be a viable option but in the short term will diminish the creation of other units. For the game design, an unlimited resource system will be used, but there will be many ways of spending the resources so the player must be well aware of what they are doing. The final contrast in this mechanic area is unit limits. Most, if not all, recent real time strategy games have used some sort of unit limit. This system makes sense to include within the game. By Michael Beardwood 06196705 Page 148 of 156 Investigation into the Mechanics of Real time Strategy Games 17.3 Production The systems for the mechanic of production can be broken down into the following areas; Buildings, Units and Research. 17.3.1 Buildings As with the tactical resource collection, there is a pair of options for the buildings part of the production mechanic. The Physical Construction system is based upon a production unit that creates each building by moving to its selected location and then proceeding to produce the building at that point. This system encourages active defence of expansions as during the construction process the building can be attacked by any opposition. The Virtual Construction system provides a game where no production unit is required as all construction can be controlled from a single point. For example the construction yard in Dune II or the Sidebar in Command and Conquer: Red Alert. This system allows the player to concentrate on other areas of the battlefield rather than where their building will be, as the buildings are available to place when they are fully built. However it is usual for only one building to be in construction at any given time. The Physical Construction system makes a more interesting approach to real time strategy games, as any expansion requires tactical thinking from the start. This system will also allow players to build multiple buildings at the same time. 17.3.2 Units The creation methods for units are similar to buildings, either being produced by selecting the relevant building and then selecting the unit to build or the sidebar approach. The Selection Production system requires the player to locate the production building and then set the unit to build. This adds an aspect of micro management to the game where the player needs to think about where the unit will be produced. This system allows multiple units to be produced from multiple locations at the same time. The Removed Production system acts in the same manner as the Virtual Construction system for buildings. The player simply selects what unit to produce from a sidebar and the unit appears from the primary relevant production building when the unit is completed. Based on the fact that there is no game that has both a Virtual Construction system and a Selection Production system or vise-versa. In this case it makes sense to continue with this trend as it is clear that mixing the buildings and unit production methods would only cause to confuse the player. By Michael Beardwood 06196705 Page 149 of 156 Investigation into the Mechanics of Real time Strategy Games An additional part of the unit production method is the use of stacking. This system allows the player to create a queue of units to be produced. This system is commonplace in all modern real time strategy games and as such will be included in the game design. 17.3.3 Research There are once again two options for this part of the Production mechanic. Having research or not having research. Having research allows the upgrading of units and/or the unlocking of other units; however it is not particularly common to have both within the game although it has been done with games such as Dawn of War. Not having research is also a popular option as many of the Command and Conquer games do not include research at all. This system allows a game where the number of units alone can be used to win instead of tactically choosing forces. As research allows the later stages in games to become more intense as players do not know how advanced the enemy units will be in comparison to their own. As such research will be added into the games design. Both types of research will be used to increase the potential of units as well as unlock more powerful units. 17.4 Technology Tree The Technology Tree dictates much of the gameplay within real time strategy games. This is as it controls how and when units and research become available to the player. In this case it has already been acknowledged that research will be a feature of the game design so it must also be factored into the Technology Tree system. There is one widespread system used with technology trees; the Required Path. This simple concept of layering buildings means that in order to create the more advanced structures, the less advanced ones must be built first. There are only a handful of games that do not prescribe to this method, mainly the Total Annihilation series and there successor Supreme Commander. Due to the large trend, the game design will use the Required Path for both buildings and research. With the research the Required Path will feature multiple upgrades of the same nature similar to the level 1, 2 and 3 weapon upgrades from Starcraft: Broodwar. Additionally many games with the Required Path make use of the Multiple Dependencies system which enforces multiple requirements in order to produce certain buildings, units or research. As such the game design will also include such a system which will affect all three production elements of the game. By Michael Beardwood 06196705 Page 150 of 156 Investigation into the Mechanics of Real time Strategy Games 17.5 Force Divergence The force divergence of a game shows the spread of units available to each faction and how they come together as a fighting force. This section is always unique to the game, as in the end it defines the game. There are two groups that can be used; Specific Forces and General Forces. The Specific Forces system ensures that units are generally unique and not just a little better than each other. This allows player to create groups of different units that when combined are more powerful than they would be on their own. Not all units must be unique for this system to work; there can be places in which units overlap in areas of usefulness. The General Forces system basically makes all units the same, but the higher they are on the Technology Tree the more powerful they become. This system is seen in Dune II and in a way in its sequel Emperor: Battle for Dune. The Specific Forces system makes for much better gameplay as rather than basing the chances of winning a battle on purely the number of units on each side, a much greater set of tactical options is open to the player. A new type of unit appears in some of the newer real time strategy games: the Hero unit. These units are generally more powerful than the other units in their faction and they can become more powerful by gaining experience through combat or other methods. Hero units generally only appear in real time strategy games that are fantasy based where they represent great warriors and leaders. The game design will not be using Hero units as it is generally more common not to have them at all. 17.7 Force Difference Once again this mechanic is a prominent part of the game and commonly has a unique system for seeing how different factions play against each other. Out of the dynamics come three systems: Base and Divergence, Superiority and Themed Forces. Base and Divergence is a system where every faction consists of basically the same units however there will be a subtle difference. For example in Dune II each faction has mostly the same units with the major exception that the final available unit for each is completely different. The Superiority system gives each faction an advantage over the other factions in some way. This can be used against the faction by undermining the way their forces work. For example, in Command and Conquer: Red Alert the Soviet nations have a distinct land based advantage, but their units are slower and more expensive than the Allies units. By Michael Beardwood 06196705 Page 151 of 156 Investigation into the Mechanics of Real time Strategy Games The final noted system is the Themed Force: This system can be seen in some games such as Total Annihilation: Kingdoms where one faction has six different water units against the other factions who have one or two each but as not all maps have water, this seems excessive. For this mechanic both the Base and Divergence and Superiority systems are equally frequent within games. As such a new system based on both of them will be created. This system will use the Base and Divergence setup for all the units but then increment the Superiority system with unique faction research. 17.8 Terrain and Additional Dynamics As discussed in section 14, Grouping of Dynamics, terrain itself does not define aspects in most games; instead it is used to detail maps and levels. Additional Dynamics are also based on the game rather than an initial thought. As such the terrain and additional dynamics part of the game design will be worked out after the initial concept for the game has been created as they will assist in gameplay elements. By Michael Beardwood 06196705 Page 152 of 156 Investigation into the Mechanics of Real time Strategy Games 18 Conclusion 18.1 Findings This section will show the actual finding from the research conducted within this document. The main aim of this report was to use existing real time strategy games and break down how each game works so that a system could be used to define all games in the genre. Secondly a way in to compare games dynamical system against each other was put into consideration. From information taken from both the final aim of this report was to provide a basis for a games design document. 18.2 Main Aim – Defining Games The main aim of this report was to research real time strategy games in regards to the common mechanics found in all of them. This proved successful and most of the mechanics used gave a lot of information about the game in question. The only mechanic that did not yield as much information, in terms of dynamics, was the Terrain mechanic. This is due to the fact that terrain itself is usually not a major aspect of the gameplay, rather it is used as a device to enhance the gameplay. As many of the games share the dynamics that have been used to describe how each mechanic works, it can be said that that the dynamical system created here can be used to describe games including major unique aspects of the gameplay. It can therefore be stated that this part of the research was a success and the dynamical system can be used to either design a real time strategy game or reverse engineer a pre existing one. The list of dynamics found is by no means a complete list as only a small selection of games was researched, eight from hundreds, however this research could be continued over more and more games to build up a system where real time strategy games could be designed by selecting and combining elements from such a list. This would not fully design a game as there are other elements in design from sections such as storylines to the graphical user interface. 18.3 Secondary Aim – Comparing and Contrasting Dynamical Systems In terms of actually comparing dynamics, in such a way as to say X is better than Y, no real system could ever be put into place based on the already mentioned fact that different people like different things and will have valid arguments about their own preferences for gameplay. By contrasting the dynamical systems with each other a relatively unique set of dynamic systems has been designated for use in the game design. These systems will show which games each dynamic comes from in the game design document that will be produced as the practical element to this research report. By Michael Beardwood 06196705 Page 153 of 156 Investigation into the Mechanics of Real time Strategy Games 18.4 Final Aim – Designing Game The final aim of this report is to create a games design document using the dynamical systems found. This games document will be a separate document with references to this document at the points where dynamics from the researched games are made. 19 Further Work As the main aim of the report was to create a system that could be used to describe real time strategy games and this was successful the only other continuation of this report could be the addition of more games to create a larger dynamic library, or the refinement of the mechanics. 19.1 Additional Game Research As stated above, one of the ways to further the work of this report would be to research more than eight real time strategy games to increase the amount of dynamics that have been recorded. This could potentially increase the grouping of dynamics to include more categories or games however when the groups where written other games where taken into account including those that have been mentioned anywhere within the document. See Bibliography – Mentioned Games for further details. 19.2 Refinement of Mechanics Another way of furthering the work presented in this report could be to refine the mechanics so that each mechanic consisted of a set of sub mechanics, in this way a finer approach to each aspect of a mechanic could be used. For example the mechanic Tactical Resource Collection could be broken down to include sub mechanics such as primary and secondary resources as well as method of collections. In this way a more thorough analysis of each part could be made and the dynamics would possibly be more precise. By Michael Beardwood 06196705 Page 154 of 156 Investigation into the Mechanics of Real time Strategy Games 20 References 1) Nvidia - Glossery of terms - September 2008 http://www.nvidia.co.uk/object/eswc_lex_uk.html 2) Jim Jagger - video game terminology – September 2008 http://www.jimjagger.com/JPages/JTutorials/Tut_Glossary.htm 3) Schwiezer Systems - Terminology used in game development – September 2008 http://www.schwiezer.de/Partners/Dictionary/dictionary.html 4) The Video Games Guide by Matt Fox (2006) ISBN: 0-7522-2625-8 Page 548 (Glossary) 5) Wikipedia – Game Mechanic - September 2008 http://en.wikipedia.org/wiki/Game_mechanic 6) Lost Garden - What are Game Mechanics? October 23 2006 http://lostgarden.com/2006/10/what-are-game-mechanics.html 7) Playing Video Games by Peter Vorderer and Jennings Byrant (2006) ISBN: 0-8058-5322-7 Page 98 8) Games Design Patterns By Staffan Bjork, Sus Lundgre and Jussi Holopainen (2003) Page 2 ‘The need for a common language for games’ 9) IGN - Dune II: The Building of a Dynasty Review http://uk.pc.ign.com/objects/006/006717.html 10) Gamespot UK - Starcraft Review http://uk.gamespot.com/pc/strategy/starcraft/review.html 11) C&C Red Alert – The Unofficial Field Manual by Roger Wong/Future Publishing (1997) Page 4 (Preface) 12) IGN – Homeworld Review http://uk.pc.ign.com/articles/153/153786p1.html 13) Gamespot UK - Total Annihilation: Kingdoms Review http://uk.gamespot.com/pc/strategy/totalannihilationkingdoms/review.html 14) Gamespot UK – Emperor: Battle for Dune Review http://uk.gamespot.com/pc/strategy/emperorbattlefordune/review.html 15) The Video Games Guide by Matt Fox (2006) ISBN: 0-7522-2625-8 Page 4 Age of Empires 16) Gamespot UK – Warcraft III: Reign of Chaos Review http://uk.gamespot.com/pc/strategy/warcraft3reignofchaos/review.html Non-referenced research material 1) Rules of Play: Games Design Fundamentals by Katie Salen and Eric Zimmerman (2004) ISBN: 0-262-24045-9 2) Patterns in Games Design by Staffan Bjork and Jussi Holopainen (2005) ISBN: 1-58450-354-8 By Michael Beardwood 06196705 Page 155 of 156 Investigation into the Mechanics of Real time Strategy Games 21 Bibliography Mentioned Games (Developer/s) (Publisher/s) Year - Heroes of Might and Magic (New World Computing, Nival Interactive) (New World Company, The 3DO Company, Loki Software, Ubisoft) 1995-2007 Warhammer – Mark of Chaos (Black Hole Entertainment) (Namco Bandai Studios, Deep Silver) 2006 Total War series (Creative Assembly) (EA, Activision, Sega) 2000-2007 Perimeter (KD Lab) (1C Company, Codemasters) 2004 SimCity (Maxis) (Broderbund, Maxis, Electronic Arts) 1989 The Sims (Maxis) (Electronic Arts) 2000 Dune II: The Building of a Dynasty/ Battle for Arrakis (Westwood Studios) (Virgin Interactive) 1992 Stonkers (Imagine Software) 1983 The Ancient Act of War (Evryware) (Broderbund) 1984 Starcraft: Broodwar (Blizzard Entertainment, Saffire) (Blizzard Entertainment, Sierra Entertainment) 1998 Command and Conquer Red Alert (Westwood Studios) (Virgin Interactive) 1996 Homeworld (Relic Entertainment) (Sierra Entertainment) 1999 Total Annihilation Kingdoms (Cavedog Entertainment) 1999 Total Annihilation (Cavdog Entertainment) (GT Interactive) 1997 Emperor: Battle for Dune (Intelligent Games, Westwood Studios) (EA Games) 2001 Dune 2000 (Intelligent Games) (Westwood Studios) 1998 Age of Empires (Ensamble Studios) (Microsoft Games Studios) 1997 Warcraft 2: Tides of Darkness (Blizzard Entertainment) (Blizzard Entertainment, Ubisoft, Electronic Arts) 1997 Warcraft 3 (Blizzard Entertainment) (Blizzard Entertainment, Sierra Entertainment, Capcom) 2002 Goblin Commander: Unleash the Horde (Jaleco) (Jaleco) 2003 Kohan 2: Kings of War (Timegate Studios) (Take Two Interactive, Global Star Software) 2004 Spellforce: The Order of Dawn (Phenomic Games Development) (Encore, Inc) 2003 Supreme Commander (Gas Powered Games, Hellbent Games) (THQ) 2007 Sins of a Solar Empire (Ironclad Games) (Stardock) 2008 Warcraft: Orcs & Humans (Blizzard Entertainment) (Blizzard Entertainment, Interplay Entertainment) 1994 Dawn of War (Relic Entertainment) (THQ) 2004 By Michael Beardwood 06196705 Page 156 of 156