Attractiveness of Real Time Strategy Games

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Attractiveness of Real Time Strategy Games Computer Science and Information Systems 12(4):1217–1234 DOI: 10.2298/CSIS141101054X Attractiveness of Real Time Strategy Games Shuo Xiong and Hiroyuki Iida School of Information Science, Japan Advanced Institute of Science and Technology Nomi, Ishikawa, Japan 923-1211 fxiongshuo, [email protected] Abstract. Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refinement values are calculated and compared with other type of games. It is found that StarCraft II has a zone value of game refinement. Keywords: game refinement theory, StarCraft II, real time strategy game, game progress, strategy tree. 1. Introduction Video games grow more popular every year and Real Time Strategy (RTS) is a sub-genre of strategy video games which does not progress incrementally in turns [3][2]. Our re- search interest is to know a theoretical aspect of attractiveness of such popular video games. However, any method or approach to quantify the engagement of target games is strictly limited. In other words, no mathematical theory has been established in this di- rection. The present study is the first attempt to explore the attractiveness of RTS using a new game theory which focuses on the game sophistication. Many efforts have been devoted to the study of strategic decision making in the frame- work of game theory with focus on mathematical models of conflict and cooperation be- tween intelligent rational decision-makers or game-players. Game theory originated in the idea regarding the existence of mixed-strategy equilibrium in two-person zero-sum games [6], which has been widely recognized as a useful tool in many fields such as economics, political science, psychology, logic and biology[10]. However, little is known about mathematical theory from the game creator’s point of view. An early work in this direction has been done by Iida et al. [4][5], in which a measure of game refinement was proposed based on the concept of game outcome uncer- tainty. A logistic model was constructed in the framework of game-refinement theory and applied to many board games including chess variants. Recently a general model of game refinement was proposed based on the concept of game progress and game information progress [8]. It bridges a gap between board games such as chess and sports games such as soccer. The next challenge is to apply the game refinement theory to RTS games. In this study we have chosen the domain of StarCraft II, which is one of the most popular RTS games[13]. We analyze the attractiveness of StarCraft II based on the game 1218 Shuo Xiong and Hiroyuki Iida refinement theory. In typical RTS games like StarCraft II, players build armies and vie for control of the battlefield. The armies in play can be as small as a single squad of Marines or as large as a full-blown planetary invasion force. As a commander, one observes the battlefield from a top-down perspective and issues orders to one’s own units in real time. Strategic thinking is key to success. Players need to gather information about the oppo- nents, anticipate their moves, outflank their attacks, and formulate a winning strategy[12]. StarCraft II features three distinct races whose armies comprise entirely unique units and structures. Each race has its own strengths and weaknesses, and knowing their tactical profiles can mean the difference between glorious victory or crushing defeat[11]. To our best knowledge, no one published any successful application of the game re- finement theory to RTS games. The main reason is that a RTS game is basically time- continuous[15], so any method to determine the game progress has not yet been estab- lished. In this study we propose an idea to determine the game progress of RTS games bases on a concept of strategy tree. In Section 3 we present the game refinement theory and in Section 2 we will in- troduce the concept of Real Time Strategy Game. Then, a concept of strategy tree will be described in Section 4 while showing how to apply the strategy tree to StarCraft II. Section 5 presents an application of game refinement theory to StarCraft II. Finally, con- cluding remarks are given in Section 6. 2. Real Time Strategy Game Real-time strategy (RTS) is a sub-genre of strategy video games which does not progress incrementally in turns. In an RTS, as in other wargames, the participants position and ma- neuver units and structures under their control to secure areas of the map and/or destroy their opponents’ assets. In a typical RTS, it is possible to create additional units and struc- tures during the course of a game. This is generally limited by a requirement to expend accumulated resources. These resources are in turn garnered by controlling special points on the map and/or possessing certain types of units and structures devoted to this purpose. More specifically, the typical game of the RTS genre features resource gathering, base building, in-game technological development and indirect control of units.[15] The tasks a player must perform to succeed at an RTS can be very demanding, and complex user interfaces have evolved to cope with the challenge. Some features have been borrowed from desktop environments; for example, the technique of “clicking and dragging” to select all units under a given area. Though some game genres share conceptual and gameplay similarities with the RTS template, recognized genres are generally not subsumed as RTS games. For instance, city- building games, construction and management simulations, and games of the real-time tactics variety are generally not considered to be “real-time strategy”. In a typical real-time strategy game, the screen is divided into a map area displaying the game world and terrain, units, and buildings, and an interface overlay containing com- mand and production controls and often a “radar” or “minimap” overview of the entire map. The player is usually given an isometric perspective of the world, or a free-roaming camera from an aerial viewpoint for modern 3D games. Players mainly scroll the screen and issue commands with the mouse, and may also use keyboard shortcuts. Attractiveness of Real Time Strategy Games 1219 In most real-time strategy games, especially the earliest ones, the gameplay is gener- ally fast-paced and requires very quick reflexes. For this reason, the amount of violence in some games makes RTS games close to action games in terms of gameplay. Gameplay generally consists of the player being positioned somewhere in the map with a few units or a building that is capable of building other units/buildings. Often, but not always, the player must build specific structures to unlock more advanced units in the tech tree. Often, but not always, RTS games require the player to build an army (ranging from small squads of no more than 2 units, to literally hundreds of units) and using them to either defend themselves from a virtual form of Human wave attack or to eliminate enemies who possess bases with unit production capacities of their own. Occasionally, RTS games will have a preset number of units for the player to control and do not allow building of additional ones. Resource gathering is commonly the main focus of the RTS games, but other titles of the genre place higher gameplay significance to the how units are used in combat, the extreme example of which are games of the real-time tactical genre. Some titles impose a ceiling on the number simultaneous troops, which becomes a key gameplay consideration, a significant example being StarCraft, while other titles have no such unit cap.[15] 2.1. Micromanagement and macromanagement Micromanagement refers to when a player’s attention is directed more toward the man- agement and maintenance of his or her own individual units and resources. This creates an atmosphere in which the interaction of the player is constantly needed. On the other hand, macromanagement refers to when a player’s focus is directed more toward eco- nomic development and large-scale strategic maneuvering, allowing time to think and consider possible solutions. Micromanagement frequently involves the use of combat tac- tics. Macromanagement tends to look to the future of the game whereas Micromanage- ment tends to the present.[15] 2.2. Criticism of gameplay Because of their generally faster-paced nature (and in some cases a smaller learning curve), real-time strategy games have surpassed the popularity of turn-based strategy com- puter games. In the past, a common criticism was to regard real-time strategy games as “cheap imitations” of turn-based strategy games, arguing that real-time strategy games had a tendency to devolve into “click-fests” in which the player who was faster with the mouse generally won, because they could give orders to their units at a faster rate. The common retort is that success involves not just fast clicking, but also the ability to make sound decisions under time pressure. The “click-fests” argument is also often voiced alongside a “button babysitting” criticism, which pointed out that a great deal of game time is spent either waiting and watching for the next time a production button could be clicked, or rapidly alternating between different units and buildings, clicking their respective button.[15] A third common criticism is that real-time gameplay often degenerates into “rushes” where the players try to gain the advantage and subsequently defeat the opponent as quickly in the game as possible, preferably before the opposition is capable of successfully 1220 Shuo Xiong and Hiroyuki Iida reacting.
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