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Face Off: FPS vs. RTS
April 08, 1999   Dennis Thresh Fong > [View My Other Articles]
Kenn Hwang > [View My Other Articles]
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Introduction

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Thresh's comments in BLACK

Kenn's comments in BLUE

FPS vs. RTS

Thresh
I can already tell this is going to be one hell of a discussion. When Kenn approached me and asked about doing a "genre" Face-Off, I first thought "No way am I gonna open that can of worms!" Then I got around to thinking about some of the topics proposed, and after coming up with a few of my own, I began to think that although it would sure to heat up our servers with flames, but there most definitely valid points on either side. So what the hell. I figure "I'm game."

Kenn
Well, I figured that you've played enough FPS games to give it a fair argument, and contrary to popular belief, you've actually got enough RTS hours under your belt to keep from seeming like a complete fool. :) I on the other hand will be arguing from the point of a mere "enthusiast" so the repercussions will be slight. Sound good to you?

Thresh
You're actually a really slimy bastard, you know that?

Kenn
Thank you, thank you.

Thresh
Well, let's get on with it. I hereby state that first person games are much better than real-time strategy games yadda yadda yadda.

Kenn
That was weak, man. Put some heart into it!

Why FPS Rocks

Thresh
Fine, fine. All right. The First Person Shooter (FPS) and Real-Time Strategy (RTS) genres are both relatively new in the gaming industry. The technology to portray convincing first-person worlds in 3D started with id Software's take on Castle Wolfenstein, appropriately labeled Wolfenstein 3D. The genre really took off with their follow-up game Doom, and now FPS games are what push the limits in computing power, 3d acceleration, and visual splendor.

Real-time strategy games started with Westwood Studios' Dune II, which featured 3 races in mission-based battle over Frank Hurbert's epic world of Dune. This genre ballooned with success, as it was more mass-market than FPS, and today the culmination of RTS development can be seen in games such as Cavedog's Total Annihilation and Blizzard's Starcraft, with sure-fire hits Command and Conquer 2 and TA: Kingdoms just around the corner.

While it'd be hopeless to try and argue about which genre is more fun, I thought we might be able to take a stab at what takes more SKILL. So without further ado, let the flame war begin!

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 Table of Contents


 Failed Game Ideas
Turn-based FPS
Players run around a level until two confront. Players then enter a menu where they target their opponent's body parts for location-based damage and specify a direction to dodge. Dice are rolled to determine hit percentage. Repeat until one player retreats or is killed.

Pacifist Quake
Players run around fully-3D worlds in real-time, wielding only the Quake II Waves: flipoff, salute, taunt, and point. Scores easier to determin on levels with lava.

Real-scale War RTS
Every unit represents an individual soldier in a full-scale intergalactic war. Generals must lead their armies to victory in real time. High-end computer required.

RTS Board game
Real-time strategy in a classical pencil/paper/dice game. GM must be able to react quickly to commands and actions called out by players, and calculate damage on the fly. May be too laggy with more than 2 people in a game.


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