Real time strategy games fit into the same subset, for me, as subcompact enthusiasts. Yes, I am comparing lovers of all things *Craft to rattle-can primer small cars with exceptionally loud exhaust systems. They are an ingrown subcultural phenomenon that has it’s own internal logic, it’s own internal hierarchy of coolness, and most importantly, looks _completely_ retarded from outside it’s own walls.
I try to play RTS games. This is something of a fabrication; I am harried into playing RTS games by my roommate, who will try some new brand of top-down disentertainment and then, daily, pester me to play the game, each time I sit down to my computer, and sometimes when there are no computers around, say during dinner on the other side of town. Finally I will get tired of saying no, we get home and fire it up. He will then best me like a seasoned athlete competing against a special olympian and then look uncomprehendingly on as I demolish my own base after 20-30 minutes of him toying with me. He shakes his head without understanding my unwillingness to get into a minimally 5 hour long give and take battle (starting at 8pm) in a world devised by idiots, using a “standard” user interface methodology that could at best be described as “halfassed” and more accurately “piss poor”. I then explain that I _do not_ play RTS games. To which he responds, “You play them all the time”. My mind balks at this, but I cannot seem to break the chain.
Let me describe the perfect RTS game, for RTS gamers. Are you prepared? First off, it doesn’t matter what the setting is, it should be designed entirely as a vague formless world full of moving pointers, which can be skinned however the player sees fit, as it simply does not matter what it looks like, they are all the same. There should be no more than three, but no less than two resources to manage. Ideally, regardless of skin, the resource management should have a nonsensical display value. Instead of displaying how much you have of something, it should display the angle of the tangent of the curve on a plot of usage. This should be represented by a colorwheel, with fuscia indicating negative angles, and magenta indicating positive. Any single attack should be of blinding magnitude, regardless of it’s actual efficacy, preferably each bullet should cause a minor nuclear strike type effect, whiting out the screen for both players. Any important building such as a power generator (windmill for those playing with the elf versus dwarf skin) should be made of compressed cardboard, able to be destroyed out of hand by anything that happens by. The button which controls whether an action is acted out or cancelled should be random, or controlled contextually by how many times you have clicked each button in this round, indicated on screen by a shift to the right or left hip of a small indicator figure. For example if you have clicked the right mouse button four times but the left mouse button nine, and the azimuth of Uranus is even, you must _left_ click on on action icon, but then _left_ click on the screen to make that action take place. In all other cases, you must left click on the screen to select a unit and then right click somewhere else to have something happen. Incorporating control clicks and shift clicks is an easy and utterly acceptable way to obfuscate this more.
Another important design consideration is unit memory. They must not be able to determine anything by themselves. If the game engine includes a “queue” for actions or building, it should be unusable. No preempting the queue, and if anything else is clicked in the five minutes prior to or after the commands are given, the entire queue should be wiped. If you click on an enemy with a flying unit (refer to left click right click determination table above), it should fly there, attack, and then either hover over them exposing it’s soft, vital underbelly, or actually land in the midst of them to await the kiss of oblivion. If you click with a scout unit, it’s default action upon seeing an enemy should be to drive straight through, white knuckled, bearing the bullets with single minded determination, then park in the appropriate zone and stare down the enemy, waiting for death. Any sort of super unit must be slow. That is because, as we all know, all decisive and effective strategies for battle involve a huge, slow moving, hard to kill behemoth.
Finally, all RTS games should be shipped with a slightly-too-long trepanning bit for your drill, so you can properly enjoy it.