Summary
- Fire Emblem’s Weapon Triangle added a simple yet effective rock-paper-scissors element to its tactical RPG gameplay.
- Total War’s unit types create derivative relationships like Missiles > Non-Swords/Cavalry, enhancing its large-scale warfare mechanics.
- Rise of Nations’ age element affects unique features and certain unit formations, making for a more dynamic strategy game experience.
Some outstanding gameplay mechanics in video games are based on straightforward ideas, like how “Age of Empires” advances factions through stages, or how “StarCraft” and “Command & Conquer” make their units versatile by assigning them properties that affect all units within a faction. In the case of “Fire Emblem”, it was the Weapon Triangle system, where units were categorized in a way that some defeated others, similar to rock-paper-scissors. The simplicity of this mechanic made “Fire Emblem” stand out, and other tactical RPGs developed their own variations of this concept.
Although Fire Emblem is classified as a tactical RPG, it doesn’t necessarily mean that the rock-paper-scissors system is unique only to this genre. In fact, there are other strategy games that incorporate variations of this formula in their gameplay, either by expanding on the concept or offering something more innovative. What are some examples of strategy games that employ a rock-paper-scissors mechanism, and how does this make them easier for players to grasp?
Special Mention: Fire Emblem
Although Fire Emblem is commonly associated with incorporating rock-paper-scissors into gaming, it’s essential to clarify that it’s a tactical role-playing game (RPG) rather than a real-time strategy (RTS). This association serves primarily to introduce the fundamental concept of the system and how it’s adapted in quicker RTS games. Interestingly, the Weapon Triangle, a signature feature of Fire Emblem series, was initially introduced in its fourth game, Fire Emblem: Genealogy of the Holy War. Unlike other strategy games that use rock-paper-scissors derivatives, Fire Emblem’s Weapon Triangle system adheres strictly to its in-game logic: Swords are quicker than Axes, Axes are stronger than Lances, and Lances have a longer reach than Swords. In the game, wielding an advantageous weapon type enhances overall accuracy.
Although the fundamental idea might be straightforward, different Fire Emblem games introduce unique twists. For example, Fire Emblem: The Sacred Stones introduces the Trinity of Magic, which expands the Weapon Triangle to include spells (Wind > Thunder > Fire). In Fire Emblem Fates, Anima allows these magic types to intertwine with the main triangle, creating a “secondary” formation (Swords/Tomes > Axes/Bows > Lances/Daggers).
1. Total War
Every Unit Type Has A Role To Play
In the intricate world of Total War, understanding its take on the classic Rock-Paper-Scissors concept might initially seem challenging. However, breaking down the various Unit Types into their essential characteristics can help transform even the most distinctive units into their RPS equivalents. Although they may have different names, Total War armies can essentially be categorized into basic relationships: Missile units (long-range) are superior against non-swords/cavalry, swords (melee) dominate spears, spears (mid-range) outperform cavalry, and cavalry (mobile) is effective against swords/missiles.
In the game Total War, it’s important to note that the relationships between unit types aren’t the only factors at play. For example, spin-offs like Total War: Warhammer introduce additional complexities such as Monsters (which are weak against Melee units), Artillery (effective against Armies and Monsters), and Hybrid units (with mixed strengths). The effectiveness of these units can also be influenced by various factors, including the number of them grouped into Armies, whether they have allies of different types, and even if they possess special buffs. Some games also feature specialist and unique units that can momentarily overcome these weaknesses.
2. Age Of Empires
Unit Types & Tech Tree Affect The Horizontal And The Vertical
In contrast to other strategy games where players simply produce one unit after another in an attempt to defeat their opponents, Age of Empires offers a more sophisticated experience by incorporating a dynamic Tech Tree system. Success in competitive Age of Empires requires careful management of resources for faster upgrades, which significantly impacts the relationships between different Unit Types. At a small scale, cheaper Infantry are followed by mobile Cavalry and then long-range Archers. When applied to territories, Defensive Structures are stronger than Infantry or Cavalry, while Siege Weapons overpower Defensive Structures.
In actual gameplay, things take on a whole new level of dynamism. During the early Feudal Age, I often use Scout Cavalry to assess my opponent’s advancement, with Spearmen being superior to Scout Cavalry which in turn is better against Archers according to the Unit Type hierarchy. However, mastering the right Build Order can propel players into Castle Age swiftly, allowing them to deploy stronger Crossbowmen or Knights that can disrupt this delicate balance. Advanced mechanics also introduce intriguing twists to the traditional unit dynamics, like later Age of Empires titles introducing Sub-Units that impact multiple Unit Types simultaneously, or factors such as Armor Class, Terrain, and Unit Composition influencing overall combat efficiency.
3. StarCraft 2
Real-Time Faction Dynamics, Multi-Unit Counters, Micro VS Macro
In essence, StarCraft 2 might be seen as an advanced version of Rock-Paper-Scissors, with intricate Multi-Unit Counters thrown in for good measure by some enthusiasts. However, what truly distinguishes it within the competitive Real-Time Strategy (RTS) genre is its intense emphasis on managing Micro vs Macro balances in real-time, along with the strategic depth provided by its Faction Dynamics. The choice of faction significantly influences one’s playstyle: Zergs are reactive and have weaker units but can quickly produce counters en masse; Terrans excel in both hard defense and late-game offensive power, while Protoss offers high-risk, timing-based strategies that can be incredibly rewarding.
A Build Order helps players prepare for specific strategies based on their factions, but they should adapt their construction plans dynamically to counter new enemy tactics. For instance, a Zerg player might find success with micro-managed Zerg Rushes to bother Terran opponents, yet the Terran can swiftly halt the attack by reinforcing heavily from an efficiently managed economy. Moreover, positioning and terrain play crucial roles: while the Zerg require open spaces to weaken Protoss units, the Protoss can leverage narrow terrains to exploit the Zerg’s weakness against individual combatants when cornered.
4. Dawn Of War 2
The Closest WH40K Has To A Hardcore Interpretation Of The Tabletop Title
Although Dawn of War 2 resembles Company of Heroes in terms of gameplay structure, it stands out as one of the top efforts for a Warhammer 40K adaptation due to its unique features. The resource management system based on points and building mechanics prioritize area control, offering a fresh experience each time because of the variety of factions with distinct mechanisms and an increased focus on cover and weapon enhancements.
In other words, Dawn of War 2 stands out as a prime illustration of a counter-based RTS game because each faction performs optimally when their unique specializations aren’t in action. For example, the adaptable Imperium of Man struggles when hit-and-run strategies disrupt their development, while the Chaos units relying heavily on psychic abilities falter when those psychics are neutralized. Similarly, the swift Eldar can be overpowered before they can utilize their speed, and the regenerating Necrons and rapidly produced Orks can be slowed if their crucial structures are incapacitated.
5. Command & Conquer: Red Alert 3
A Rowdy, Campy Alternate Timeline With Prominent Counter Mechanics
The success of the Red Alert series can be attributed to the same delicate act that its Command & Conquer ancestors performed, this time involving Westwood Studios carefully balancing the powerful Allied units against the more heavily armed Soviet forces. While the initial two games offered a somewhat equal playing field through a variety of units, the introduction of the Empire of the Rising Sun in Command & Conquer: Red Alert 3 provided players with a sneak peek into how Red Alert could employ complex counter-based mechanics.
In an altered timeline where the Soviets have erased Albert Einstein from existence, the eccentric world of Red Alert 3 emerges. This unique setting presents the Empire’s cyborg samurais and psychics, along with structures capable of teleportation. The game adds a dash of absurdity to its concept with its wacky three-way battle system. Despite some criticism for being overly counter-focused, Red Alter 3 demands that players make the most of each faction’s strengths: the Soviets with their powerful ground forces, the Allies with their strong aerial units and balanced ground troops, and the Empire with its dominance at sea.
6. Sins Of A Solar Empire
A Spacefaring RT4X
Space strategy enthusiasts seeking an immersive and intense cosmic adventure should appreciate Sins of a Solar Empire, offering players a selection among three distinct races: the industrial (TEC), psychic (Advent), or alien (Vasari). Spanning across a 3D battlefield dotted with celestial bodies like stars, planets, and other cosmic wonders, Sins of a Solar Empire takes space combat to new heights by integrating diplomacy, commerce, and colonization. This fusion of genres creates an engaging RTS and 4X hybrid gameplay experience, which we could call a ‘Real-Time 4X’ or simply RT4X.
Because of its intricate design, Sins of a Solar Empire incorporates a unique twist on the rock-paper-scissors concept throughout its ship and weapon types. Beyond the standard light, medium, and heavy classifications, these ships come equipped with weapons tailored to different kinds. It’s important to note that these aren’t the same across all ship classes. The complexity in ship designs, along with inter-faction interactions, is what makes Sins an exhilarating science fiction adventure.
7. Warcraft 3
The Blizzard Formula With Heavy RPG-Inspired Micro Sprinkled In
Instead of merely viewing Warcraft 3 as a fantasy-infused version of StarCraft, players will quickly notice that the gameplay dynamics significantly diverge once they delve into the intricate details of its various factions. The narrative unfolds during a time when an Undead plague, known as the Scourge, had ravaged Azeroth. Players embark on a journey tracing Arthas Menethil’s descent into darkness and the subsequent consequences his rise brings to the world. In terms of gameplay, each faction comes with unique characteristics that demand strategic consideration: the versatile Humans, the powerful yet expensive Orcs, the agile and ranged-focused Night Elves (with mobile buildings), and the Undead who rely on corpses for resources.
In contrast to StarCraft, Warcraft 3 features a greater number of RPG-like elements. Instead of merely focusing on counters for Terran, Protoss, and Zerg units, players in Warcraft 3 must contend with a variety of units that possess unique abilities which are often activated at strategic moments during the game. Furthermore, these units have distinct “classes” of armor and attack styles that counter each other.
8. Rise Of Nations
RTS Formula With An Aging Spin
Initially, Rise of Nations might appear comparable to Age of Empires with its advancement system, but it’s more accelerated because of its emphasis on territory. In this game, buildings can only be built near other friendly settlements, and units possess unique modifiers such as upgrades that enhance their overall effectiveness. Since the game covers different periods in history, units are typically categorized into Barracks (for infantry), Stables (for cavalry), and Artillery sections.
In contrast to other strategy games using a similar formula, what makes Rise of Nations stand out is the “age” aspect and how it influences a nation’s distinct characteristics. Each age has unique units available, but the real twist comes in when certain unit types can be employed under formations that have varying impacts. When utilized on suitable terrain with strategic planning, factions in Rise of Nations can offer an engaging gaming experience, even though it appears to follow a simple design.
9. Company Of Heroes
Point-Based Base Building Makes For More Thrilling Fights
In the setting of World War II, Company of Heroes may appear as a typical strategy game based on that period at first sight. Yet, upon closer inspection, it distinguishes itself through its innovative method of base construction using points scattered across the map. These points serve as resource hubs, enabling players to expand their bases around them – the scarcity of these points fosters competition among players, particularly in multiplayer modes, as they vie for control over them. Some buildings facilitate unit production, which can then leverage structures and cover for extra defense or even progress towards becoming more formidable through a system called veterancy.
Because of its simple structure in base-construction, the fight system in Company of Heroes makes it quite hard to resist playing. Infantry usually defeat Airborne units, Airborne units beat Tanks, and Tanks can overcome Infantry – but there are several changes like enhancements, updates, and unique unit characteristics that make the game more thrilling than its rock-paper-scissors formula.
Read More
- REPO: All Guns & How To Get Them
- 6 Best Mechs for Beginners in Mecha Break to Dominate Matches!
- How to Heal in REPO
- BTC PREDICTION. BTC cryptocurrency
- All Balatro Cheats (Developer Debug Menu)
- POL PREDICTION. POL cryptocurrency
- How to Apply Custom Tattoos From the Gallery in The Sims 4
- Monopoly GO’s Upcoming Events: A Comprehensive Guide for February 17, 2025
- LUNC PREDICTION. LUNC cryptocurrency
- REPO: How To Play Online With Friends
2025-03-12 12:37