I think the pictures on the back of the box do enough to dispell any notion that it is an action shooter to be honest.Artemus_Cain said:I somewhat agree. All the reviews for Starcraft 2 are glowing and say it's perfect, but none have said it will win over people who aren't RTS fans like myself. Plus, I think the ad campaign is wrong. Looking at promos it comes off as an action/shooter title not an RTS. I can imagine young players not familiar with 1 getting it and be seriously dissapointed.
As for the greater idea of an FPS/RTS multiplayer hybrid, the problem is, quite simply, forcing cooperation. It's easy enough to round up a buddy to play a game with. Getting three can be a bit tricky. Getting dozens of like minded people to work together is just shy of impossible.
There are ways to address this issue I suppose. MAG attempted to give light RTS elements to squad commanders and leaders but left the player free to choose to follow a command or not. The methods used in that game were about as good as I've seen. First, the sheer number of people present in the game ensures that successfully attacking or defending any particular objective requires at least a mass of troops if not a coordinated effort. Then, you find that you are only allowed to spawn in certain areas of the map ensuring you are always in relatively close proximity to your team each time you die. Finally, players are given an experience bonus for actions taken in the vicinity of an objective they've been ordered to attack/defend/wash and wax.
The trouble with such a system, surprisngly, is not simply the result of griefers and bad players but rather in the hands of those in command. After a few matches in a given area, players come to expect a certain strategy to be used and a certain level of coordination to be in play. The RTS elements then become less strategic and eventualy even the command elements are basically just playing the exact same game as the rest of the team seeing as a bold new strategy is often met with mutiny. This would be the problem in all such games really. One cannot give too much power to the commanding player(s) for fear of alienating the other players. By the same token, without the ability to impact the battle in a meaningful way, players who may be well suited to the strategy aspect won't care for that portion of the game either.