RTS's have had a pretty rough history on consoles, Age of Kings and Command and Conquer have both tried and failed to make a huge impact in the console arena. So where does the future lie for RTS's on consoles? Thats a question both Lead Designer of Massive Entertainment Magnus Jansén and Senior Designer Mark Brendan of Swordfish studio's (who are developing the PC and the 360 versions of World in Conflict) are willing to discuss.

Can a Real Time Strategy game ever find a true home on consoles? It’s one of those deep questions that has seen four generations of console gamers argue the merits of a controller over a keyboard and mouse with their PC counterparts deep into the early hours of many drunken nights. To date, it has been no contest as the genre has excelled solely on PCs, with console ports merely coming off as cheap substitutes. But the next-generation machines have bridged the gap between the PC and console markets, certainly in terms of hardware, and all of sudden the humble RTS has a fighting chance on consoles. All of a sudden, there is the real possibility that the RTS may be as equally at home in your lounge-room, as it is in your study.



Over the coming weeks we are going to have a chat with some of the developers that are currently seeking to create a console RTS that the hardcore genre fans on PC simply can’t ignore. To explore whether or not the next-gen machines really can carry across the RTS experience in its full glory. First up we’ve taken a look at upcoming gem World in Conflict which – and we can say this from experience – is one of the finest RTS games we’ve ever seen. The PC version of the game is being developed by genre legends Massive Entertainment (who brought us Ground Control). It is been developed alongside an Xbox 360 version of the game, which is being built by Swordfish Studios. We asked both developers the same questions, to see if we could find a realistic truth in the fate of the RTS genre.
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  • 0
    tekmosis Sep 18, 07
    I don't think there's much competition. imo PC > Console. Consoles have their own little niches but when it comes down to it PC's ftw
  • 1
    Existenz Sep 18, 07
    If developers realised that the PS3 natively supports pretty much any keyboard and mouse, they could port all their PC RTS games onto a console.
  • 0
    black doom Sep 18, 07
    The Wii-mote could make for some pretty good RTS, I would love a Mario one, well actually I would prefer a Zelda one but Mario one where the player controls Peaches forces against Bowsers seems more likely.

    I am already picturing the armies of Toad mounted on Yoshi fighting Para Koopas who glide towards them.

    It could work really well if items could be equipped, like fire flowers and different armours, each character could be fully customisable. That would make for a nice RPG-ish throw in so that it would be a random game with a Mario label slapped on, as it would have a feature which could make it seem like the original platformers but at an army level war scale in doing that.
  • 0
    Seeker X Sep 18, 07
    Content is pretty much given...it's the CONTROLS that matter. And I sincerely doubt the Wiimote would be able to beat the PC's controls...I mean, two words: Hot Keys.

    On that note, the PC's real advantage would be mods really.
  • 0
    Gogetenks Sep 19, 07
    I feel that when creating an RTS on a console, it should be handled differently. The Wii is probably the closest system to the PC in terms if input, but it definitely does not mean they are identical. A console isn't a PC, and therefore such games should be created as entirely different games rather than follow the "rules" set by their PC counterparts.

    One game I'd like to mention here is Battalion Wars. It's a console RTS, although it has quite a bit of third-person shooting as well (although it was mostly just locking in and pressing A to shoot). It handled the genre very differently, it was designed for console use. You directly control one unit at a time (as in, full control), and you can switch through any other units and give commands. The second analog stick let you switch between groups, then select individual units if you please (you could also control everyone). You had commands such as Follow, Wait and Attack. You could do things like lock on to specific enemy and command a group to attack, then they will do so and kill anyone else afterwards. They could directly support you if you put them on follow, or they could wait. It was an interesting game, and I think it was a great example of how to create an RTS on a console. Not to say that it wasn't flawed, it definitely was. It just had little lasting appeal, after you beat the relatively short single player campaign there was nothing to do (no multiplayer, period, and no extra modes). However, it just worked, something most console RTS games don't do.

    A couple of developers to note the game (off the top of my head, I remember Itagaki), but it still is pretty much a sleeper hit. Personally, I think any RTS developer thinking of developing a real-time strategy game on a console should look at the game.

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