In the original game there was no fog of war , just the jet black shroud that disapeared forever once it was explored
FOG OF WAR = THE ENEMY OF DYNAMIC GAME PLAY
A regrowing shroud, aka fog of war has become the default for modern rts games.
Its inclusion means that rts games now feel visually and mentally cramped becuase all you see is edges of armies and edges of bases poking out of the fog...this is fine if tiny sneak attacks float your boat....but epic Kursk or Jutland style battles become almost impossible ! (if you gotta google Kursk or Jutland you should probably be playing angry birds instead
)
the original game got a nick name 'tank rush anyone ?' it was that dynamic !
tower wars were also common on high ore maps as you could chain buildings right across the map
play a few games with fog of war off and you soon understand the meaning of dynamic gameplay
One solution to increase dynamic play is to have the view/fog of war reveal distance doubled !...some play tests with this setting, will,l if you escuse the pun be 'very revealing' as regards 'play dynamics' and 'centre's of gravity'
Points to consider
If important buildings are fragile AND base defences are weak then you end up permanantly filling your base with lots of tanks, infantry etc..it being the only viable defence...boring crappy games which end when you have 10% more units than the enemy, thus being able to demolish their entire base in seconds due to the fragility of key buildings
If important buildings are very strong...like age of kings for example, then you win the game NOT by destroying the buildings but by surrounding barracks etc with your troops so they kill enemy troops as they pop out 1 by 1 while the barracks itsself is also slowly destroyed over the course of a minute or so....in age of kings it was possible to barrack/house new built units (up to a limit of about a dozen) inside the building which they were built...you would then release them all at once. (they could not be put back inside after)...also some buildings like the town hall, towers and castles allowed you to garrsion and un garsion at any time. The more units inside the greater the firepower of the castle.
If important buildings are weak (and they mostly are in redalert) then you need decent defences...aka a turret better than a tank or you would buy a mobile turret aka a tank!...and this is why base defences which are static must offer more bang per buck than mobile units....to compensate this there are many ways to weaken the enemy in redalert without actually destroying them.....low on power, steal there money, jam or disable radar, iron curtain on attacking units, air raids where there is no air defence, paratroopers, Tanya, scuds, artilery and cruisers which attack at long range. ...its these various ways of weakening your enemy that makes redalert, redalert, and makes redalert a good and fun game
fog of war is the real enemy, 90% of the map hidden 90% of the time as is 90% of the fighting and units movements....aka a lack of dynamic play
Thus to increase the dynamism of gameplay 'reduce the effect of fog of war' ...i dont like staring at greyed out terrain, fog of war has value, but the tendancy to turtle, creep and basewalk is the inevitable price you pay for an overpowered fog of war
remember...
redalert became a cult game WITHOUT fog of war !
remember the actual cause of a problem X is often the solution to problem Y
Fog of war was introduced to RTS games as computation power allowed.
Fog of war turns WW2 combined arms blitzkrig into WW1 style trench warfare
Fog of war was introduced due to 'player paranoia' , wanting to keep secret their plan
'oh i must keep my secret sweecret they all cried' ...tottally forgeting how fog of war,
at a stroke obliterates dynamic playstyles ! doh!
The original redalert gave us a fairly decent solution.....gap generators! ...the vast bulk of the map was not groggy grey but crystal clear. Enemy movements could be seen from afar BUT ONLY if you were looking , or had radar( the original radar was crude, just dots, not the OP GPS radar we have now in open RA which distinguishes unit types and buildings)
Want more dynamic play ? find ways to reduce fog of war, a more fruitfull debate than the circular arguments of unit v's building buffs !!!
Bigger and or cheaper gap generators
Longer seeing range (not the same as shooting range)
A Fog of war that regrows very slowly
No fog of war at all
A radar jammer type device that creates a circular fog of war ( a opposed to the game engine)
Gap generators generate total blackness, why not a wider greyness and or also?
With no game engine fog of war the benefit of this aproach is that the vast bulk of the map can still be seen with crystal clear clarity....aka dynamic play, armies and navies making large sweeping counter moves, players choosing when and where to fight a pitched battle...just like real war!
Q does redalert need fog of war ? ....no !...it would also work just as well if not better with giant gap generators of the grey or black variety
Hopfully after reading this you will understand one of the less disccused (but more important) reasons behind the original games critical success, aka no fog of war !, aka
tense dynamic gameplay that kept you on the edge of your seat. If the orginal game had a modern fog of war it may well have been lost in the fog of computer game history and we probably wouldnt be playing its descendant today !
The right solution is not one voted by the majority, nor is it a return to the past, nor is it a desire to be new or break from the past....the right solution always will be 'the right solution to the right problem'