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*shrug*
The couple of single player campaigns aren't worth what they're charging, and with no pause this is a no purchase. Well... maybe 5 years down the road when it has a 90% discount.
Both had common similarities
1. Single player "skirmish" modes.
Skirmish mode is simply versus AI mode, offline.
2. Pause ability in single player mode.
You can queu and performed other actions while paused.
3. Army vs army
There was no micro nonsense. You simply built up an army and unleashed it onto another army.
--
RTS nowadays has innovated a lot, but they seem to be missing these basic, solo features for those who are not interested in co-op, competitive, or e-sports.
I'm still looking for the perfect army on army rts, produced at a high quality with features for solo offline players, but it seems these are few and far between.
I create a game where the point of the game is to take down the castle.
Players find a way to play the game differently, using the same rules in a different way.
According to the logic you've presented here, I should be angry that they are not playing the game the way I designed it to be here.
This is where your philosophy is fundamentally incorrect.
If a game I made was boring, but people found a way to play it differently and it makes the game more fun, I applaud that; I -do not- care how I originally designed it. Hell, I could even implement it into the actual program.
You seem to believe that "a game -can only- be played the way it was designed or intended", which is false in every sense of the word.
If I was streaming GTA V on a RP server, and you typed a message telling me I was in fact not actually playing GTA V, most people would honestly tune you out, because of the negative energy you let in.
No one would actually care what you felt about GTA V RP. They would just say "if that's how you personally feel, go for it. Doesn't change that it's real GTAV".
they're mainly from young people who don't know any better. gotta just ignore them
nope. pretty nuts eh