Well, okay…you asked for it. But, don’t ask me to do another one - writing up this shit actually takes time.
Honestly, there are quite a lot of similarities to Fighters (let’s stick to 2D fighters for this discussion) and RTS games.
-
For starters, the most obvious similarity, in both genres, the best games are geared specifically towards competitive play. If you disagree, then I think you completely miss the point of both genres, because the full potential of either genre doesn’t even come close to being fully realized in single player, versus the computer.
-
Both games tend to have specific ‘characters’, ‘armies’, ‘races’, etc. that have their own strengths and weaknesses.
-
TOO many elements of competitive play between Fighters and RTS are shared. Let’s break it down into the most general things:
a. Controlling space. In a 2D fighter, the main object of the game is to use everything in your repetoire to control the playing field. If you control the playing field, you control what happens in a match; hell, you control the entire pace of the match unless your opponent can do something about it. In an RTS, it’s very similar, but you’re controlling a map, as well as resources. It’s more complicated, overall; however, my personal preference lies in 2D fighters, because there isn’t much of a comeback factor in RTS games - if you do something stupid and screw yourself, that’s pretty much it. At least, in 2D fighters, the comeback factor is there, albeit pretty low.
b. The ways of controlling space, beyond game-specific features (for example, fireballs control the entire set of space in their trajectory, while in RTS games, you can divide your forces to control space, provided you do it well enough), boil down to three things:
- Game-Specific Knowledge (know what moves beat what moves, knowing what your army will do well against in several hypothetical situations)
- Yomi, the ability to outthink your opponent (This should be obvious enough?)
- Technical Mastery (The ability to perform complex combos and cancels, the ability to micromanage efficiently).
In this case, I still favor 2D fighters for two reasons:
-
Yomi is more intense in 2D fighters, because of your need to try and anticipate an opponent within the timespan of less than one second, and
-
Technical Mastery plays far too important of a role in RTS games. Without much of an ability to micromanage effectively, you’re not going anywhere in an RTS game; however, if you are very good at outsmarting your opponent in a 2D fighter, you can bring that intensity to virtually any game and already be reasonably dangerous.
Now, just for the purpose of showing a few, more specific similarities and differences, allow me to take Sinistral’s “Sinistralian Princples” - a list of specific rules that he plays RTSes, specifically Starcraft, by - and compare them to fighting games:
1-Never build anything you can’t defend
- In 2D Fighters, every action you take is time that you can not guard yourself from an attack; you have to assess the risk of every action you take. In 2D fighters, this is more of a case-to-case thing, as you can take advantage of risky tactics and use them to easily dominate people who can’t combat them properly (i.e, excessive jump-in combos against people who don’t consistently use anti-air, using tough-to-escape tick throws versus people who cannot reversal consistently).
In both types of games, you want to conceal these weaknesses (or tactically employ them), and smash your opponent for leaving such openings.
2-Buildings don’t fight; units fight (a cannon wall won’t grow legs and magically walk over to the enemy base)
This is simply true; you can not block an opponent to death. While blocking (or, establishing some level of defense in your base) is likely imperative to victory, blocking will not bring you victory…or, in 2D fighters, since there is a time limit, blocking will not bring you victory unless you have ATTACKED, and have a lead by the time the clock runs out.
I personally enjoy this better aspect better in 2D Fighters, because I think that it leads to more diversity in strategy. It may not be ‘honorable’ to get a lead and wait out the clock, but there’s no honor in competition - there’s a winner and a loser. Within the confines of ‘not cheating’, I prefer to have the most options available to me.
3-Expand, expand, expand (more money=more units=win)
This is a fundamental to controlling space in RTS games. In fighting games, the likeness is to have favorable positioning. What’s my reasoning behind likening these two things?
In an RTS, when you make expands, you’re grabbing another territory that allows you to produce more units, and faster, while simultaneously occupying another large piece of the map, and making it harder for your opponent to produce more units more quickly.
In a fighter, when you gain favorable positioning, this means that your opponent is in a rough position where they have to choose from one of several risky, bad positions to escape or deal damage.
In almost every instance of this in BOTH genres, getting yourself OUT of these shitty situations doesn’t automatically reverse them and gain you the advantage - it just simply gets you out of a severe DISadvantage.
4-Money is meant to be spent (you aren’t sending your probes to harvard are you?)
This DEFINITELY makes more sense in 2D fighters than 3D - Super Meter is meant to be spent. The only difference is, in RTS games, when money is meant to be spent, it means that if you have a certain amount of money, you’ve done something seriously wrong.
In fighters, you just have to be deliberate and smart about how you use it. It might be better to burn your meter as soon as you have enough; it might be better to get full meter and use it for a rad-balls custom combo. Some games require meter for several things - some of these things may be more useful or less useful depending on the character. There’s a variety of ways to manage your ‘resources’, as it were, just as long as you’re making good use of it.
5-If attacked and you have a substantial force left, retaliate (why not?)
I’ve never wholly agreed with this; this assumes that your opponent is completely left open to attack. They might have done it simply to bait you, so that they can come in with a different attack force afterwards, or simply just to bait your remaining troops into their base.
Likewise, in 2D fighters, sometimes, you can leave holes in your strings simply to try and bait your opponent into doing something that leaves them vulnerable to being attacked. In the highest level of play (I’d imagine this is true in RTS as well), people severely punish this philosophy. The trick is to have a better answer than “why not?”
6-2 probes per mineral spot, 4 per geyser (if you built as close as possible). I recomment a minimm of 12+ probes on minerals at all times. (SC Only - though know how to maximize ressource use)
This is pretty specific to SC, as Sin mentioned - it falls neatly in place with my commentary on principle #4 though.
7-Always know what your enemy is up to. Send cheap scouting units like a drone , a marine, an observer, etc… to see what he’s up to and be able to prepare yourself for his attacks.
- This is also more specific to SC, but only because you actually have to go see what your opponent is doing; the idea is to have a battle plan, which is absolutely true in 2D Fighters. You should have a general plan for every specific matchup. Chun-Li versus Dee Jay: Turtle until you get meter, then you have a way of mounting an offense. Chun-li versus Balrog: You can keep him out with fireballs all day, but stop throwing them so liberally once he gets meter.
The big difference is that you don’t have to go find them to find out what they’re doing; from the outset of battle, you should ideally have an idea of what will work in the matchup you’re pitted against, and what doesn’t.
8-When you attack and the attack have substantial effects on the enemy base and you can send more, do so. In a street fight, if you had your mortal enemy into fetal position and you don’t stop, he’ll recover and get his revenge.
9-It is better to give than to receive (be aggressive)
Eight and Nine are both about the same thing - Pressing the advantage. There’s absolutely no need to change the words - that fits right about perfectly into a 2D Fighter.
The difference in 2D fighters is, though, that there are some characters where you might press the advantage by gaining a lead and keeping a character at a distance - that’s about the only thing, and even that is a case-to-case basis.
10- Upgrades are your friends
This is lastly, something pretty specific to the RTS genre; however, it’s obvious that you should take any measure that bolsters your advantage.
Conclusion:
In the end, the RTS and 2D Fighting genre are still about the same fundamental princples: Competitive play via controlling space on the play field, and pressing the advantage. However, the 2D Fighting genre boasts more variety, not only in selection of characters/armies, but in the strategies you can use to control space and press the advantage. Also, the pace of 2D Fighters tends to always be quick, whereas the RTS genre has a sort of up-and-down flow. For this reason, I claim that 2D Fighters are superior to RTS games in the scope of competitive play.
How’s that for ya?