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Categories of Action in Strategy Gaming

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In this article, I'm going to seek to elucidate a theory of how players' actions operate in the context of strategy games - mostly, in a competitive setting, though I think it also applies to single player or co-op as well. Specifically, I'm looking at how games' rules direct player action into one of 4 interrelated categories of action, which I'm calling "Preparatory" actions, "Anticipatory" actions, "Direct" actions, and "Reactionary" actions.

'll take a look at each category separately, using examples across a range of games, and then talk about how these relate to one another, and where I feel existing game design could do a better job of providing a more rewarding experience.


Categories of Action in Strategy Gaming


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5 years ago
Interesting, though I'm not sure where I'd put ZK in that. On the one hand, preparatory actions are a big deal (economy is king), but anything to do with production is usually done anticipatorily, and with enough BP reactionally. Of course, we don't have many abilities, but unit positioning and targeting is still quite important, even if it's a skillset not a lot of players focus on.
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5 years ago
I'd argue that there is very little Preparatory Action in Zero-K.
Proper economic play in Zero-K comes down to Reactive and Anticipatory Action on most maps.
It is the standard Rock-Paper-Scissors of Expansion->Defense->Harassment->Expansion.
Outside of the meta in understanding factory balance and how different maps play, Preparatory Actions in Zero-K have pretty short time spans compared to the builds of Starcraft or the basebuilding and economy expansion in Supreme Commander/Forged Alliance.

"Preparatory actions that provide a high degree of control of economic outcomes."

Even if the economy have a high degree of freedom, the economic outcome usually only comes down to a single number.
It fallacious to assume that higher complexity in the economy leads to more options. Without interference from the enemies plans, it is just a single player game in the style of a puzzle and/or an optimization problems.

Optimization and solving puzzles are fun and many games are made for it like in SimCity and Factorio for example, but just adding those mechanics to a RTS would most likely just add tedium and frustration.

The author uses the Adjacency system in Supreme Commander as an example.
Personally I think the Adjacency system in SupCom is one of the worst systems for economic "freedom" as they add a lot of complexity and optimization problems with very few strategic implications that actually matters for your opponents plans or even your own plans.
+2 / -0
Comparing to Starcraft in particular I would say that Zero-K requires the player to spend less time on "preparatory action" but it is more difficult to learn to perform well, on account of several factors:
- Fewer learning resources (smaller community, but even ignoring that a ZK build order would be much harder to write because of the following points)
- Larger variety of maps (popular Starcraft maps at any given time are fewer in number and much more standardised; the SCII community would probably have a collective fit if it had to deal with maps like Living Lands, Eye of Horus and Aurelian in the same MM pool)
- As a general rule in ZK you need to react to your opponent earlier and to a larger degree than in Starcraft (dealing with factory matchups and early aggression); as a corollary, preparatory play in ZK requires much more adjustment to circumstances (as opposed to reliable timings and plans) than other RTS games
+3 / -0


5 years ago
quote:
"Preparatory actions that provide a high degree of control of economic outcomes."

Even if the economy have a high degree of freedom, the economic outcome usually only comes down to a single number.
I don't think he is talking about preparatory actions creating choice or depth, as "control" is not quite the same as choice. Players have a high level of control over the economic outcome in the sense that their skill at executing the fiddly little optimisation has a large role is determining their final "economic number", as you put it.

I think the article is about the mere enjoyment that can be derived from physically issuing commands ('actions'), with examples of a few of the more common types of action. There is fun to be had in simply interacting with game systems, at least if the systems are well designed. The question of whether taking an action is a decision, while present, is not the primary question of the article. The main thesis of the article is that games should provide players with a variety of types of actions.
+1 / -0
I would also make the observation that many of my most memorable victories or events are based on Anticipatory action (having an Imp or Snitch in the right place at the right time, positioning a Thunderbird such that it is outside of enemy radar coverage but able to come in at the right angle at the right time, throwing away a small raiding force to destroy a radar so that my main army can manoeuvre secretly at a critical juncture, adjusting my army composition to counter what I expect my opponent is about to do, et cetera.)

I don't know whether this describes other people's experience.
+3 / -0
I think large impact Anticipatory actions is one of the biggest drives for people to play RTS.
Like one of the biggest drives for me is to tinker and discover new tactics and strategies and then executing that strategy in a game and winning. Being able to lure the enemy into a trap feels so good. Part of the enjoyment here can also be Preparatory.
However, large impact Anticipatory actions means that there is small room for a comeback which can arguably be bad for gameplay so I wouldn't say that I know where to draw the line. Also, as the game matures, these traps usually becomes part of the metagame rather than feeling like you fooled or trapped your opponent and it becomes more of a risk vs reward situation
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quote:
large impact Anticipatory actions means that there is small room for a comeback

I think most of my comebacks ever were in forms of some kind of high-payoff Anticipatory action, namely traps.

quote:
Also, as the game matures, these traps usually becomes part of the metagame rather than feeling like you fooled or trapped your opponent and it becomes more of a risk vs reward situation

Another reason why i think this is a comeback mechanic type of thing. If you're losing a conventional low-stakes fight, you can opt to raise the stakes.
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I think most RTS have raising stakes in their game options built into the tech and/or scale progression.
Like you start with basic units with little variation and then more options opens up as you play which have more Rock-Paper-Scissors effects.
Like nukes for example. If a nuke gets through, you probably win the game but if the enemy spends resources to scout they will probably make an anti-nuke in time or they just make an anti-nuke blindly.
Like if you want a game to end, you can have a tech progression or a superweapon that forces the enemys hand and the game is likely to end from there.
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