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AllThingsRealTime
United Kingdom
Приєднався 29 січ 2014
The podcast for all fans of realtime strategy. Join us as we discuss All Things RealTime!
STORMGATE: Does RTS need to evolve?! with Blodir | ATRT with HaRT & Lorimbo: S2E7
We invite friend of the show Blodir to discuss Stormgate and the future of RTS: does it need to evolve to survive, or is the genre as alive as ever?
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Відео
AllThingsRealTime IRL - The afterMath Crossover with @afterMathRTS | ATRT: S2E6 with HaRT & Lorimbo
Переглядів 147Місяць тому
In this very special episode, the boys are joined by special guests from the Supply Cap podcast - afterMath Theory and afterMath Albino - see the second half of this episode on their channel: ua-cam.com/video/Tjpu8olEXvY/v-deo.html . And subscribe to them HERE: www.youtube.com/@aftermathesports/videos
STORMGATE: NOT SO SMOOTH SAILING?! | ATRT with HaRT & Lorimbo S2:E5
Переглядів 6592 місяці тому
The boys discuss the last few weeks since the Stormgate launch, (im)balance, Stormgate eSports, and, as always, game design!
STORMGATE: THE LAUNCH! | ATRT with HaRT & Lorimbo S2:E4
Переглядів 4253 місяці тому
The boys discuss the Stormgate launch, EWC and audio issues - which are still present in this episode. Comment "decibels" below if you actually read this. Timestamps: 0:00 intro 4:00 EWC discussion starts 40:00 Stormgate discussion starts
STORMGATE: TEN TOP TIPS WE WISH WE KNEW | ATRT with Lorimbo & HaRT
Переглядів 6333 місяці тому
The boys give you some top tips if you're trying out Stormgate for the first time. Stick around for more tutorials!
STORMGATE: REACTING TO REDDIT?! | ATRT with Lorimbo and HaRT S2:E3
Переглядів 4423 місяці тому
The boys discuss the state of /r/Stormgate, /r/starcraft and /r/BattleAces in what will go down in history as one of the highest effort and production quality podcasts of all time.
STORMGATE: The Last Alpha! (Frigate) | ATRT with HaRT and Lorimbo: S2E2
Переглядів 3834 місяці тому
The boys discuss the final Stormgate alpha release, Frigate, ahead of the open beta in 2 weeks!
BATTLE ACES: The FIRST FAST-ACTION RTS?! | ATRT S2E1
Переглядів 1484 місяці тому
The boys discuss the first-ever fast-action RTS on the scene: Battle Aces.
AllThingsRealTime IRL - SEASON 1 FINALE
Переглядів 1034 місяці тому
The Boys meet in real life (IRL) and it goes about as well as you'd expect - more content soon!
THE SIEGE UNIT RANT | ATRT: Episode 11
Переглядів 1986 місяців тому
The boys discuss some of their most hated and most loved unit designs, mechanics and interactions for 2 hours. Lorimbo shouts a bit (volume warning)
ZeroGRELL?! | ATRT: Episode 10
Переглядів 1556 місяців тому
The boys discuss the future of the channel, as we switch from Zerospace back to Stormgate coverage!
ZEROSPACE: PATCHING the GOAT?! | ATRT: Episode 9
Переглядів 977 місяців тому
The boys discuss the recent balance and QoL changes to the Zerospace beta! 0:00 Intro 2:00 Grell Changes 23:40 Legion Changes 49:00 Protectorate Changes 59:30 Merc Changes 1:10 :00 QOL Changes 1:12:15 Hotfix 1:17:40 General thoughts on the game 1:34:00 Outro
ZEROSPACE: MEET the GRELL?! (LIVE Coaching)
Переглядів 1027 місяців тому
The best Grell player in the world, Lorimbo, teaches a newbie how to dominate - and shows some of the faction's power in the process.
ZEROSPACE: ZEROSLEEP? | ATRT: Episode 8
Переглядів 2007 місяців тому
Lorimbo and HaRT discuss the past, present and future of Zerospace, the next pre-release RTS to hit the scene. 0:00 Intro 2:56 Races 5:00 Protectorate Overview 8:28 Grell Overview 21:05 Legion Overview 28:10 Topbar 44:55 The Balance & Communication with devs 53:10 Frustration in lower leagues 1:00:00 Communication on patches 1:05:00 ZS Tournament 1:27:33 What's Wrong With ZS 1:52:00 Skill expre...
STORMGATE: The STATE of RTS | ATRT: Episode 7
Переглядів 3378 місяців тому
STORMGATE: The STATE of RTS | ATRT: Episode 7
STORMGATE: State of the (STAR)Gate?! | ATRT: Episode 6
Переглядів 1648 місяців тому
STORMGATE: State of the (STAR)Gate?! | ATRT: Episode 6
STORMGATE: Beat Lancers the Easy Way! | Win Like Lorimbo
Переглядів 2548 місяців тому
STORMGATE: Beat Lancers the Easy Way! | Win Like Lorimbo
STORMGATE: Design in RTS (ATRT: Episode 5)
Переглядів 2608 місяців тому
STORMGATE: Design in RTS (ATRT: Episode 5)
Lorimbo's Design Dives: Air units (Episode 3)
Переглядів 1259 місяців тому
Lorimbo's Design Dives: Air units (Episode 3)
Lorimbo's Design Dives: How Speed Morphs a Game (Episode 2)
Переглядів 1019 місяців тому
Lorimbo's Design Dives: How Speed Morphs a Game (Episode 2)
Lorimbo's Design Dives: The Lancer's Identity Crisis (Episode 1)
Переглядів 3669 місяців тому
Lorimbo's Design Dives: The Lancer's Identity Crisis (Episode 1)
STORMGATE: A NEW CHAMPION?! (ATRT: Episode 4)
Переглядів 959 місяців тому
STORMGATE: A NEW CHAMPION?! (ATRT: Episode 4)
STORMGATE: State of the Gate 2 with Bosse (ATRT: Episode 3)
Переглядів 3229 місяців тому
STORMGATE: State of the Gate 2 with Bosse (ATRT: Episode 3)
STORMGATE: HOW MANY DRAGONS?! (TANC7 FINALS)
Переглядів 799 місяців тому
STORMGATE: HOW MANY DRAGONS?! (TANC7 FINALS)
STORMGATE: GAUNT DROPS IN IVI!? | Win Like Lorimbo
Переглядів 4049 місяців тому
STORMGATE: GAUNT DROPS IN IVI!? | Win Like Lorimbo
STORMGATE: Don Ilya STRIKES BACK with Early Dogs (TANC7)
Переглядів 1109 місяців тому
STORMGATE: Don Ilya STRIKES BACK with Early Dogs (TANC7)
AllThingsRealTime - IEM Skill Issue with Fjant! (Episode 2)
Переглядів 1489 місяців тому
AllThingsRealTime - IEM Skill Issue with Fjant! (Episode 2)
STORMGATE: Lorimbo STOMPS Don Ilya in the RO4 (TANC7)
Переглядів 1559 місяців тому
STORMGATE: Lorimbo STOMPS Don Ilya in the RO4 (TANC7)
STORMGATE: Dragon DESTROYS Lorimbo's Tournament Dreams? (TANC7)
Переглядів 1299 місяців тому
STORMGATE: Dragon DESTROYS Lorimbo's Tournament Dreams? (TANC7)
STORMGATE: AllThingsRealTime - State of the Gate with Lorimbo & HaRT (Episode 1)
Переглядів 3669 місяців тому
STORMGATE: AllThingsRealTime - State of the Gate with Lorimbo & HaRT (Episode 1)
Battlerite don't have lane and is a MOBA
Any opinion on Santuary?
Favourite podcast episode of all time, not biased at all 🤙
I think where sc2 really struggles on ladder is coin toss builds. and also recover mechanics becoming overrun mechanics when your opponent doesn't know how to respond
Does Lorimbo plan to make any beginner Zerospace content for the beta? I was in the previous alpha and got completely overwhelmed by how many powers/choices there were, even though I liked the look/feel. I tend to learn best following a guide first, then slowly building on top of that
@@sticklane We made a tiny bit of ZS content last release - I'm not sure what we're allowed to share in the next release, but we'll be doing all we can for sure! Stay tuned as we transition the pod to focus on ZS and Battle Aces for the foreseeable too - H
im with hart here, we need to steal moba elements. Imagine yone, ksante, and briar in sc2. Oh wait thats zerg
RTS have always been distinctive between different titles. dow 1 vs C&C vs sc vs wc3 vs Supreme commander vs AoE. The difference between RA2 and AoE is as big as battlefield and rainbow 6 siege, and even more with supreme commander. I have no doubt an indie RTS will come up and take the spotlight. There's a very large passionate RTS group across different titles, BAR is the highlight how much love the genre has
There are actually a lot of parallels between RTS and the tournament table soccer scene. Small community means that everyone who plays is pretty good. Even the rawest tournament player is better than any bar players. New people often show up, get stomped, and never come out again. You have to program events/formats specifically for those players to retain them, and even then some just won't stick, aren't interested in practicing, which is totally understandable. The one advantage is that it's by default a team game (teams of 2). Almost no new player likes singles-they don't have the skillset yet. But those same players can enjoy contributing alongside a stronger player, and it's often motivating to be paired up with a beginner. I love Blizzard style RTS, but I think in order to break into wider appeal, the emphasis has to be on team play. It's so much easier to get someone to join in with you than to to get them to stare down a 1v1 queue.
@@sticklane I don't know if there's a term for the effect, but it's everywhere you look really. Fighting games (I think we talk about in the pod), racing games, speedruns, etc. but also in irl sports, like you said! Thanks for your comment -H
We don't need another moba rts, what we need is something new, not a rehash of an 14 year old game. Look at what platform games achieved in that same time: Ori, Mario Odyssey, Hollow Knight. All we got is some old microwave reheated ready dinner. Nah thanks i will stick to Age of Empires and Total War until you guys figure out there are other ways of playing real time strategy. People living in the past wasting our time and money.
@@MateuszGUN123 I don't think we need moba/rts crossover, but I think as genres go, they're close enough that sharing ideas makes sense - I basically think there are lessons to be learned from hugely popular genres. Familiar mechanics/themes can help to "convert" fans of other games too, though. "It's like Pokémon with guns" got a lot of people to play Palworld! Appreciate your thoughts! - H
Underappreciated fact about incentives in regards to game engine is that companies want widely available engines like UE or Unity for safety and flexibility. If you're forced to make your own engine then you also need to maintain it, if your employees leave then they leave with pretty idiosyncratic knowledge so their replacement needs to be trained for months before they get productive to sensible degree. Which of course doesn't happen with UE or Unity because there are tons of people on the market with that knowledge so there's no risk and there's no need for extensive onboarding. If any of these engines had tools and design that would be supportive of basic RTS dynamics then things would probably look a lot different. And there's no real incentives for that support either given how investors or whatnot see RTS genre at large. Outside of engine thing and difficulty of stuff like netcode or pathfinding which disincentivize working on RTS I would also add that modern expectation is for everything to be multiplatform and game being coherent/identical between different platforms and that is also very hard to execute in this genre (if not impossible). Grim Dawn devs are making an RTS game and their lead had an interview semi-recently that touched on that - during talks with publishers when he pitched their RTS game publishers were annoyed and said that they could do something else that could reach people on consoles as well. I don't know whether there is any realistic sensible solution to these difficulties and it is not something that developers (no matter how passionate they are) can solve by themselves. For that reason I find it very unlikely for RTS games to be big like people think they used to be back in the day. At the moment they are in healthy state being practically an average video game genre in terms of numbers, engagement or what have you and keeping it that way will be great enough success, imo.
Another thing is that even if these difficulties were solved and we didn't see any major obstacles in development of RTS games I still find it unlikely that we would see the engagement these games got back in the day. And reason for my disbelief is that RTS spawned or popularized several other genres over the years. Like you said there's really nothing unique about RTS in particular. So people who used to play them back in the day nowadays might settle on city builder like Anno, autobattlers like Mechabellum, grand strategy games or shit like HoI depending wholly on what part of RTS design they enjoyed the most. Simply put there is just much more competition for it in pretty much the same niche than it used to be in the past and people's time didn't get any bigger to make place for everything.
@@locksmith4707 that's a really interesting and good point. As far as I know, the SC2 editor engine came first, so devs coding the SC2 campaign had to learn the editor before actually contributing. It's possible this is a better way to do things, though, as constraints can improve methods and interpretability. Interesting to think about.
Talk about grey goo you COWARDS
@@akow2655 1M sub special will be 4h of grey goo discussion and gameplay I promise
Great podcast as always, but please consider adding timestamps in the video, would be great to know which part is for what so I could selectively watch if I don't have a few hours to go thru the whole thing. Thanks for the video, keep it up!
Comment section so busy no one can see I like league
Shame
bestest podcast in the world ‼
44:51 This is a really key point imo. A lot of the basic units are not interactive enough yet, you just have to kite or get kited. I never thought I'd pine for Stim, but Stim at least makes Terran have to weigh when to use it.
The contrast between Exo Stim (which is called Quickdraw Hustle - for those who haven't kept up) and Marine Stim is really interesting. Stim is obviously powerful, but also has clear punishments for over-use, which prevents endless kiting, without medivacs at least. Quickdraw Hustle is so much less interactive because there's no drawback, there's no timing to it, there's no flash. I also dislike it because it's a bit of a "win more" mechanic, in the mirror, for example, whoever hits first gets a big advantage, and can't run their own exos away, because the opponent has increased movespeed. Would love to see QH reworked - thanks for your comment, H x
U guys are missing the point. You just need a well executed RTS. There's a lot of space to explore there without being reduced to a "clone". I think aoe4 is actually a good example of this. It is a legit traditional RTS, but it has plenty of unique features for each faction, the landmark system, etc. The only problem with aoe4 is that it was badly executed in every way imaginable. Despite kinda sucking balls it still has a relatively large playerbase to this day, because the traditional RTS formula works (that's what got the genre popular in the first place).
And yeah completely disagree with "RTS aren't profitable". Remember that recent hero shooter with like 100m+ budget and sub stormgate playerbase? If you make a bad game it's not gonna be profitable. Besides, I'm fairly certain microsoft has made some coin from aoe4 (while being mid at best) and certainly from the n-th aoe2 re-release (that's why they are re-releasing all the age titles, they make good money)
@@Blodir_ No, i don't think it's quite that simple. The problem with the "well executed RTS" is that it's a very vague and generic bar to pass. Different people like different kind of features in RTSes and there are compromises to be made between the various playerbases. Even stuff that one might think is just technical improvement(such as pathing) has more nuance than one would expect (BW being such a beloved game with a terrible pathing comes to mind). As for the profitability argument, the general talk was more extended than just new installments in already existing series: While aoe4 sold very well, and certantly had some innovation, it's really the closest game we've ever had to aoe2. In fact you can take the same series and notice just how many titles and spin offs that were diverse were actually made between aoe2 and aoe4 that didn't see much success (aoe3 comes to mind). The recent success of age of mythology retold proves that there's still a market for those games, but i wouldn't call anything i saw in them particularly innovative. In respect to new and upcoming titles, the scenario looks even worse. There have been a LOT of rtses trying to break into the market in the last 10 years and i can't recall one that actually had nearly the same level of success as the mainstream series. From grey goo to supcom, from igp to bar and on, i've seen a lot of innovation, but not a lot of money and or playerbase. To be fair to your argument, i do think that's possible to make rtses that are technically profitable(sell more than they cost) and i should have been cleared that i meant profitable in comparison to other genres, since i was thinking about the returns on investments of RTSes compared to MOBAs or shooters. As a final remark, there are certaintly games of very popular genres with a LOT of money into them that spectacularly fail, concord being an excellent example. But there are also games in those same genres that actually see widespread success, such as deadlock. I don't see the same success promoting good gameplay in the rts market, at least not a comparable scale. If you are interested in dicussing this further feel free to hit me with a dm, you know i love discussing rtses with you, and if you want we make even make it an episode! Lorimbo
finally the banana story is publically available on the internet for all to see
We getting paid yet?
Not a single cent
Like a poor mobile port of SC2 lol
You guys put a big smile on my face with every upload. Great to have someone realistic discussing the issues surrounding stormgate and rts in general. Lots of drivel out there as you've said yourself. Appreciate the content, thanks!
legion td 2 and squadron td are both based on a wc3 map as i understand. Also ltd2 is really awesome
Damn i knew they were based on an arcade but forgot the details, thanks for the clarification. L.
btw I disagree 110% about "rts needs to change to stay alive". Literally all you need is a modern well polished aoe2 and it would be incredibly popular
This was the whole selling point of Stormgate - I think a market there exists. SC2 is still very popular, and would be more so if there were more regular content and balance updates. It's apparently harder to do than it would seem! It's also, in my opinion, not enough. This model splits your audience, with a bunch saying "I'll just keep playing SC2" and a bunch of people who will think they've "been there, done that". We need to tempt people back from other genres, not just switch them between existing titles. I think it's also telling that SG gets so much flak for being "too similar to SC2" - it's clearly "SC2 inspired" , if we're being charitable, yet at the same time it seems everyone just wants a rejuvenated SC2/AOE2/BW/WC3 etc.
Can't wait for the intro to grow to 20 minutes and "shit gaming article" to become an hour :) Looking forward to hearing what's on your minds. One of the better parts of Stormgate was finding this show.
Thank you for the episode, haven't watched it yet but i know i will love it
Wheres bar episode?
you are the reason we put the bar meme in
@@lorimbo11 i'm honored!
Hell yeah new episode! Always enjoyable guys
:)
where is the grey goo content you frauds
Yeah, even back in the "patchzerg" era of bl/infestor sc2 I hated when commentators would make a big deal about players only winning because of imbalance. Like the fact of the matter is that doing well or winning a major tournament requires massive amounts of time and effort and to ever imply that a player just burger flipped their way to an imba win is super disrespectful.
where is the ATRT patreon page? ;)
I'm not sure our content is worth your hard-earned cash yet - if you want to support us financially, feel free to sub to one (or both) of us on Twitch, we shouldn't be too hard to find! :)
thank you so much for your content i miss the pylon show so much and i feel like this content is providing for a need that is severely lacking in the RTS community. Twitch and reddit atm for stormgate are so toxic that you can't even get reasonable discussions about the game going anymore just too many people complaining about dogs and creeps.
Unfortunately, Stormgate inherited some of the worst parts of SC2 community, e.g. balance whining, toxicity and poor discussion (looking at you, Bnet forums). Thanks for your kind words!
I agree
What a great video! After watching on 32x speed I can confidently say I completely agree with everything Lobo and Hurt said about Dune 2000 and Command and Conquer mobile!
I only watched on 31x speed, so finished a bit late, but the part where he said "it's siege tank time" and recalled the chrono miner was epic ngl
Like and subscribe and we'll pay top 112 ranked GM player Loklok to make Dune 2000 guide
These videos raise my T levels
Interview with Liver King coming soon
game is garbage
5:31 Lmaofao out the blue that was! never change guys.
decibles People should stick with Stormgate, which will get better and better IMO
Watching the SG section two weeks later is brutal.
@@Henour Eek - no comment, but you can expect us to cover this soon 👀
Hey Lorimbo! Super interesting video. One thing that really stuck out to me about the discussion that happened around 1:45 ish with the creep camp balance changes was two things(and this is just my impression on what exactly happened from what I'm seeing from here as well as stormgate's general update cadence, correct me if I'm wrong). First, that it seems like the design iteration to playtesting time with the community generally happened at a pretty slow cadence. There would be a lot of discussion, followed by some changes, and then a ton of playtesting, and then a lot more discussion, and then later some changes down the road. It doesn't feel particularly right to me, because when it comes to game design, you need to be time efficient. What this means is that you have a spectrum with two ends on it: 1. You have the end where stuff feels bad to play with. Players know fairly quickly that stuff bad to play with, and things need to be changed. This is where you need to break down why exactly the gameplay feels bad as fast as possible and then iterate very quickly. In my experience the amount of turnaround time for changes on this end of the spectrum is measured in days to at most a week or two. Having a patch in order to change a few camps on a map, a few units at a time, etc... at this rate is completely okay. Having the developers interacting with playtesters on a daily basis here is important as well in order to just see what is going on. Often, you don't need to see too many games before you can make a judgement if this is a step in the right direction or not when it comes to stuff in this area. 2. You have the end where stuff feels generally pretty okay, or maybe even good. This is where you want to be very thoughtful about what your changes are going, as you don't want to accidentally blow up the good thing that you have built. If there is truly something better, you want to have those hours of discussions in order to understand it better. This leads into the second thing, which is that as a result of this slower cadence, I feel like the designers may just be struggling with understanding the possibility space and what particular changes *do* when it comes to camps. What happens if you go too far one way? What happens if you go too far another way? How do you make camps feel good? Etc... And this is where I think that it's important to recognize that knowledge, discussion, and theorycrafting is no substitute for experience. The correct thing to do in this case is to try something with camps for 2 days, have players play with it, and then try another thing with camps for another 2 days and see what happens again until the designers involved understand the implications of particular changes and can create themselves both an intuition and a set of guidelines that are able to help them to make future content. That's ultimately what you're trying to do as a game designer - build yourself a "good content creation pipeline" with rules, as well as an understanding of what happens when you break those rules such that you can break them in a good way to create interesting, different game scenarios. Mapmakers are a great example of this in sc2. Players still remember golden wall to this day as it was a rule break from traditional, good starcraft 2 maps. As that designer you're exploring spaces that no one else has explored before, experiencing things and teaching yourself what happens with them in order to best enable yourself to build a good video game. Ultimately, I think that's something of what Stormgate's team is missing, that understanding of how to explore and teach oneself. The fun part also is that if you do that with the community, then they can learn along with you, and then they are more capable of coming up with effective solutions to problems that they see in the game. Just my 2 cents. Love the show.♥ (Also - Showed my dad the IODIS from Harstem about how mech is OP with Raynor. He thinks you're awesome.)
One my major complains has consistently been that changes(especially big ones) require playtesting.
It is very disappointing that they did not even get lore right for campaign release. I can forgive graphics, cut scenes and such stuff but lore, it is not something that would cost them tone of money, just decision to put focus on that. So yeah this is let down. I am online PvP type of player, so I actually enjoy the game but I worry a lot about feasibility of the game based on how campaign was treated so far. You are right that it was the only chance for first impression, so now even if they fix it it will be super hard to bring onboard campaign players from this point...
This show gets me out of the bed in the morning and gives me a sense of purpose in a life filled with disappointing RTS
holy shit can you try being wrong on something for once ? it must be boring to keep being correct on everything all the time
@@XayadSC you missed the episode when I said that mutas used to do bonus damage to light...
@@AllThingsRealTime wtf, how is it that the race you know the least is the one you play 😥
I hope you didn't pay Lorimbo
He gets the same cut of the earnings as I do - luckily we've not earned anything yet...
New background hypeeee
Legend - thanks for watching <3
You guys are getting really good at this shit sandwich format
My goats
Mediocre episode!
Thanks for your support!!
Great episode!
Thanks for your support!!
Now what indeed
Top Stormgate tip, which you haven't heard in this video. Don't play this abomination and go play literally any old-school RTS instead.
This is the best advice for anyone considering StormGate
Pls make a video about the state of the game after the patch/ free to play release or Lorimbo will explode from high blood pressure 😜
@@veseliniliev3361 we're practicing some zen breathing techniques - so long as celestials get nerfed he should be able to breathe through it. Thanks for following!