RPG Elements: Difference between revisions

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** Also note that early press releases for ''Warcraft III'' had an even stronger RPG element, to the extent that the game was referred to as "Role Playing Strategy" and the whole process of base-building was intended to be scaled down and redesigned. Fortunately for RTS fans, this was watered down to the eventual release.
*** And then a custom map came out that removed base building and redshirt unit micro anyway and let you focus entirely on controlling your hero unit in a team-based multiplayer environment. It was [[Defense of the Ancients|quite popular]]. Meanwhile the ''official'' ladder wasn't very successful online for a Blizzard RTS because its RPG elements included a heavy luck factor and lack of macro-level strategy. Blizzard learned from this mistake and decided to play it ''extremely'' safe with ''[[Starcraft]] 2''.
* Some RTSs like ''[[Command and& Conquer]]'' allow normal units to gain experience and 3 ranks of veterancy that makes them stronger and more durable. The highest ranks sometimes get special abilities such as slow self-healing. In most cases however, the game does not allow the player to carry their most experienced troops over to the next mission.
** Beyond that, in ''Command & Conquer: Generals'', the player can level up by killing enemy units and demolishing enemy structures. Then the player can spend the skill points for special units and superweapons.
** Taken to its extremes in ''Command & Conquer: Tiberian Twilight'', where players have to gain experience from playing within their profiles, which is necessary to unlock new units for use in both campaign and multi-player mode. This has resulted in a need for grinding to unlock the powerful units and superweapons; [[Your Mileage May Vary]] on whether it has added depth to the gameplay or skews the multiplayer arena in favour of veteran players.