![game rts pc game rts pc](https://1.bp.blogspot.com/-JR8t-a2Z1kY/XX1eEOf6YVI/AAAAAAAAAGQ/sTopl-ghL7YwpNcm9Vn-ziAUs8e7-oOYQCLcBGAsYHQ/s1600/pcgamesforlowendspec_gamepcspekrendah_gamepcjadulringan_omspider.jpg)
"Iteration, iteration, iteration," Hughes stresses as key to the development process. To execute on that design, Uncapped is hoping to get some version of the game in the community's hands as quickly as possible, and to rework it based on the feedback for as long as possible. "That just means lowering the barrier to entry for more people to expose them to what's great about RTS games." "That doesn't mean dumbed down or simplified," Hughes notes. While Uncapped officially just started last month, Hughes says they believe they've landed on a design that will do just that. We wanted to make a real strategy game rather than one where who can click the fastest is the best player." And to play at a competitive level, you don't need to practice the mechanics of it for a decade you have to be good at the strategy, or countering what you're seeing on the enemy's side.
![game rts pc game rts pc](https://cdn.kincir.com/2/q3qpcVPg7s59_Js1uk616LAn8DytiQSn1DKMMG-RIS4/transform/rs:fill:764:400/src/production/2019-08/bfcea1440ada5c724b6b5c24ec4ebb7592f9efb6.jpg)
"So what we want to do is modernize a lot of it, and make it so any gamer can play this game. "You need hundreds of actions per minute to play a competitive RTS game. "RTS has been in this place where a lot of the very basic and core fundamental things in the game have not yet been modernized, so it's very difficult to play an RTS," he says.
#Game rts pc Pc
"We wanted to make a real strategy game rather than one where who can click the fastest is the best player"Īs for what they want to execute, Kim describes it as "the most action-packed PC RTS that has the lowest barrier to entry that is still impossible to master." That's the advantage we have here, I think." But if we make it a brand new game, it opens up more possibilities on the game design side to be able to execute what we want to execute the best. "If we're making a sequel to an RTS, there are some things that have to be in that game to make it a sequel. Kim adds that part of the ambition for Uncapped's first title was just better-suited for a fresh start. "For me it wasn't so much about what wasn't possible it was about what really excited me and what is newly possible." "I can only speak for myself," Hughes says when asked why they had to form Uncapped for this project. Those comments might raise eyebrows considering Uncapped's leaders are all coming from a company where they had access to a seminal RTS franchise. To say, 'Just make a great PC RTS game,' that isn't something one hears a lot, and to me that was a big motivating factor." He adds, "Lightspeed and Quantum very much believe in the genre and really want something like this to succeed. "It's also really nice to be at a company that really believes in the team, believes in the game, believes in what we're doing, and exactly like David said, there's a lot of RTS interest, especially from the CEO, and he really just wants us to make a great game," Hughes says. Hughes calls the combination "a perfect storm" of the right people combined with a very clear vision for what they want to achieve. "It's also really nice to be at a company that really believes in the team, believes in the game, believes in what we're doing." "The measurement of success is if we have a great game." "One of the things he said was 'Just focus on making a great PC RTS game, and don't worry about other factors," Kim says. It turns out the right company was Tencent subsidiary Lightspeed and Quantum Studios, which helped Kim set up Uncapped Games with the right people, including Uncapped lead producer Jason Hughes and Uncapped lead engineer Zhongshan Zhang, both also Blizzard veterans.Īs for the alignment of beliefs, Kim says the team was very much on the same page as the head of Lightspeed Jerry Chen when they met. If we were going to take a stab at the next great RTS, I thought we needed the right company, the right people within our development team, and we need clearly aligned beliefs in what we're trying to do." "I had been reached out to by various people and I've talked to various companies, but these ones felt like an opportunity of a lifetime for me. "I've always wanted to take a shot at another RTS game for a very long time now, maybe close to a decade," Kim tells in a recent conversation. And while he's spent his more recent years at Blizzard working on Diablo 4 and World of Warcraft, he had an itch to return to the real-time strategy genre. Uncapped Games lead game designer David Kim worked as a designer on all three parts of Starcraft 2.