Without reading the whole thread and being quite late,yanom wrote:We've all seen it - some games there's this one noob just turtling in his base, [...] we call it "Playing SimCity".
[...] try hard to discourage this behavior, because [...]
But it got me thinking - what if there was a game based on this sort of "SimCity" behavior? [...]
This was very noticeable in Spring ever since its birth. Almost no one wants to play the mighty pro 1v1s, they almost always want to play team games. SpeedMetal emerged, allowing players to play SimCity each in it's own "island". And the map Castles. And the map Altored Divide. And the mod Chickens, which is just turtling against the computer.
What you're describing is partly the evolution of RTSs, if you think about it.
Warcrap 3 had a very strong focus on the heroes. But you still had all those "chores" that were "annoying" and removed you from focusing decently on the most "fun" part of the game. Thus DotA emerged and latter LoL and Heroes of Newerth. You no longer have those petty chores and all you do is play around in the front line, where the action is. DotA and LoL had huuuge successes because they catered to desires the players had but that weren't being satisfied by any other games.
On the other direction, you can see from some years a great emmergence of Tower Defense games. You just turtle, have absolutely no armies and just babysit your base. Plants vs Zombies had a huuuge success because it catered to desires players had that weren't being satisfied by any other games.
The standard position about playing SimCity in RTSs is to regard the players as wrong. I think *that* is wrong. I think the stance you're having about it is highly commendable - the fact is that players are having desires uncatered for and why should any game developer regard the players as being wrong instead of the other way around?
There are many paths I'd like to see pursued in catering for the player's specific desires without forcing players into the standard RTS paradigm where you have to do everything (SimCity, Tower Defense, raiding, etc, etc, etc). Even with the emergence of Tower Defense games and MOBAs, I believe there's still lots of ground that can be covered here.
A success example in Spring is Delta Siege Dry. I believe it works so well because it allows the games/mods to cater for many different needs on the players. You have 3 roles in those games: the SimCity guys at the back; the raiders at the bottom; and the Tower Defense guys at the top.
Much ground can still be "broken" (ground-breaking) by breaking away from the rigid classical RTS paradigm and new success stories can come up.