Chinese Video/Computer Games

Nevermore

Junior Member
Registered Member
There is one problem. Where are the Chinese RTS games like Red Alert, Starcraft, Warcraft.
My view is that these deep gameplay mechanics aren't favored by the younger generation. I once recommended StarCraft II to my friends as a starting point, but they all complained about the steep learning curve and the overwhelming sense of defeat in 1v1 matches. For investors, RTS games are also too difficult to monetize, making it hard to secure sufficient funding. Consequently, no game company is willing to take the risk of developing such titles. Globally, RTS game development has been in near-stagnation since StarCraft II. Age of Empires IV is hardly a resounding success, and Stormgate, in my view, is a poor title. Chinese companies have recently experimented with simplified RTS mobile games—essentially cartoonifying resource gathering, production, and combat—but I haven't seen any successful examples yet.
 

fishrubber99

Junior Member
Registered Member
There is one problem. Where are the Chinese RTS games like Red Alert, Starcraft, Warcraft.

RTS as a genre has basically been subsumed by a lot of spin-off genres that were based on RTS games (like Warcraft) in the past, specifically the auto-chess/MOBA genres. The most popular RTS-like games now have RTS elements but are heavily automated, a good example of one from a Chinese developer is Mechabellum, where you don't have to micro your units individually and they fight on their own.

Other examples are auto-chess games, I believe Mihoyo are developing one based off of their Honkai Impact IP. But I can't think of a fully fledged RTS game developed by a Chinese company (although there aren't many popular RTS games in general these days that are still getting support and updates)
 

proelite

Junior Member
RTS as a genre has basically been subsumed by a lot of spin-off genres that were based on RTS games (like Warcraft) in the past, specifically the auto-chess/MOBA genres. The most popular RTS-like games now have RTS elements but are heavily automated, a good example of one from a Chinese developer is Mechabellum, where you don't have to micro your units individually and they fight on their own.

Other examples are auto-chess games, I believe Mihoyo are developing one based off of their Honkai Impact IP. But I can't think of a fully fledged RTS game developed by a Chinese company (although there aren't many popular RTS games in general these days that are still getting support and updates)

An auto-RTS where you have the option of micro-ing your units would be nice. Unit abilities for all units should be default auto-casting, but with the option to disable it.

Players will only be responsible for army movement, army composition, tech upgrades, and strategic choices with the option of micro-managing when desired.
 

no_name

Colonel
An auto-RTS where you have the option of micro-ing your units would be nice. Unit abilities for all units should be default auto-casting, but with the option to disable it.

Players will only be responsible for army movement, army composition, tech upgrades, and strategic choices with the option of micro-managing when desired.
So like total war and cossacks?
 

FriedButter

Brigadier
Registered Member
Globally, RTS game development has been in near-stagnation since StarCraft II. Age of Empires IV is hardly a resounding success, and Stormgate, in my view, is a poor title. Chinese companies have recently experimented with simplified RTS mobile games—essentially cartoonifying resource gathering, production, and combat—but I haven't seen any successful examples yet.

The only RTS i am looking forward to is some indie Russian guy developing a single player RTS game. Like some sort of grim dark C&C game.

 

F=XX Corsair

New Member
Registered Member
I find the core idea of this old RTS game to be a good foundation for a fast paced and straight forward RTS game with minimal micro-management.

 

gk1713

Junior Member
Registered Member
Across a longer timeline, game design once moved steadily from the elegant simplicity of Go and Chess toward the layered complexity of RTS games. But now, that trajectory seems to have reversed, streamlining and automation are replacing depth and detail.
Maybe the next RTS golden era will come with mature brain-computer interface.
 

wuguanhui

Junior Member
I'm thrilled to see the global popularity of Chinese games. Titles like Genshin Impact, Wuthering Waves, ZZZ, Star Rail, Love and Deep Space, Infinity Nikki, Arknights, Azur Lane, Black Myth: Wukong, Marvel mobile games, and upcoming releases such as Neverness to Everness, Ananta, and Azur Promilia are making waves worldwide.
Looking back, the games I played as a kid were all Red Alert, StarCraft, Warcraft, Counter-Strike, and the like. Back then, everyone praised foreign game companies, believing Chinese companies would never be able to make great games. Times have changed—now most Chinese players are playing games made by Chinese companies.
Moreover, Chinese forums now widely believe Japan and South Korea have completely lost their competitive edge in mobile game development. Many joke that popular Japanese and Korean mobile games mainly provide Chinese forums with amusing memes and adorable fan art, while genuine loyal players are scarce. Japan may still hold some competitive edge in large-scale buy-to-play games, but Chinese players seem largely indifferent. Most Chinese gamers play mobile games, and despite the lack of enthusiasm for buy-to-play titles, China's production standards in this genre are rapidly catching up to the world's highest levels.
Now, Chinese players and forums increasingly focus their expectations for Chinese games going global on cultural export—how “anime-style” games can break free from Japanese influence, and how contemporary Chinese ideology, traditional virtues, and classical art can be disseminated worldwide.
Within domestic discussions, games like Genshin Impact and Ananta have faced criticism. Detractors argue that Genshin Impact's English title, derived from Japanese, amounts to “making a dowry for Japanese culture.” Ananta, meanwhile, is criticized for essentially reconstructing a new Japan within its anime-inspired world—a move deemed unacceptable for a next-generation game that should not use Japanese architecture and culture as its backdrop or narrative foundation.
As a casual gamer myself with some research into both Chinese and foreign game companies, I plan to write several articles on Chinese games going global and cultural exports in the future, should time permit, to further explore this topic.

I'm more irritated that the success of games like Black Myth Wukong helped the sales of Japanese game consoles.
 
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