It's difficult to really enchance the visuals of an RTS, there are a number of factors.
The first is that the camera is usually scrolled far out. This means the game has a lot of detail it has to render. While you can always adjust LoD and other details depending on distance from the camera (screen), it's a lot of work for the GPU to do and can result in a lot of unnecessary stuttering.
Another major issue is that with a lot of detail it can become difficult to see your units. RTSs require the player to manage a lot of things. Not being able to easily see your units because they've blended so well into the environment is not a good thing. This is why the scale in StarCraft is so weird. Everything needs to be proportioned just right so the player can easily identify units.
Even in the Total War games they the devs go out of their way to make the characters a bit brighter colored than they would. They use that and obtrusive elements of the hud to make sure the player can identify which units are theirs and what the units are doing. The requirements of an RTS make it more difficult to have very high fidelity graphics.
As for the consoles, RTSs still focus on managing lots of units and various levels of the game through menus. A controller is simply not sufficient for this. There is also a lack of processing power for all of the elements to work together. That's not a problem on the PS4/Xbox One, but it was a problem last gen.
Strategy games need to be approached differently on the consoles. A great example of a good console strategy game was Full Spectrum Warrior. It was a more focused strategy game that put you in direct control of two fire teams to work through a variety of scenarios. It didn't have the micromanagment or metagame of classic RTSs like Starcraft and Company of Heroes, but it had a far deeper level of tactic management that was more suiteable for a controller.
RTSs as we traditionally recognize them don't work well with a controller, but non-traditional real-time strategy games could work fine.
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