   What would be easier
  What would be easier of the two to program?A game like CC generals, or a game like Americas Army?I know both games have different aspects that are harder.The physics AA are much more detailed than in CCG, but there is a lot of AI, and data handling in CCG, much more than AA i would assume, since one can have hundreds of units on screen roaming around conducting missions in CCG where as in AA, you have maybe 24 people to a server at most.Graphics for a game like AA would be easier, can run very low poly if need be.The again, radar would be quite tricky to program IMO.What do you think would be the easiest?   
  I would imagine AA would be much easier because you only have to deal with graphics and multi-player. In CCG you have to code the AI, pathfinding, creation/destruction of units, mission objectives and a whole bunch of other stuff. But I haven't played AA, so I don't know how good the game is.   ;Awsome game :);  AA, usually harder to code FPSs IMO.  For both, once you get the basic system down, it's easier from then on out.  For AA, you would code the: renderer, physics, AI, animation system, some pathfinding, input system, sound system, multiplayer (did I mention coding multiplayer for FPSs is a total bitch?).  Then you have the content.  For CCG, this is mostly the same, except the renderer might be easier, the AI would be different, along with the multiplayer.  Probably the most major aspect of it would HOW much game there is to the game.  That will be where the majority of the work is.   ;  Assuming online play only.That would take away AI from both games.Then I would think CCG type would be easier.What about a game like Starcraft.Does that game use anything like a 2D tile map, or what?Im confused on it.Im also confused on creating 2D art.From trying both, 3D is much easier.   ;Quote: Assuming online play only.That would take away AI from both games.I would disagree with that. In a game like CCG, I would assume there would still be alot of AI content that you will need.  Some examples that I can think of off the top of my head:Path finding Following Path finding (ie. when you tell Unit X to attack unit Y and unit Y walks away...how do we follow and intercept?). How units should attack (distance from target, special attacks, etc) Unit Stances (if applicable) Unit Targeting (Unit X is a Tank...should it attack other tanks first or buildings?Just some examples that come to mind. Hope this helps [grin]   ;  In my opinion it is never safe to assume that you don't need AI. I guess that also depends on what your definition of AI is though.   ;  Never mind, it does need AI :-P   