| 1 | 
                    
                        
            When 
            someone 
            thinks 
            of 
            an 
            RTS 
            game,
             
            there 
            are 
            certain 
            traits 
            that 
            come 
            to 
            mind 
            when 
            wanting 
            to 
            improve.
             
            These 
            include 
            APM,
             
            scouting,
             
            expanding,
             
            micro,
             
            game 
            sense,
             
            etc.
             
            Zero-K 
            is 
            the 
            only 
            game 
            I 
            can 
            think 
            of 
            where 
            coding 
            is 
            a 
            valid 
            route 
            to 
            improvement.
             
            This 
            is 
            not 
            a 
            bad 
            thing 
            in 
            itself,
             
            but 
            it 
            is 
            a 
            very 
            foreign 
            concept 
            to 
            most 
            gamers,
             
            and 
            it 
            will 
            turn 
            many 
            players 
            off.
                     | 
                    1 | 
                    
                        
            When 
            someone 
            thinks 
            of 
            an 
            RTS 
            game,
             
            there 
            are 
            certain 
            traits 
            that 
            come 
            to 
            mind 
            when 
            wanting 
            to 
            improve.
             
            These 
            include 
            APM,
             
            scouting,
             
            expanding,
             
            micro,
             
            game 
            sense,
             
            etc.
             
            Zero-K 
            is 
            the 
            only 
            game 
            I 
            can 
            think 
            of 
            where 
            coding 
            is 
            a 
            valid 
            route 
            to 
            improvement 
            (
            not 
            actually 
            true,
             
            see: 
            Robocode)
            .
             
            This 
            is 
            not 
            a 
            bad 
            thing 
            in 
            itself,
             
            but 
            it 
            is 
            a 
            very 
            foreign 
            concept 
            to 
            most 
            gamers,
             
            and 
            it 
            will 
            turn 
            many 
            players 
            off.
                     | 
                
                
                    | 3 | 
                    
                        
            I would argue that automation, and thereby reducing the number of points of skill, results in less choices along with less clicking. Each click is a choice, and the player must handle the hidden resource of time. With less automation, there are more choices to the player regarding where to spend their time. With automation, the player has fewer things to worry about, fewer things that demand their attention, and therefore, fewer "choices" to make with regard to their time. The remaining choices are relatively high-level and hopefully more interesting, and the player can focus on these choices more thanks to automation.
                     | 
                    3 | 
                    
                        
            I would argue that automation, and thereby reducing the number of points of skill, results in less choices along with less clicking. Each click is a choice, and the player must handle the hidden resource of time. With less automation, there are more choices to the player regarding where to spend their time. With automation, the player has fewer things to worry about, fewer things that demand their attention, and therefore, fewer "choices" to make with regard to their time. The remaining choices are relatively high-level and hopefully more interesting, and the player can focus on these choices more thanks to automation.
                     |