Time as a Resource Part 1: Single Player Map Design

Within the standard real time strategy genre (along the lines of Command and Conquer, Age of Empires and Starcraft) there is a real sense of progression as the game moves along, having fairly clear early, mid and late game. This is drawn out in a few ways, resource expansion, technology improvements and overall growing unit…

Victory – A Couple of Thoughts

I was a rabid fan of End of Nations. Look at the earliest posts in this blog. I thought End of Nations was going to be a huge, transformative game. I vouched for Victory when it was on Kickstarter. I analyzed the EoN comics. On RTSGuru, I wrote guides for each class, and tons of…

Playing Pieces, or Free Agents? A Question of Unit Agency in RTS games

in real time strategy games, units tend to be, well, pretty stupid. They stand around doing nothing, unless ordered by the player. They have no motivations, no drive – shoot, in many cases you’ll find yourself lucky if they shoot back when they’re attacked by the enemy. They act more like chessmen than proud space…

A couple of quick thoughts about AirMech

I have this rule about RTS design. I’m not a game designer, but having played my fair share of strategy and tactics games, I’ve come to this conclusion: if your game removes a facet of the RTS experience (base building, for instance) it must include additional mechanics/game systems of at least comparable complexity and depth…