Real time strategy games are often taken quite seriously by players and writers: in-depth articles are penned (or more often typed, I suppose) on income/expenditure ratios, the balance or imbalance of games at a given point in their history, the minutia of balancing such-and-such a mechanic… and for people ‘on the inside’ – that is, […]Read More Wayward Strategy’s Top 20 RTS Units of All Time!
I hate to bring up World in Conflict so soon, well actually I don’t hate it because it’s a great game, but a recent discussion about the isolating nature of real time strategy games had me think about it a bit more. One of the most amazing, and crippling, aspects of an RTS is that […]Read More Three Examples of the Segmented Multiplayer Game.
Looking at games (both real time strategy and otherwise) released in the past 4 years, and a couple of upcoming titles, we can see some trends that I think are going to become staples in real-time strategy games over the next decade or so. Let’s face it: as my colleague Chris Swain pointed out recently, […]Read More Looking Forward to the Future of RTS games
Part 1: Single Player Part 2: Multiplayer Over the past two articles we’ve looked how map design and time can be used by designers to help the player interact with their opponent, whether it be in single player missions or designing the player versus player aspect of the game. Today I want to wrap up […]Read More Time as a Resource Part 3: World in Conflict
This article has been reposted from RTSGuru.com, which appears to have been recently decommissioned. I’ll be periodically reposting some of my best writing from that site, in the efforts to preserve it. Thanks for your patience if you’ve already read this! I love real time strategy games. To me, nothing in gaming is quite as […]Read More RTS101 – Ladder Anxiety
Last week, I wrote an article in which I attempted to draw comparisons between the economics and base-building dynamics of Petroglyph’s modern RTS Grey Goo and classic Westwood RTS Command & Conquer: Tiberian Sun. Before we continue on to map and unit design, I’d like to take a moment to discuss this comparison. In marketing […]Read More Is Grey Goo an Homage to Classic RTS? Part 2 – Map and Unit Design
This article has been reposted from RTSGuru.com, which appears to have been recently decommissioned. I’ll be periodically reposting some of my best writing from that site, in the efforts to preserve it. Thanks for your patience if you’ve already read this! Recently, my wife read a book called “the particular sadness of lemon cake” by […]Read More The particular sadness of the console RTS