2015 Year in Review and Year End Thoughts

2015 was one of the best years for real time strategy in a while, not quite as good as 2014 when we got Planetary Annihilation, Starcraft 2: Heart of the Swarm, Pikmin 3, Company of Heroes 2 and others, but still a strong year. We had a re-imagining of the classic Westwood RTS in Grey…

A couple of thoughts about Titanfall

It’s been quite a while since I’ve metaphorically penned any words here, and I hope to be able to expand the content I produce under the Wayward Strategist brand in 2016. This post will, also, not be about strategy games, but instead about a first-person shooter: Titanfall. Timely, right? Yesterday afternoon, I saw and commented…

Big Homeworld and Total Annihilation Announcements This Week!

This is  the most hyped I’ve felt about RTS announcements in a very long time. Within the space of a single week, we’ve seen the announcement of, and a release date for a new Homeworld game, Homeworld: Deserts of Kharak, as well as the release of classic RTS Total Annihilation on Steam. Let’s talk real…

How I Learned to Stop Worrying and Love The Timing Attack

Few strategies are as iconic in their fear inducing nature as the Zerg Rush from Starcraft. Its prevalence goes beyond Starcraft or even real time strategies, Google has even honored it, it’s now used in a variety of genres to describe the earliest attack methods and is often viewed among the most toxic of strategies.

Brad Wardell Catches Us Up on The Amazing Tech Behind Ashes of the Singularity

Undoubtedly, one of the most ambitious real-time strategy projects currently in the public eye is Oxide Games’ Ashes of the Singularity, which is being published by Stardock. Stardock have recently been high up on my interest list, as they are one of the few large companies out there still experimenting with the untapped potential of RTS games,…

The Rebellious Tacticians Show, Episode 1: Legacy of the Void

In this inaugural episode of the Rebellious Tacticians show, Wayward and Topher talk about StarCraft 2 Legacy of the Void, working through its campaign, co-op mode, multiplayer and upcoming mission DLC. Expect plenty of rambling, rabbit trails, and rants. Also, some coughing thanks to respiratory disease.

Mechanical Parity in Remnants Faction Design

One thing that I tend to take issue with in RTS design is the concept of the “easy” or “beginner” faction, or when factions have drastically different requirements in terms of mechanical complexity or demand. Ideally, for balanced multiplayer, all players would be taking roughly the same amount of actions over the course of a match regardless…