The State of the Competitive Real Time Strategy Genre

Video game or electronic sports (eSports) have become a huge discussion point recently as their prize pools have grown and they have become featured more prominently in main stream media and traditional sports news sources so I don’t want to look at them in a generalized way as many, many have done before me. Instead…

Persistent Consequences in Real Time Strategy Campaigns

While the Total War series does have real time strategy elements to it we also know it has a turn based foundation. Despite this I think one of my favorite aspect of it’s campaign is the sense of permanency to my decisions, if I lose a major battle I could potentially lose a large swath…

The Glorious History of the RTS Cheat Code.

power overwhelming Those two words won me many single player games as a kid playing Starcraft. By typing them in my units would become invincible, slaughtering my enemies with a single shot or slash. I actually was unable to beat the campaign of Starcraft and it’s sequel without this code until I went back to…

Three Examples of the Segmented Multiplayer Game.

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…

Time as a Resource Part 3: World in Conflict

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…