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 […]Read More The State of the Competitive Real Time Strategy Genre
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 […]Read More Persistent Consequences in Real Time Strategy Campaigns
Wayward recently republished a great article on what future real time strategy games have to do to help themselves succeed. He lists three things that he feels will be key in the growth and survivability of the RTS genre.Read More A Multiplayer Platform Is Not Enough For an RTS to Succeed
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 […]Read More The Glorious History of the RTS Cheat Code.
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.
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
In my last post we discussed how map design can greatly impact the quality of single player missions. At the end we came away with the conclusions that what we want from a good map is: – Naturally encourages a player to interact with the map and their opponent – Use subtle methods to encourage […]Read More Time as a Resource Part 2: Multiplayer Map Design