Wayward Strategist

I have this theory I’ve slowly been developing about RTS games design. I touched on it briefly in my overview of action RTS AirMech, and again in my first “RTS Design...

One of my primary goals in designing my first StarCraft 2 mod, currently operating under the name ‘Remnants‘ is to encourage players to maintain an awareness and force presence in multiple...

Recently I’ve had some great discussions about various real time strategy mechanics that have popped up a few times but went away. I really enjoyed the conversations so I decided to...

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...

I mentioned this briefly in a previous article and will open again with it here: having played my fair share of strategy and tactics games, I’ve come to this conclusion: if your...

Wayward Strategist writers Wayward and Topher talk for over an hour on a variety of RTS-related topics, tackling the concepts of ‘depth’ and ‘strategy’ in RTS games, what constitutes a bad...

Last week, I wrote a piece in which I attempted to define what an RTS is. Working from that definition and some of the points made in that article, I would...