Wayward Strategist

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...

Currently, real-time strategy games are looking like the proverbial red-headed step child of gaming. Fairly few RTS are being made any more (for a variety of reasons, but that is a...

About a week ago I shared some information about the Tier 1 units of the first faction in my in-progress StarCraft 2 mod, the working title of which is Remnants – the faction...