RTS Design Thought – Control of Economic Processes

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 game removes a facet of the core RTS experience (like base building) it must include additional mechanics/game systems of at least comparable complexity and depth…

WaywardCast 001 – On Depth, and Suitable Mechanics

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 mechanic, the design of real-time tactics games, different player attitudes towards the genre, and more. Come along for the ride and tell us what…

Why RTS? The Challenge, Fun and Benefits of Playing RTS Games

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 like to discuss what I consider to be the benefits of playing RTS games in particular. As I wrote in last weeks’ article: “RTS,…

What Is A Real-Time Strategy Game? An Exploration and Definition

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 topic for another article perhaps) and they tend not to sell particularly well, nor do most of them hold on to viable communities for…

Remnants StarCraft 2 Mod Update: Dendrites Units (Tier 1)

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 in question is called the Constructors. I’ve now completed an initial design pass of the units described in that blog post and have moved…

Remnants StarCraft 2 Mod Update: Constructors Units (Tier 1)

I’ve been a fan of RTS for as long as I can remember, having played WarCraft: Orcs and Humans shortly after its release up to and including modern, just-released RTS like Act of Aggression and in-progress games like Servo. It’s no surprise to readers of this site, but real-time strategy games are my passion, and…