Some Inspired Designs in Relic’s RTS Titles

I’m not going to mince words here. Relic’s games are a breath of fresh air in the real-time strategy space. They always have been. Their inaugural title, Homeworld, was a breathtaking testament to what strategy games could be, and remains one of the iconic and noteworthy pillars of the real-time strategy space. In terms of both storytelling…

My Hunt for the Rarely Comprehensive Game Website

Recently with two games I’ve been enjoying, Act of Aggression and Homeworld:  Deserts of Kharak, I have run into some of the systems in the game that I wanted more information on. I looked within the game itself and didn’t really find any help so I turned to internet looking for an official website with…

More Mechanics: Weather and Terrain

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 write a series about them and try and build on my thoughts. I’ll be calling the series “More Mechanics” and hope to look at…

How I Learned to Stop Worrying and Love The Timing Attack

Few strategies are as iconic in their fear inducing nature as the Zerg Rush from Starcraft. Its prevalence goes beyond Starcraft or even real time strategies, Google has even honored it, it’s now used in a variety of genres to describe the earliest attack methods and is often viewed among the most toxic of strategies.

Time as a Resource Part 2: Multiplayer Map Design

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…