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 […]Read More My Hunt for the Rarely Comprehensive Game Website
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 […]Read More More Mechanics: Weather and Terrain
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.Read More How I Learned to Stop Worrying and Love The Timing Attack
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
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.