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…

The State of the Competitive Real Time Strategy Genre

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…

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…

More thoughts about “character” in RTS games

Yesterday, I wrote what ended up being a fairly well-recieved (somehow) but rambling and ill-focused article for the site RTSGuru.com about how real-time strategy games need more iconic characters, like Kane, Kerrigan or Arthas. I think I may have missed the mark a bit, however.

Dawn of War – An Overview and Other Thoughts

Dawn of War, Dawn of War, Dawn of War. We get it wayward, you like Dawn of War. Get over it, already! Post about a real game, like StarCraft 2. Why should we care about this other, lesser game? Why do you keep harping on it when, let’s face it, we already have the paragon…