Unit Design, Clarity of Roles and Redundancy

One of the more enjoyable parts of designing a real time strategy game is creating the units. There is a sense of freedom and enjoyment to it but this part of RTS design can also lead to critical errors that are hard to fix once the game hits beta or even live. While it may…

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.

The Rebellious Tacticians Show, Episode 1: Legacy of the Void

In this inaugural episode of the Rebellious Tacticians show, Wayward and Topher talk about StarCraft 2 Legacy of the Void, working through its campaign, co-op mode, multiplayer and upcoming mission DLC. Expect plenty of rambling, rabbit trails, and rants. Also, some coughing thanks to respiratory disease.

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,…

RTS101 – Blobs

An undifferentiated mass sweeping across all in its path, unmaking. That’s the blob. This is, of course, a passable definition of a “blob” in real-time strategy games, as well. This ‘tactic’ – if it can truly be called such – is when a player, regardless of unit diversity, is able to simply select a large…

Time as a Resource Part 3: World in Conflict

Part 1: Single Player Part 2: Multiplayer Over the past two articles we’ve looked how map design and time can be used by designers to help the player interact with their opponent, whether it be in single player missions or designing the player versus player aspect of the game. Today I want to wrap up…