“If you’re not making mistakes, you’re not taking risks, and that means you’re not going anywhere. The key is to make mistakes faster than the competition, so you have more chances to learn and win.” – John W Holt Jr. Competitive games can teach people much about themselves and reinforce valuable life skills in meaningful ways. Wayward Strategy is here to share thoughts on these topics with you, and hopes that you gain some value from the… Read More
Most of the time, when someone talks or writes about a large-scale RTS (that is, an RTS which allows the player to control hundreds or thousands of individual units as opposed to tens or dozens) they’re speaking about a game in the lineage of the venerable Total Annihilation. Total Annihilation: Kingdoms, Supreme Commander 1 and 2, and Planetary Annihilation, are among the most well-known and popular large-scale RTS. All of these games… Read More
Over the past two days, Blackbird Interactive – the team behind Homeworld: Deserts of Kharak, has released two major updates. First, they released replays on Monday, March 21st alongside a major balance patch. Potentially more momentous is the release on March 22nd of Kiith Soban, the first major DLC for the title. Let’s take a brief look at the changes and their implications
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 what I was looking for. I was quickly disappointed for when I arrived at the Homeworld website… Read More
Once upon a time, a studio that likely would have been considered “indie” by today’s standards called Cavedog Entertainment created a real time strategy game called Total Annihilation. The game tells the story of a relentless, multi-millennium intergalactic war between two factions: the all powerful Core, and the rebel Arm. Humanity has become entirely extinct and in its place: self-replicating machines continue to vie for domination where the “only acceptable outcome is the… Read More
I have this theory I’ve slowly been developing about RTS games design. I touched on it briefly in my overview of action RTS AirMech, and again in my first “RTS Design Thought” article where I briefly discussed the implications of economic automation. I suppose I need to, at some point, sit down and write it out in full, in bald words, but I am unsure I’m prepared at this point to commit it… Read More
At long last, we are getting another RTS set in the dystopian WH:40k universe! This time, the developer is ditching the Space Marines in favor of, well, actual space. This latest entrant goes by the name of Battlefleet Gothic: Armada. We have, of course had Warhammer 40k real-time strategy games in the past: Relic’s beloved Dawn of War franchise being the most notable, but this is the first developer foray into the cold harsh void of space.
One of my primary goals in designing my first StarCraft 2 mod, currently operating under the name ‘Remnants‘ is to encourage players to maintain an awareness and force presence in multiple areas of the map. And while I am working on implementing a variety of methods for encouraging this behavior, one of the primary systems for this is how I’m planning to implement my secondary ‘Power’ or Energy resource.