The Cost Of Combat in Strategy Games

Thanks to my patrons for supporting this article! Strategy games, in some ways, are all about limitations. You have limited resources to spend on units and structures at any given time, limited time to react to enemy attacks and tactics, limited attention and reaction speed to manage as you try to eke the most out of…

The Balance of Power: Progression and Equilibrium in Real-Time Strategy Games

This is my 4th patron-supported article. Thanks to everyone who supports me, both financially and otherwise. I deeply appreciate everyone who pays attention to what I write, challenges my ideas, and engages with me in thinking about the fascinating experience that is real-time strategy gaming. My particular thanks to Ashes and Ian Richard (@McTeddyGames), my…

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…

A Brief Look at Stardock’s RTS Lineup

There aren’t very many well known companies making RTS today. The foremost company that comes to mind, of course, when discussing RTS is Blizzard Entertainment, who are set to release Legacy of the Void (after which, who knows whether they’ll return to RTS any time soon). Then there’s Relic, the creators of Company of Heroes and…

Mech yourself before you wreck yourself… Servo preview

There is a much beloved convention in RTS games that players always seem to feel that they see too little of: the ability to design one’s own units. Earth 2150 is a standout example of this, where the player is able to research a variety of chassis, weapons, and defensive options and bolt them together…