Wayward Strategist

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This is my 6th 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. I’ve been thinking a bit lately about a system included in a relatively high-profile cross-section of real-time strategy games: the so-called “creep camp”. When I think about… Read More

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 top supporters on Patreon. In my personal definition of what constitutes a real-time strategy game, one of the… Read More

This is my second patron supported article! If you enjoyed it, please consider supporting me on Patreon. Thanks! https://www.patreon.com/waywardRTS I’ll admit, despite the popularity of mobile or web-based strategy games, I never thought I’d set out to write an article talking about one of them in a positive light. While I’ve played a pretty decent cross section, from Star Wars: Commander, Age of Empires: Castle Siege, C&C: Tiberium Alliances, Vega Conflict, Battle… Read More

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 and creative vision, Homeworld remains virtually unmatched almost a decade after its release. From Homeworld, Relic went on… 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

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

Not too long ago, I took a quick look at freshly-minted RTS Homeworld: Deserts of Kharak, the mobile-base, ground based Homeworld prequel. The content of that article was derived solely from my experiences in the tutorial and the first several missions of the campaign: hopefully valuable information to some of you, but by necessity incomplete in capturing the whole player experience when playing this game. I’m now back with tons more gameplay and ladder… Read More