2017 Year in Review and Year End Thoughts

For all the hullabaloo about the death of the real time strategy genre’s death or decline the years from 2015 to 2017 were probably among the best stretch of three years in terms of games released since the early 2000’s. In 2015 we saw the release of: Age of Empires 2: The African Kingdoms Act…

Taking Another Look at Dawn of War III

From Impossible Creatures to Homeworld to Dawn of War, Relic Entertainment is known for pushing the boundaries and redefining the borders of the real-time strategy genre. If they didn’t actually invent “full 6 degrees of freedom” in RTS, the phenomenal Homeworld certainly took the concept and showed its potential to a wide audience. And if…

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…

Ashes of the Singularity Game Overview

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…

In the Dunes, the Carriers: Deserts of Kharak Non-Review

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…

RTS Design Thought – Control of Economic Processes

I mentioned this briefly in a previous article and will open again with it here: having played my fair share of strategy and tactics games, I’ve come to this conclusion: if your game removes a facet of the core RTS experience (like base building) it must include additional mechanics/game systems of at least comparable complexity and depth…

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,…