Mechanical Parity in Remnants Faction Design

One thing that I tend to take issue with in RTS design is the concept of the “easy” or “beginner” faction, or when factions have drastically different requirements in terms of mechanical complexity or demand. Ideally, for balanced multiplayer, all players would be taking roughly the same amount of actions over the course of a match regardless…

My first SC2 Arcade project: “Remnants”

A couple months ago, I wrote up a thought experiment about a strategy game in which no resource was plentiful, a so-called “scarce-resource RTS.” Since then, I’ve been working on a mod for StarCraft 2 intended to prototype and experiment with this idea. Mostly for my own edification, I’m going to write up a brief…