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…

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…

Some Inspired Designs in the Dune RTS Series

Dune 2 is considered one of the founding games of the real-time strategy genre, and as such it is often given place of pride by veteran RTS players (especially those who prefer Westwood’s style of game design). And, coming back to the game and its sequels as an adult with a more critical eye for games…

Etherium Early Impressions

Going into 2015, the RTS playing field is pretty sparce. There’s StarCraft 2, of course, and Company of Heroes 2. Grey Goo, Offworld Trading Company, Homeworld Remastered, Wargame and Age of Empires 2 HD, and (at a stretch since this isn’t really an RTS) Total War Attila are the main players right now, off the…

Wayward’s Watchlist 2 – More RTSes I’m Keeping an Eye On

Earlier this year, I wrote an article I called “wayward’s watchlist” in which I outlined some 10 RTS and 4X games I was keeping tabs on during the upcoming year, along with my thoughts, concerns and who I thought might be interested in each game. Recently, thanks in part to the Game Developer’s Conference and…

Battlefield uncertainty and fog of war

Almost since the inception of games, game designers have known that giving all participants universal and precise access to complete information about a game’s state can be a roadblock to the skill and fun derived from playing. In card games such as War, Rummy, Blackjack and Poker for instance, at least one or more of each player’s cards…