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 Thoughts About Clash Royale

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…

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…

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…

News: Grey Goo Gets Expansion, Price Reduction

January 2016 has been a huge month for RTS. We’ve seen the launch of Homeworld: Deserts of Kharak and an expansion to classic Age of Empires title Age of Mythology; we’ve seen Stardock’s Ashes of the Singularity enter beta in preparation for a launch later this year. And now, one of 2015’s most underrated RTS…

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…