Tag Archives: starcraft

Mechanics 1: Randomness in Strategy

A real-time strategy game is, by definition, a game where players are forced to make strategic and tactical decisions in real time. As the game industry grows, the real-time strategy genre has narrowed its focus to a very specific type of game that does little to force players to consider an over-arching strategy as comprised [...]

A Glimpse into Modern Real-Time Strategy (Part 3)

Jump to: The Introduction :: Total Annihilation :: Starcraft :: Homeworld :: Warcraft III :: Rise of Nations :: The Conclusion
The Introduction Rerevisited
When I look back upon the last two segments of this series — here are links to Part 1 and Part 2 for the unenlightened — I realize just how much of an [...]

A Glimpse into Modern Real-Time Strategy (Part 2)

Jump to: The Introduction :: Real-Time Tactical :: Modability :: Battle.net :: Graphics and Physics :: Conclusion, etc.
The Introduction — House Mix
I’m always amazed at the kind of great feedback some of you folks give to these articles; so, for those of you who read the first part and commented in some form (in-site/e-mail) [...]

A Glimpse into Modern Real-Time Strategy (Part 1)

Jump to: The Introduction :: RTS101 :: A Brief History :: Trent + RTS = <3 :: Conclusion and Preview
Back in the day, when I was a strapping young lad on the brink of finally convincing the parents that the household needed a computer as much as it needed gas and electricity, there were two [...]