Tagged: starcraft

Mechanics 1: Randomness in Strategy 4

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 by numerous tactics. Instead of allowing a player’s large- and small-scale decisions to adapt and change as events in a given skirmish unfold, RTSs just make players think of resource usage (I have X, I need Y, and I get Z/minute) and basic army composition....

A Glimpse into Modern Real-Time Strategy (Part 3) 18

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 overly verbose writer I can be at times. For the ADD/ADHD crowd out there who really wishes I was more concise, I do apologize; the unnecessarily lengthy written form has been and will most likely continue to be my shtick. For the most...

A Glimpse into Modern Real-Time Strategy (Part 2) 8

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) and showed the thing to your friends, I do thank you. I enjoy writing these kinds of things, and hearing all you folk get some form of digitally strategic education or just plain interest is icing on my metaphorical journalistic cake. From left: LOTR:...

A Glimpse into Modern Real-Time Strategy (Part 1) 33

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 games that I was introduced to through two third-parties that I loved like no man should love software: Wolfenstein 3D and Warcraft: Orcs and Humans. Wolf3D was considered far too gruesome and controversial for a conservative family like mine, but Warcraft, to the untrained...