Category: Game Design
Some thoughts about the ‘early game’ phase of RTS
The appeal of simplicity
Have it your way: a case for sub-factions
Killing For That Promotion: Veterancy Systems in RTS
The strange flexibility of boundaries: population and other limits in strategy games
With curated experiences, even ones which give players a lot of control over the disposition of their forces, as in tabletop Warhammer or WarCraft 3, the game’s designers can spend copious time crafting a variety of tools (units, gear, spells, et cetera) that can act in a variety of surprising ways. We’ve seen the success of these curated game experiences in a variety of places, among them WarCraft 3.
