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HIstory of RTS Games

Spuggy writes "Gamespot has got an excellent article (in Two Parts) depicting the history of Real Time Strategy Games (From Dune II to the forthcoming Warcraft III and Emperor: Battle for Dune). They cover nearly every RTS release and categorize them by generation. The article even has a mention of the old Sega game Herzog Zwei, which was the first game to incorporate RTS elements." It's all about WC2 for me. What a game.

223 comments

  1. Herzog Zwei! by CMiYC · · Score: 3, Funny

    Oh my god! I could not remember the name of that game! I have it stashed away somewhere in storage. My friend gave it to me because he couldn't figure out how to play it. (Well he wasn't actually a friend, just someone I knew.) I had no instruction manual and no idea what it was. I figured out how to play it all on my own and loved it! Man, I haven't thought about that game for a long long time.

    1. Re:Herzog Zwei! by Anonymous Coward · · Score: 0

      Maybe you have my copy. I lent my genesis to a "friend" years ago and got it back broken, missing seven games and a controller.

      One of the missing games was herzog...

      And I was so very upset over that...

    2. Re:Herzog Zwei! by GregGardner · · Score: 2

      I remember spending late nights with my buddies in high school wasting hours and hours battling each other playing Herzog Zwei during the height of the Sega Genesis. Having fond memories of this classic game, I searched google to see if anyone had re-released this game on different platforms or if anyone had tried to recreate it.

      I was pleasantly surprised to see this guy working on a recreation of the game he was calling HZ:

      http://pulp.fiction.net/~jeske/Projects/HZ/

      It seems to have been in alpha form for over a year now, which is unfortunate, but the source is available and it has been ported to Linux! NOTE: This web site also has a scan of the original manual for the Sega Genesis game.

      Also interesting is a site for a Herzog Zwei mod for UT (Unreal Tournament). I'm not sure how that is going to work, but it seems to be under active development:

      http://mep.beyondunreal.com/hz/

      This could be great. Herzog in a 3D world with online playing capabilities...

    3. Re:Herzog Zwei! by CMiYC · · Score: 2

      SWEET DUDE! Thanks for the link. Funny how I'd still like to know what I was doing after all these years!

    4. Re:Herzog Zwei! by Anonymous Coward · · Score: 0

      Ofcourse, there's also the older game "Herzog" bij Technosoft, written for the MSX.
      A two-player, narrow-screen RTS game between tanks, rocketlaunchers, pillbox-turrets, trikes, etc. Written for a 64kb machine with 3.5mhz of CPU-power and it was _loads_ of fun ;)

      Get "fmsx" and download a disk-image here :
      http://www.stack.nl/~mth/msx/games/herzog/

      Enjoy ;)

  2. NATO Commander was one of the early ones. by Zarhan · · Score: 3, Informative

    Herzog Zwei? That's a new one.

    Doesn't anyone remember NATO Commander? Published in 1984, for Commodore 64. It was an RTS. No mouse driven interface, but it was real-time. Brilliant game (of the era) about the good ol' red storm rising and NATO and Warsaw pact fighting it out in the central Europe.

    Try it out on your C-64 emulator :)

    1. Re:NATO Commander was one of the early ones. by n6mod · · Score: 2

      I had forgotten NATO Commander.

      That said, I was completely apalled that Bolo didn't even get a mention.

      To quote the author: "Bolo is a 16 player graphical networked real-time multi-player tank battle game. It has elements of arcade-style shoot-em-up action, but for the serious players who play 12 hour games with 16 players working in teams in different networked computer clusters around an office or university campus, it becomes more of a strategy game. You have to play it to understand."

      Or does being network enabled back in '87 somehow disqualify it as an RTS?

      --
      You have violated Robot's Rules of Order and will be asked to leave the future immediately.
    2. Re:NATO Commander was one of the early ones. by CmdrSam · · Score: 1

      Bolo isn't a strategy game in that each player controls only one unit.

      --Sam L-L

    3. Re:NATO Commander was one of the early ones. by Stonehand · · Score: 1

      Feh. Smart Bolo players work together, and do a bit more than wander around like it's merely a tank shoot-'em-up -- it isn't.

      --
      Only the dead have seen the end of war.
    4. Re:NATO Commander was one of the early ones. by operagost · · Score: 1

      Ok, well then Combat and Warlords for the Atari 2600 were RTS too!

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    5. Re:NATO Commander was one of the early ones. by Grab · · Score: 2

      That makes Doom and Quake the world's greatest strategy games, right?

      The correct word for this level of planning (eg. "you two go up there while we sneak up behind") is "tactics", which involves fighting a small corner of a conflict (eg. taking a bridge). "Strategy" is planning the entire conflict (eg. taking a city or a country).

      Grab.

  3. Warcraft II by Digitalia · · Score: 5, Funny
    Nothing taught me the meaning of strategy better than spending 10 minutes straight typing "glittering prizes." To this day, I can still type those two words in under a second. Being such an excellent student of strategy, I realized I could save time in typing papers for class if I started working Warcraft I and II cheats into them. Consider the following:
    • "In Shakespeare's
    • Othello, Iago covets the glittering prizes of Othello, in the form of his wife, and uses every little thing she does to evoke jealousy in the iron forge of Othello's heart."
    --
    Pax Digitalia
    1. Re:Warcraft II by Cirvam · · Score: 0, Offtopic

      Um, except that Iago doesn't covet Othello's wife, he just wants to ruin him for passing him over for promotion and choosing Cassius (I think it is). That's why he goes on to turn Othello agenst his wife and his most loyal friend.

    2. Re:Warcraft II by Digitalia · · Score: 0, Offtopic

      Your interpretation is so blasé, child. If you only look at Iago's motivation as petty revenge for not being chosen for a job, then you must have stopped reading after the first act. Throughout the whole of the play, Shakey makes it clear that Iago is envious of both Cassius and Desdemona because they are close to Othello. Consider Iago and Othello's embrace and the words they exchange during one scene, and also consider the stage directions in the final scene.

      That said, yes he doesn't covet Desdemona. I erred in using that word. He merely desires to be Desdemona (Or Cassius), not to have her.

      --
      Pax Digitalia
    3. Re:Warcraft II by Digitalia · · Score: 0, Offtopic

      It's the Warcraft I equivalent of "Deck me out."

      --
      Pax Digitalia
    4. Re:Warcraft II by Anonymous Coward · · Score: 0

      Bah. Oedipal complexes are so 1990.

  4. RTS are a very interesting genere by cdrj · · Score: 2

    These games are some of the best I have seen. They so completely non-linear in their gameplay that they should be commended in some way beyond other games. The only trouble with these games is the fact that four hours never fails to seems to seem like one, and that can be a very, very big problem...

    1. Re:RTS are a very interesting genere by ZaMoose · · Score: 2

      Unless you've played the recent Star Wars-based RTS, Galactic Battlegrounds. Then, 5 minutes seems like 4 hours.

      --
      I wish I had a kryptonite cross, because then you could keep Dracula and Superman away.
    2. Re:RTS are a very interesting genere by ZaMoose · · Score: 2

      Errm, strike that: I meant Force Commander not Galactic Battlegrounds. GB is sort of fun, FC most definitely is not.

      --
      I wish I had a kryptonite cross, because then you could keep Dracula and Superman away.
  5. Best RTS ever in my not so humble opinion... by Cynical_Dude · · Score: 3, Insightful

    ... was Total Annihilation.

    3D graphics, order queues for your units, well thought out balance between the two factions and good (for the time) network support, allowing for a decent game against your friends.

    Too bad the company (Cavedog) went to hell and never released a decent successor.

    If you want to read what I'm blathering about, here is the link to the summary from the main article.

    1. Re:Best RTS ever in my not so humble opinion... by King_TJ · · Score: 2

      Total Annihilation never worked very well for me.
      When I used to go to LAN parties, we'd try to set up a game of T.A., and most of the time, it would blow up with errors right in the middle of the action, 15 or 20 minutes into playing.

      It always seemed to work fine as a 2-player or stand-alone game, but it seemed to have major problems with handling higher levels of network traffic.

      I was always disappointed it didn't work better though, because I agree -- it looked like one of the better real-time strategy games available at that time.

    2. Re:Best RTS ever in my not so humble opinion... by dustman · · Score: 3, Interesting

      Yes, I agree completely. I have long thought TA the best RTS game, and I have played a *lot* of games.

      Bias in my thoughts: I have certainly played the games I like much more than the others, but the ones I profess to have experience in, I really have played and evaluated long enough that I consider my judgement valid. I love to play games, but I don't really enjoy single player games. If all my friends want to play StarCraft, then that's what I play, even if I consider it vastly inferior to TA. I have played War2, SC, AOE, AOE2, C&C, and several others. Each of these I have played for at least 50-100 hours... (TA I have played 1000s of hours worth).

      In the TA community, I played on Kali and was known as 'Blade.java'.

      Anyway, Total Annihilation:

      To corroborate King_TJ, the worst part of the game was its network code. Strangely, it seemed to work better in the early days than the later ones (and later patch versions).

      TA had lots of elements that were incredible, and some that still haven't been surpassed. The only good concept I can think of that another game had which TA lacked was random map generation.

      The resource model was better than any other. I have read AOE2 fan sites that lambaste TA for its 'terrible resource management'. This is ludicrous, they must not have spent very long evaluating it. More resources doesn't equate to a better resource model. TA had only 2 resources, energy and metal. The most interesting aspect of TA's resource model was that your resource store was "continuum based": All of your resource income and expenditure was like "+2.3 metal/sec -1.5 energy/sec" from an individual mine, and maybe you have a vehicle construction unit building a laser tower for "-5.3 metal/sec -30.2 energy/sec" or something... The different construction units built at different speeds. The most important part was that you could start building anything you wanted regardless of resource cost. For example, it might cost 2000metal and a lot of energy (metal was far more important than energy) to build an advanced construction yard. Even if you only had 100 metal on you, you could start the construction immediately... Your construction unit might use up 10 metal/sec, so your metal will be used up quick, but you can still build. If you run out of metal, some building projects don't get built during that second (if you bring in 20 metal and try spend 30, some things don't get done)...

      Also interesting about the resource model was "corpses"... If you attack me and fail to do much damage, there is a good chance you are in a lot worse position than you were, since your units die and leave behind "corpses" or "husks" which have lots of metal on them, and I can send out construction units to reclaim the metal (and then build my own army faster).

      Also interesting is the concept of the Commander. Other games have this concept in varying degrees now, and perhaps TA wasn't the first, but it was the first to do it well. The commander, (your starting unit), is very powerful fighting and a very quick construction unit. Also interesting, is that the commander becomes a liability in lategame. He is not powerful enough on his own to be useful (his build speed is still useful), but if he is destroyed, depending on the game settings you either lose the game immediately, or, he explodes with the force of a nuclear missile (which basically destroys everything within a rather large radius).

      One of the better aspects of TA is that just mindlessly churning out units and trying to overwhelm your enemy is not nearly so useful as in other games. (People who have played other games and then evaluate TA often say TA is bad *because* this is what happens, but that is typically due to their inexperience).

      Some people attack TA because it has "too many units", and "they all look alike": I suppose this is just a matter of taste, and I agree it can be daunting to new users. However, I can say without exaggerating that except for a small handful (less than 5) of the 300+ units, every single unit has its uses, and they all get used by experienced players. Contrast this with other games, where they have maybe 50 units, and perhaps 5 or 10 see regular use.

      My specific bitches about other RT"S" games typically come from the micromanagement factor. SC is by far the worst in this area, IMO, but the others commit the crime much more than TA. Examples from SC: the terran tanks, going out of siege mode, sneaking forward a tile, then going into siege mode. Also, how important the spellcasters are: A single spell can really spell(har har) the difference in the game, for example by taking out several 1000s worth of resource by killing a group of marines or zerglings... And every spell must be handled and cast manually! Another example: Look at the descriptions of "championship matches" involving SC or AOE and the like. Invariably they revolve around distracting your opponent and then surprise attacking another area. This is a high level tactic almost verging on actual strategy, which is commendable, but the fact remains that the units fight so terribly they must be handheld. TA has its own failures in this area, but they are not nearly so grevious as other ones.

      A million factors make TA a much deeper game than most Realtime "Strategy" games. I put "Strategy" in quotes because I hold that there is very little strategy that goes into them, but rather tactics. This is not to say they aren't fun, I rather enjoy some of them, but I do maintain that they are named incorrectly. TA has both strategic and tactical levels.

      OK, I suppose I have ranted enough. I don't even suppose people will care very much about an older game anyway.

    3. Re:Best RTS ever in my not so humble opinion... by SilentChris · · Score: 2
      Total Annihilation was fun in a "make a million units and throw them at your enemy" kind of way (Red Alert and Red Alert 2 were the kings of this subgenre of the genre.

      However, I don't think any game has kept me more engrossed than StarCraft. Way over WarCraft I and II. I was so pissed when Blizzard decided to make a third game of that when one of their most well-liked games has had players clammoring for a sequel. I'll be like every other shmuck who buys it, though - when it lowers to a reasonable price. :) You hearing Civ III?

    4. Re:Best RTS ever in my not so humble opinion... by bwhaley · · Score: 1

      Yeah TA was a great game. The sequel wasn't any good though.

      I can't believe they didn't even mention Age of Empires/Age of Kings. AoE held my attention even longer than WC2 did, a feat in itself. It garnered a fan club much larger than even Starcraft ever did. Some of my happiest gaming memories are trying to get to the Bronze age in 12 minutes instead of 13..

      --
      "I either want less corruption, or more chance
      to participate in it." -- Ashleigh Brilliant
    5. Re:Best RTS ever in my not so humble opinion... by troyg · · Score: 1

      Their article stated that there is a fine line between God Games and RTS. Thats why they mentioned not including games like Sim City and so forth. I believe they'd class those games as God based games.

    6. Re:Best RTS ever in my not so humble opinion... by cefek · · Score: 1

      ...still can be played at MSN Zone.COM, also with "core contingency" expansion pack.

      --
      Plain old sigh.
    7. Re:Best RTS ever in my not so humble opinion... by Kirruth · · Score: 1
      I can't believe they didn't even mention Age of Empires/Age of Kings

      They gave them a whole page, in part II of the article.

      --
      "Well, put a stake in my heart and drag me into sunlight."
  6. The Problem with RTS Games by afabbro · · Score: 4, Insightful

    The problem with RTS games is that the S is always the same: build a really large army of something and send it over to overwhelm the opponent. It's impossible to control your army other than mass-select-and-move, so a lot of the finer points of strategy are lost.

    --
    Advice: on VPS providers
    1. Re:The Problem with RTS Games by Peyna · · Score: 4, Insightful

      AOE II addressed some of this, allowing you to control you armies movements, stance, behavior, etc. Also, if you've ever played against anyone good, just sending mass armies doesn't work, you do have to work with timing and what order to send in what units in order to be more effective. It also depends what you're up against.

      --
      What?
    2. Re:The Problem with RTS Games by meggito · · Score: 2, Interesting

      Europa Universalis had some new ideas, and you'll notice that people get really upset after a war lasts too long and its very difficult to annex large areas of a country (3 province max or everything). Only problem was this game is that it tends to take days on end at teh highest speed to finish a game, even if you're the first person to go out. Many games are working on that problem and its something people are trying to get away from. The truth is that in reality the bigger army usully wins. So whats the solution? Make the costs of bulding an army increase as it gets larger. For example, if you have 90% of your population off fighting wars you'll have lower food production and your armies will starve, all together leaving you with less fighting ready units. Or create demoralizing effects of full scale war and increasing desertion and rebellion. Don't create ways around the demoralizing effects (woman's suffrage in civilization) because though it supplies a goal, it can undermine the realistic aspects of a game. I'm sure there's other ways aroudn these problems, if just someone would put me in charge of creating an RTS:)

    3. Re:The Problem with RTS Games by Spuggy · · Score: 1

      The article does an excellent job of addressing this, especially in part 2. Read the article and you'll see why this genre is evolving past that point and will most likely wind up turning into a new genre (either Role-Playing Strategy like Warlords Battlecry and Warcraft III, or God Strategy games like Black and White).

      FYI, I should have submitted this with the article, but here is Part 2. Also here is a feature on Turn Based Strategy (ie. Civilization) which might be of interest.

    4. Re:The Problem with RTS Games by Maserati · · Score: 1

      EU (1 & 2) is a terriffic game. It's big twist is that it's an area movement game, not tile-based. It also has a wide range of economic, diplomatic and religious considerations. It can take an awful long time to play a 300-year campaign, but I really enjoy the Fantasy Campaign, where you start with a 1-province kingdom and explore a historical map.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    5. Re:The Problem with RTS Games by Anonymous Coward · · Score: 0

      I think you'd enjoy the Myth series. No constructing buildings or unit training or resource gathering (this could be either good or bad to you; I personally like it), so the strategy is more like 'make do with what you've got' rather than 'build a big army and rush the enemy'. Unit formations, terrain, and varieties of units are far more important than how big of an army you have.

      And for you linux junkies, Loki did a linux port of Myth 2, and Bungie's releasing the internet server code under some pseudo-open source license, similar to what they did with Marathon 2.

      Sorry if that sounded like an advertisement for Myth. :)

    6. Re:The Problem with RTS Games by Rura+Penthe · · Score: 2

      As a beta tester of WC3 I can tell you that it leans HEAVILY away from this. A pop limit of 90, heros with levels/items/skills, and a thing called upkeep* all force you to use real strategy, not just hordes of units.

      *Upkeep works like this. During the 0-30 food period you are in "no upkeep" and you get 10 gold for every 10 you mine. 30-60 is "low upkeep" and you get 7 gold for every 10. 60-90 is "high upkeep" and you get only 4 for every 10. This discourages you from building large armies and emphasizes strategy over quantity.

    7. Re:The Problem with RTS Games by james(honest) · · Score: 1
      I would go further. If someone allowed you to build a large army then they deserved to die. I admit that I last played over a year ago, so a new strategy may have evolved.

      The way to win was to attack immediately and maintain a steady increase of technology as well as a steady stream of attacking units. The strategy came into it because every game is different, with different starting positions and resource availability. Knowing when to build that extra villager before castling took fine instincts.

      Most people, however, enjoy building up to imperial age, then making a huge army, and then attacking. These people have very, very short games against anyone who plays a fast game. They should just play "deathmatch" mode, where you can start in Imperial age with huge amounts of cash and resources.

  7. Nearly every RTS? by BWS · · Score: 2, Informative

    How is it nearly when you leave out...

    1) Command and Conquer - Tiberium Sun
    2) Red Alert 2
    3) Star Wars Galatic Battlegrounds
    4) Star Wars Force Commander
    huh?

    --
    -- Note: These Comments are Generated by ME! Not You! ME!
    1. Re:Nearly every RTS? by Spuggy · · Score: 2, Informative

      Two Parts to the article:
      Gamespot has got an excellent article (in Two Parts)

      Part 2

      They are all covered in that section.

      [ From Part 1 of the article:
      It's worth noting here because it has the distinction of being the predecessor of a game that will figure heavily in our next segment. We'll also take a look at some of the big RTS games currently under development, as well as how the genre has continued to evolve and influence other types of games. ]

      Granted my fault for not posting the second link as well, but at least read the article before you whine.

    2. Re:Nearly every RTS? by Kiryat+Malachi · · Score: 1

      They included all 4 of those. You didn't read the second part of the article, did you?

      Mod parent down for being flat out WRONG.

      --

      ---
      Mod me down, you fucking twits. Go ahead. I dare you.
      (I read with sigs off.)
  8. Recycled? Or an old lost article by jandrese · · Score: 2, Informative

    ...including the upcoming Black & White.

    Er, exactly how recent is this article?

    --

    I read the internet for the articles.
  9. SimAnt! by Anonymous Coward · · Score: 1, Funny

    shouldn't sim ant count as a realtime strategy game?

    1. Re:SimAnt! by Hooky1963 · · Score: 1

      Good point, but it would be considered a God-game in the same vein as Populous or Black'n'White.

      I guess for RTS, the "Strategy" tends to be synomous to battles with several different units under your control.

      --
      POKE 53281,1 POKE 53280,0
    2. Re:SimAnt! by Anonymous Coward · · Score: 0

      well, you had your regular worker ants and your fighter ants too ;)

  10. Herzog Zwei by Anonymous Coward · · Score: 0

    Oh man! My roommate and I would play that game for hours and hours. The stress of it eventually got to the point were we wouldn't come anywhere near it. The kicker was you could always send a single motorcycle guy towards the enemy base. He'd get through the defenses almost every time and then make your opponent freak out because his base was under attack...

  11. Wheres the Glut? by Talez · · Score: 1

    This article was quite good, had all the basics, the classics and what was good about the RTS genre.

    What bothers me is, where is the section where they give you all the "dont do this when you make a RTS" games (eg, Star Wars: Force Commander). I know there were quite a few RTS games that I wouldnt touch with a 40 foot pole. I cant remember any of them offhand (it being 1:42am and all), but I do remember many a university lecture being skipped and me wondering "why the hell did I skip a perfectly good lecture for THIS crap?".

  12. A really good RTS game... by DocSnyder · · Score: 2, Funny

    ...is trying to load a site linked on /. as soon as the story has appeared and before the target has been slashdotted to death. This time it seems that I'm unlucky, my proxy is reporting "Connection timed out". Game over.

    1. Re:A really good RTS game... by Anonymous Coward · · Score: 0


      This kind of remark is ever funny. HA HA hA!

  13. Re:My take on this situation... by Peyna · · Score: 0

    Mod the parent down. If any of you bothered to read the article you would know that this is just a copy and paste of the article. I can't believe you people modded it up that high.

    --
    What?
  14. Re:My take on this situation... by Anonymous Coward · · Score: 0

    That's interesting, and certainly a good background, but I've always thought that the word strategy was misapplied here. Strategy implies planning - and on a grander scale than is necessary in RTS games. I think a more accurate word would be tactics; that is, the application of strategy. After all, these games are scenario-based in that you are told what the situation is, what objectives you must accomplish, and what resources you will have. A pure strategy game lets you develop the resources, decide the objectives, and get yourself into that combat situation.

    Just my $0.02

  15. RE: Galactic Battlegrounds? by King_TJ · · Score: 2

    You know, I do play Galactic Battlegrounds, and it's fun - but it's also a blatant ripoff of Age of Empires II. Almost everything in the game is just an AOE2 unit converted to Star Wars graphics and sounds.

    If I had to list all of the memorable RTS games in an article I wrote, I'd probably leave this one out on purpose - just because it's such a copycat of a true classic.

  16. Actually, Bunten's "Modem Wars" was the first RTS by Hobart · · Score: 3, Insightful

    This quote, from Gamespot's own site:

    Some consider Dune 2 to be the most influential real-time strategy game. Others claim it was the 1970s mainframe version of Empire that laid the groundwork for RTS games as we know them today. That debate will never be satisfactorily settled, but we can honestly say that the RTS game that deserved the title of "being ahead of its time" is Electronic Arts' Modem Wars.

    (More info here on the work of Danielle Bunten, including M.U.L.E., Seven Cities of Gold, etc.)

    --
    o/~ Join us now and share the software ...
  17. Sega Strategy by kaoshin · · Score: 1

    Herzog Zwei was good, but I could never get it to play in an emulator without really annoying flashes that make you dizzy after a while. Picture dune 2 though with a split screen and you each play a transformer that can be a man or a plane and you go around and pick up units and drop them off and try to take over a bunch of bases. Then you run out of gas and have to go back to your base to refuel while your enemy is going around killing all your guys. You have to make missile tanks to keep the enemy transformer from flying too close to your bases too.

    Of course the best strategy game ever made for Sega is definitely Third World War for sega CD, which you will not find a ROM for because last time I checked there were no working emulators because they could never hack the sega stuff.

  18. MOD PARENT DOWN by americanFatCat · · Score: 0, Insightful

    I think this was the guy who modded me down for quoting Einstein..

  19. Re:Recycled? Or an old lost article by Peyna · · Score: 1

    gamespot politely forgot to date the article, so I guess we'll never know.

    --
    What?
  20. You mean 4 X games ? by UnknownSoldier · · Score: 2

    > For the purposes of this history, our focus will be on the games that are
    > generally understood to be in the "harvest, build, destroy" mode
    > that we've come to know and love.

    Or more commonly known as in the RTS world:
    eXplore, eXpand, eXploit, eXterminate

    Master Of Orion 3 (MOO3) is supposedly adding eXperience, but how well they will pull it off, remains to be seen. (I loved MOO2 and am very interested to see what is "new".)

    You can read more by following these links:
    http://www.google.com/search?hl=en&q=moo3+4x

    Cheers
    ~~
    "The issue today is the same as it has been throughout all history, whether man shall be allowed to govern himself or be ruled by a small elite." -- Thomas Jefferson

    1. Re:You mean 4 X games ? by CaseStudy · · Score: 2

      4X games are generally regarded as turn-based games like Civ, Alpha Centauri and Master of Orion, not real-time games like Dune and *craft. From what I've seen of those games (admittedly not much; tried Warcraft 2 and got bored), there's not as much exploration or expansion, just a resource grab and all-out assault.

  21. The best RTS I remember I have played... by Anonymous Coward · · Score: 0

    The best RTS I remember I have played is Super Dune 2 <http://www.theunderdogs.org/game.php?name=Supe r+Dune+2>. It has everything I wanted, including diffuculty, it is somewhat of a challenge where as Dune 2 was children's play.

  22. True, hardcore RTS by Axiom · · Score: 2, Informative

    My favorite RTS game is the lean and mean intergalactics, a Risk-like web-based game that seems simple, but is amazingly complex. It doesn't have that aspect of "getting good at building up resources", like most RTSes do. Instead, you are thrown right in to pure human vs. human strategic situations. The amount of tactics and strategies that arise from this are astounding!

  23. When will the real evolution of RTS arive? by ThomasMis · · Score: 5, Interesting

    I'm currently a War Craft 3 beta tester. I've come to realize over that past two days of WC3 open play on Blizzard's Battle.net game network, that RTS as a genera seems to be in a rut. Thinking back on my RTS experience from C&C to RedAlert2 to TA to StarCraft to now WarCraft3, the dominate RTS paradigm is managing economic efficiency. This leads to mass production of basic units and the eventual overwhelming of your opponent. In other words, RTS hasn't evolved much past zergling/tank rushing. The mindless action of highlighting a large group of cheap single functionality units and pointing them in the direction to roll over anything they come across. Once you establish the most efficent process of building economoy, you end up repeating the same damn steps each and every game you play. The RTS game now becomes nothing more than repition which equal mind numbingly boring games. Although Blizzard has obviously taken steps in WC3 to try and change the focus from economic centered game to a tatically centered one, IMHO they've fallen short (as for why, you'll just have to wait to see for yourself in about three months). The closest I've seen anybody change RTS was a Korean company that made Shattered Galaxy. That game had it's own meta repetative process that territory was never really gained or lost, but they changed the focus of the game to the battle (and added an interesting team and political aspect). All in all, WC3 is a step in the right direction in pushing RTS from it's simple roots toward the future, but we got a long way to go to make RTS's that rise above the complexity of Rock-Paper-Scissors toward something as copmlex as chess.

    --
    Check out my podcast: DreamStation.cc Video Game Show
    1. Re:When will the real evolution of RTS arive? by Spuggy · · Score: 1

      How is Warcraft III looking? All the reviews give it nothing, but praise, but I've come to expect that from pretty much any Blizzard game being reviewed (They take forever to make a game, but they usually do it right). I'd be interested to know how the Hero and RP aspect of it came out from an actual beta tester.

    2. Re:When will the real evolution of RTS arive? by ThomasMis · · Score: 2, Informative

      It looks gorgious. Everything from the Battle.net interface to the in game characters is a new level of high for the Blizzard artits.

      As for the RP aspects....

      Your hero gains experience points from victory in battle either over your opponent, or over NPC opponents called "creeps". Exp leads to leveling, leveling leads to ability to cast different spells. All in all, the effort it takes to build your hero up to be able to cast spells is equivalent to building up the tech tree in SC to get templars that can cast spells. If I wasn't told this was a Blizzard game before I sat down to play it, I would have known as soon as the game started. It has that Blizzard RTS style. And therefore, the old SC way of thinking will bring you success in WC3. This is why I've been mostly dissapointed.

      Keep in mind, this is only the third day of beta testing. Therefore, it's most likely WAY to early for me to be making such judgements. But these are my first impressions. Expect the game to change greatly from now until it's eventual release. As Blizzard will be releasing a lot of game balance patches during the beta to see what happens.

      --
      Check out my podcast: DreamStation.cc Video Game Show
    3. Re:When will the real evolution of RTS arive? by Hitokage_Nishino · · Score: 2, Interesting

      One thing that really irks me about this article is how they overlook Kohan. It practically rewrote the concept of an RTS, eliminating all micromanagement and placing the focus of the game on actual strategy. Everything is about taking account of your situation: there is no perfect build, or a perfect tactic. You need to adapt to the situation at hand. Rushing others involves reducing your economy to ruin, leaving yourself wide open to counterattack.

      This is the evolution you wanted, but everybody is too busy ooing over the graphic-update-by-the-popular-company called Warcraft 3 to care.

    4. Re:When will the real evolution of RTS arive? by scrytch · · Score: 2

      The mindless action of highlighting a large group of cheap single functionality units and pointing them in the direction to roll over anything they come across.

      Worked for Russia in WW2. It helped that they were mopping up an overextended army that depended on armor that no longer had any that was usable...

      Anyway, it's one reason I prefer games that do *not* involve resource gathering and unit production, such as the Myth games and the Close Combat series. In CC, you can expend infantry on rushing a position, but you'll find yourself short for the whole campaign. TA is one of the few settings I can think of where rush tactics wouldn't be ultimately suicidal in terms of undermining morale and logistics -- they're just robots that are literally sprayed out by the dozens. Otherwise, after a couple rushes, you might find a few unit commanders that are a touch reluctant to go on fire missions with 90% casualties...

      --
      I've finally had it: until slashdot gets article moderation, I am not coming back.
    5. Re:When will the real evolution of RTS arive? by Spuggy · · Score: 1


      Keep in mind, this is only the third day of beta testing. Therefore, it's most likely WAY to early for me to be making such judgements. But these are my first impressions. Expect the game to change greatly from now until it's eventual release. As Blizzard will be releasing a lot of game balance patches during the beta to see what happens.

      Oh yeah, to be expected, I followed starcraft.org during the Brood Wars beta and they made change after change to play balancing.

      'preciate the feedback though, kinda disappointed in the initial impression, but I'll keep following the news on it. Not like it'll matter though, I've bought every damned game from them as it is (more than once in several cases when my CD collection got stolen), and I doubt I'll stop now.

    6. Re:When will the real evolution of RTS arive? by mstrjon32 · · Score: 1

      Here's a slightly off topic question for you, does the current beta of Warcraft III support wide-screen's (eg have a 1600x1024 screen resolution). No one seems to know, but blizzard's site says that it will most likely only support 4:3 aspect ratios.

    7. Re:When will the real evolution of RTS arive? by darthaya · · Score: 1

      Apparently you are a 2nd class or maybe even lower starcraft/broodwar player because you don't understand the beauty of micromanagement of the units. Simply drag and go wouldn't get you anywhere in one of those big touranment. You should probrably learn to play more.

      That being said, stupid Americans dont know play anything besides the mindless FPS. Point and shoot, yah, fun fun

    8. Re:When will the real evolution of RTS arive? by cheezhankrn · · Score: 1

      It has.

      Go play BattleRealms. All other RTS just seem stupid and overly simplistic now. I was quite looking forward to Warlords Battlecry 2 and WarCraft3 but I fully expect all RTS for the near future to have been ruined for me by BattleRealms.

      Tactics and combined arms not mere economy.
      Stamina (finally!)
      BattleGear giving each unit massive flexibility.
      Heros.
      4 balanced sides
      plus its pretty. :-)

      It really is a vast step up.

    9. Re:When will the real evolution of RTS arive? by ThomasMis · · Score: 1

      I disagree with what you wrote. Even players who rank high on the battle.net ladder system admit to what I claimed in my original posting, that their economic strategy is repetitive. They find themselves doing the same thing everygame. Don't over generalize on that too much, for instance, let's say your tank and marine drop in the peon line fails forwhatever reason. Suddenly as a player you find yourself outside of your normal routine to recover (and this seperates the good players from the average players). But the fact remains that the rock-paper-scissor aspect of SC is still there and forces you to follow pre-written paths of behavior.

      So the challenge to RTS game designers is who to get around this without throwing total randomness into the game (which is what WC3 does to an extent with the equimpent your hero can find).

      --
      Check out my podcast: DreamStation.cc Video Game Show
    10. Re:When will the real evolution of RTS arive? by ThomasMis · · Score: 1

      Yes. There is an option in the video settings for 1600x1024 screen resolution.

      --
      Check out my podcast: DreamStation.cc Video Game Show
    11. Re:When will the real evolution of RTS arive? by Anonymous Coward · · Score: 0

      Mixed arms often are quite powerful in the better strategy games, and you can triumph though clever strategy...assuming you're on speed or something and can actually make your troops do what they need to while still keeping other activities going. The reality is that until a player can dictate goals and tactics to units and expect them to execute minor actions without babysitting, rushing is all there really is.

    12. Re:When will the real evolution of RTS arive? by ThomasMis · · Score: 1

      WC3 addresses this to a point. Your non-hero spell casters have the option of auto-casting their spells in battle. This relieves you of the micromanagement of minor spell-casters, to which you can concentrate more on what your hero's are casting (which don't have an auto-cast option).

      But all in all I agree with you. Today you have to "hyper-click" to get a leg up on your opponent. It's not enough to focus on the battle at hand when you need to run back to your town to prepare for your next move then quickly jump back to manage the battle. Some would say this is a good thing, the point is subjective.

      --
      Check out my podcast: DreamStation.cc Video Game Show
    13. Re:When will the real evolution of RTS arive? by Khelder · · Score: 1
      Kohan: Immortal Sovereigns was also somewhat different from other RTSs. Units were grouped into companies that had internal structure (i.e., 4 front-line troops and 2 back-line). Units had morale and could retreat or rout. Perhaps most importantly, it cost resources not just to build units, but to maintain them.

      It was too easy, except for the last mission, which was impossible, but otherwise it was very fun.

    14. Re:When will the real evolution of RTS arive? by Anonymous Coward · · Score: 0

      The word you're looking for would be genre, not genera.

    15. Re:When will the real evolution of RTS arive? by jmauro · · Score: 1

      There's having the option, and then the there's having the option work correctly. These are usually two different things.

    16. Re:When will the real evolution of RTS arive? by Stonehand · · Score: 1

      I loved the CC games -- the first two, anyway. Never had the others. I loved them for the pressure, for the lack of peons running around, for the detailed maps.

      I also *hated* them. I hated them for the vehicles-on-crack -- having tanks take perfectly nonsensical detours to get stuck in perfectly innocent buildings, for instance; I understand that this persisted throughout the series. I hated them for having pretty huge AI cheats, at least in the second, where the AI ignores logistics. I hated them for making me repeat pointless battles (defending St. Lo in the first -- the German campaign wouldn't end until you retreated from it, if memory serves, even if the AI wasn't good enough to force you to retreat; attacking Grosbeek Heights or staging the Polish Massacre over and over, in the second).

      Eventually, I got Combat Mission, and haven't looked back.

      *shrug*

      --
      Only the dead have seen the end of war.
    17. Re:When will the real evolution of RTS arive? by prizzznecious · · Score: 1

      Ugh. This "observation" has all of the astuteness of a 5-year-old clamoring that music is boring because there are only so many notes.

      Players who rank high on the battle.net ladder system are hardly the best people to talk to about high-level play. Some baseball players might look really good in the sandlot, but they aren't capable of professional play; so it is with Starcraft.

      The reason why Starcraft is so good- the only reason why it is the best RTS of all time- is because it is unbelievably balanced. That balance allows for a depth of strategy that you don't seem to be able to perceive. You can devise a workable strategy to counter anything. Simply put, if you lose, it's because you were outplayed; you could have won if you had played better.

      --

      visit the hwky website for a lyrical genius infusion.
    18. Re:When will the real evolution of RTS arive? by elcairo · · Score: 1

      When someone thinks to implement simple script for control untis movements/attacks/[put here stuffs]. Only one simple queue of actions is not enough.

      Btw, raise AI of the enemy isn't so simple.

    19. Re:When will the real evolution of RTS arive? by pctainto · · Score: 1

      yea, but, with only 90 supply... its hard to 'mass' in the SC sense, but, i still see what you're saying

      GOTTA LOVE BETA TESTING!!!

      --
      I think my principles are reachin' an all time low
    20. Re:When will the real evolution of RTS arive? by Anonymous Coward · · Score: 0

      Oh yes, and these RTS games have SOOOO much strategy in them. Christ, there's more thinking involved in a game of checkers.

      It's funny watching these RTS "masters" think they're the kings of strategy when all they're doing is playing the same old formula to different degrees of success.

    21. Re:When will the real evolution of RTS arive? by GospelHead821 · · Score: 1

      I seldom have this problem with Total Annihilation. Yes, most people focus on a particular type of unit - I'm fond of basic K-Bots. I don't know why anybody would use vehicles. And higher-level K-Bots are useful only for specific purposes. But I've got one friend who swears by heavy tanks and another that uses heavy-bombers and lots of groun defenses. Against the second guy, I simply can't use the peewee rush (although the Jethro rush is useful in knocking down some of his aircraft production). Different play styles make necessary different defense styles. Against the first guy, I often win, because my reliance on small units can cripple his production before he amasses his army. Against the second, I lose with greater frequency, because I'm less adept at anti-air tactics.

      --
      Virtue finds and chooses the mean.
      Aristotle, Ethica Nichomachea
    22. Re:When will the real evolution of RTS arive? by Anonymous Coward · · Score: 0

      Try Homeworld, by Relic. True 3D makes for some interesting tactics, combined with the stunning graphics make this one revolutionary. Slightly dificult, but that's why you play this one multiplayer :)

    23. Re:When will the real evolution of RTS arive? by Jace+of+Fuse! · · Score: 2

      Homeworld and Cataclysm both rock.

      Definately a one player game for sure, but both stories are top notch and the way they merge the cut-scenes with the game it's self almost makes the whole thing seem like a really well done sci-fi movie.

      Homeworld and Cataclysm are BOTH definately 100%'s!

      Both are a tad bit difficult, but I'd say the first one was harder than the second one.

      --

      "Everything you know is wrong. (And stupid.)"

      Moderation Totals: Wrong=2, Stupid=3, Total=5.
    24. Re:When will the real evolution of RTS arive? by Afty0r · · Score: 1

      Earth 2150 had such a functionality, and very good it was too.

      You could write as many scripts as you wanted, giving each one a name, and then in game you could alter the script that a unit was using whenever you wanted to.

    25. Re:When will the real evolution of RTS arive? by daeley · · Score: 2
      Worked for Russia in WW2. It helped that they were mopping up an overextended army that depended on armor that no longer had any that was usable...

      Three things worked for Russia in WWII:
      1. Winter
      2. Germany's military-distracting insanities
      3. Russia's willingness to sacrifice millions of workers and soldiers

      And from Germany's invasion till the relief of Stalingrad a year and a half later, the Soviets weren't 'pointing them in the direction to roll over anything they come across' so much as digging in and trying not to be rolled over themselves.
      --
      I watched C-beams glitter in the dark near the Tannhauser gate.
    26. Re:When will the real evolution of RTS arive? by elcairo · · Score: 1

      Argh! I've lost a revolution...

    27. Re:When will the real evolution of RTS arive? by Magius_AR · · Score: 1
      In other words, RTS hasn't evolved much past zergling/tank rushing. The mindless action of highlighting a large group of cheap single functionality units and pointing them in the direction to roll over anything they come across. Once you establish the most efficent process of building economoy, you end up repeating the same damn steps each and every game you play This is far from true.
      As someone with a few years of multiplayer Starcraft background (3 years of college), I've played many a game fighting off people with the mindset of swarming with basic units, and won later on using guardians or reaver drops or another advanced equivalent.

      If the early rush (or even late rush with basic units) strategy seems to work all the time for you, you're playing against people who aren't very good. Zerg _might_ be able to get away mass cheap unit rushing (hydra swarms), but that's what the race is meant for. Terrans often can get away with early medic/marine/tank advancing, which personally I think is a little overpowered, but hey, its part of the game. As for the rest, good luck, you won't get anywhere without at least a few dropships against people who know how to defend properly. And that at least guarantees mid-to-late game play, as transports aren't very quickly accessible.

      I don't care how early you think you're attacking or how many units you think you have. Against an opponent of equal caliber, he should have just as much as you (+ more since it takes time to mobilize your units across the battlefield). And he's dug into a defensive state that even further turns the odds in his favor.

      Anyways, in all the time I've played, I've noticed most people seem to prefer this method of playing:

      1) Build strong defense in one base
      2) Build up resources in one base (don't bother expanding)
      3) Build vast army to attack with
      4) Attack

      And frankly, most of these people suck and die very quickly by those who rush, precision-attack, expand, and do trickier things.

      Some people like:

      1) Don't defend
      2) Rush through the tech tree as fast as you can
      3) Hope you don't get attacked
      4) Build some insanely advanced units before anyone has equal time to reach that level and slay everyone

      This method works if you are playing against people too stupid to scout out their opponents and see what they are doing

      Many people bitch about tactics such as rushing simply because they suck at the game. Rushing is quite easy to counter...you simply attack them right back...you lose an ally (maybe, many rebuild elsewhere), so do they. When people are concentrating all their resources in destroying someone, it's practically impossible that they also have the resources to defend themselves.

      To conclude, early rushing is a valid strategy, but hardly unbeatable. Mass cheap unit rushing only really works with zerg, because that is what they are meant for (swarming cheaper, weaker units). Its part of the game.

      And, for the record, most games I play (against competent players) go approximately a half hour or more and victory is normally dependent on who can best coordinate with their allies, and makes most effective use of their advanced units/tactics in. Rarely do late games end with unit swarming (although they do occasionally end with mass unit dropping, which as far as I'm concerned is an advanced tactic). If swarming is used for anything late game, it's meant to "drive the nail in the coffin" after the crucial blow has been dealt via a more advanced tactic (aka, first cripple their economy via a reaver drop, then mass strike before they have recovered)

      Magius_AR

    28. Re:When will the real evolution of RTS arive? by Anonymous Coward · · Score: 0

      And that's not what real generals do? Find a formula that works against a given enemy, then repeat the heck out of it. The trick is to find the formula, and exploit it as much as possible before the opposition can develop a counter-strategy.

  24. What about "Wargames" ? by Jacek+Poplawski · · Score: 2, Interesting

    What about "Wargames" ? It's RTS game for Atari XL/XE and it was released long before Dune II.

    1. Re:What about "Wargames" ? by Rob+Simpson · · Score: 1

      Was this like the ColecoVision version? It was real-time, but you couldn't buy new units or stuff like that...

  25. Read the Second Part of the Article by Spuggy · · Score: 5, Informative

    [Repost from some of my Replies to other Comments]

    Part 2 located here.

    My fault for not posting it in the first place (hopefully they'll update it when they get a chance).

    It will clear up a lot of the posts I am seeing about "They missed xxx!!"

  26. Re: Galactic Battlegrounds? by nomadic · · Score: 2, Funny

    True. There's something profoundly silly about having a bunch of R2 droids picking berries, catching fish, and slaughtering animals for meat.

  27. RTS Thanks to Configuration by Kirkoff · · Score: 3, Funny

    When I got Windows 95 on my 486/4MB RAM, and I installed Sim City 2000, it became a realtime stratagy game. As a matter of fact, if I maximized it, it would take a full month for a month of game time to elapse! Ahh, but I have to thank M$ and Maxis for that experiance. Being discusted with the performance, I went back to Dos/Win3.1. All the stuff I learned about partitioning helped me immensly when I got in to linux. (No that wasn't a powerful enough Machine, and yes I learned linux on a different Machine)

    Sweet, I'm off topic AND lame in this post.

    --Josh

    --
    There are exactly 42,935,718 letter sized sheets in a square mile.
    1. Re:RTS Thanks to Configuration by Anonymous Coward · · Score: 0

      Sweet, you're off-topic, lame, and at +3

  28. Turn Based Strategy Games Artcile at Gamespot by Spuggy · · Score: 1

    Check here for another excellent synopsis of Turn Based Strategy Games from Gamespot (and to think I hated this site when Gamecenter closed and began redirecting to it)

    1. Re:Turn Based Strategy Games Artcile at Gamespot by Anonymous Coward · · Score: 0

      Why did gamecenter ever close anyway?

  29. They forgot Art of War by tmark · · Score: 4, Insightful

    Any review purporting to cover "the earliest days of RTS" - as the referenced article purports to do - is incomplete without a mention of this game.

    I'm not even sure if this is exactly the right name - perhaps it was "Ancient Art of War" - but this was the first RTS game I had ever played, and it must have come out around 1987 or earlier. It ran on the PC, and if I recall ran in black and white, and certainly did not feature the huge armies or innumerable unit types that are available today, but games like WC and AOE play - in broad strokes - VERY VERY similar to "Art of War". It was, for its time, a great game.

    1. Re:They forgot Art of War by DarrylM · · Score: 1

      Ahh... Ancient Art of War... fond memories. That was a great game for its time. In it you would command groups of soldiers and could change the battle formation, give special commands during battle, and so forth.

      Ran in 4 colour CGA, too!! :-)

    2. Re:They forgot Art of War by LatJoor · · Score: 2

      Yes, "Sun Tzu's Ancient Art of War." I played it on the Apple //c. It actually wasn't RTS, though, because combat was not resolved in real time -- rather, when a conflict occurred you had to zoom in and command the troops while time stopped everywhere else. It was probably the first great war strategy game for the computer, unless there's another I haven't heard of.

      There was also "Ancient Art of War at Sea," which can still be downloaded to play in the Apple 2 emulator.

    3. Re:They forgot Art of War by Silh · · Score: 1

      Ancient Art of War was released in 1984, so it predates even Herzog Zwei. I remember playing it on the PC, though it was released for a number of different platforms.

      While by default the battles would zoom in, there was an option to not have control over the battles.

      It had a map editor so one could make custom maps, supply lines to your troops which affected their fighting ability... it's been too long, I can't remember most of it too well, other than too much time spent playing it. :)

      --
      -- Silhouette
    4. Re:They forgot Art of War by Stonehand · · Score: 1

      You didn't have to zoom in -- and if you didn't, the battle actually *did* take place concurrently with the rest of the game.

      It rocked. Pretty stable, few bugs (I only encountered one, if memory serves, and it was a WEIRD one involving ghost squads), and a lot of features ahead of its time, like formations; fatigue; supply; morale; taking prisoners; and victory locations.

      Plus, there as a map editor, loads of options, and a pretty good manual. And, unlike more modern RTSes, clicking speed and micromanagement were completely unimportant... Not bad for 360K.

      AAWS was a step down, IMHO, as the battle system encouraged arcade-like prowess, and as the harder AI levels relied on pretty hefty bonuses (e.g. JPJ getting bonuses in every aspect of the game, including basics like cannon range...).

      --
      Only the dead have seen the end of war.
    5. Re:They forgot Art of War by Cam+Wheeler · · Score: 1

      I can't believe they forgot The Ancient Art of War. That was the first game I ever played on a computer system and even though it had it's flaws (archers anyone?) it was still damned addictive. As far as I can remember it did have some color (about 4 of them).

      I tried downloading it last year but it simply wouldn't run properly on todays machines (even with a cpu slowdown program).

    6. Re:They forgot Art of War by Anonymous Coward · · Score: 0

      Agreement with all that you said. I remember that one scenario actually required that you not zoom out: you're given two units, and you have to race two enemy units to the flags. Winning strategy: detach one of your units, sacrifice your unit in a battle with both enemies; while the battle plays, your unit advances. If you zoom in, your unit does not advance during the battle.

  30. What about Sacrifice? by iomud · · Score: 3, Interesting

    Sacrifice is a good example of an rts that broke out of the niche mold of traditional c&c/starcraft type rts's. It still maintains a unique rts feel though, along with an rpg and open ending element thrown in. It was somewhat overlooked when it came out but I think it was a pretty groundbreaking game. Resource mangement was downplayed but still there the focus was more on action and the unit behavior reminds me of shogun: total war. The cinematics and graphics were much advanced as well compared to other rts's.

  31. Settlers by negativekarmanow+tm · · Score: 0

    What about the Settlers / Serf city games? Best real-time action games I've ever played. Ok, they're slow and it's kind of boring, having to wait for the trees and grain to grow, but very addictive anyway. (and you can always press F12 or so to speed things up)

    Another nice one I had on my XT was "The Ancient Art of War", by brøderbund. Unfortunately it won't run on my new(er) machine, it finishes the game in about 0.1 seconds.

    --
    No security through obscurity: my password is goatse. Stop me before I troll again.
  32. Stonkers by Anonymous Coward · · Score: 0

    The earliest RTS I'm aware of is Stonkers on the ZX Spectrum, published by Imagine in 1983.

    Fun game, tho' it had a tendancy to occasionaly reset the machine half-way through.

    It's out there for the many Speccy emulators, of course ... :)

  33. Stonkers on Sinclair ZX Spectrum in 1983! by fuxoft · · Score: 1

    Gamespot writes that the first real-time strategy ever was Herzog Zwei for Sega Genesis (1989), and first computer RTS was Dune 2 (1992). This is both wrong. There was a game called STONKERS for Sinclair ZX Spectrum computer (called Timex Sinclair in the U.S.) by Imagine Software, which was released in 1983 (!!!). It clearly falls under the definition of "Real-time strategy" (it features different units, map with various terrain, reinforcements, even zoomable map)! It was less than 40 KB long. You can play Stonkers online using Java Spectrum emulator here.

    --

    --- Frantisek Fuka (Yes, that's my real name and you have no idea how it's pronounced)

  34. What about the Settlers? by Lars+T. · · Score: 2

    It (and it's sequels) fulfill the "harvest, build, destroy" definition.

    --

    Lars T.

    To the guy who modded me down from perfect to terrible Karma - Apple haters still suck

    1. Re:What about the Settlers? by Anonymous Coward · · Score: 0

      Or for that matter, its prequel, "Serf City", from Blue Byte, that fit on one floppy disk, yet was as fully realized as many of them are today.

    2. Re:What about the Settlers? by Lars+T. · · Score: 2

      "Serf City" was the American Title of the original "The Settlers"/"Die Siedler".

      --

      Lars T.

      To the guy who modded me down from perfect to terrible Karma - Apple haters still suck

  35. Battletech 2: The Crescent Hawks Revenge by Anonymous Coward · · Score: 0

    Is the first RTS i played.
    It was published by Infocom and developed by Westwood Associates (at least it says so in the little credits flyby).
    oh..it has BulletTime(tm) too.

    Looks like GameSpot has to fill pages with stuff, too bad gaming and writing articles do not go hand in hand.

  36. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  37. Gamesport Article is badly done. by Anonymous Coward · · Score: 0

    All C&C screenshots are pre-release doctored for increasing the hype (back then).

    It pissed me of when i bought the game, it pisses me off now.

    I WANT MY "TROOPERS WALKING THROUGH WATER FROM HOVERCRAFT" !!

  38. How is Command HQ NOT the first? by DoninIN · · Score: 2, Interesting

    How is it that Ozark Softwares Command HQ is not the first real time strategy game for the PC? It came before the others, release date of about 1990, it's a strategy game, it's real time. Without a doubt I spent more hours playing HQ than any other single game, with the possible exception of DOOM. Yeah I know I'm a geezer, but I still can't see how this one slipped by.

    1. Re:How is Command HQ NOT the first? by Disoculated · · Score: 1

      Command HQ was preceeded by Modem Wars in 1988, also by Ozark Softscape, that was an overhead view real-time head-to-head (modem or serial cable) strategy game that felt an awful lot like WarCraft does now. There may have been little on the building side, but this was *the* head to head game to spawn them all.
      The expertise of Modem Wars was used to create Command HQ, which Microprose collaborated on. The eventual result was the 1992 Global Conquest, which was the first four-player network game released by a major publisher"

      So say thank you to Dani Bunten for them all, that's where the interface really started :)

  39. Starcraft -- My RTS Fav by Spuggy · · Score: 3, Insightful

    Granted it has its shortcomings, but I'm pretty sure I've never played a game (this is including every one of the Final Fantasy and Madden games) more than I played Starcraft (and the Brood Wars expansion). For a good year and a half of my life I pretty much played nothing else.

    The games greatness didn't necessarily lie in its features, (TA was much better looking; still had the build-gather-amass troops-rush problem in a lot of cases) but in its storyline and multiplayer modes. It was really the first RTS game to have Internet play planned for the start. Sure there were problems with kidiez running out on games on you and other issues, but for the most part, the Blizzard Ladder system provided a great way to compete for both fun and competition. (Still remember reading writeups of every match in the tournaments on starcraft.org--too bad the damned site is unviewable now in Mozilla).

    As far as the storyline goes, who doesn't remember Kerrigan's infestation or the Protoss Hero's (can't remember his name now--kinda killing my argument here) sacrifice. The Brood War expansion was a masterpiece as well--bringing back Kerrigan as the Zerg Hero, showing the uneasy alliance between the Dark Brethren of the Protoss, and of course the UED, who you just grew to hate. The storyline of the games were so great, that at several points I didn't care about the gameplay, I just wanted to see the Cinematics and the Mission Briefings.

    I'll admit that I haven't been as active in the genre as I once was, and could have had as much fun with another game, but it was Starcraft that really won me over.

    Looking foward to Warcraft III to provide the same level of greatness in 'net play and in the storyline.

    1. Re:Starcraft -- My RTS Fav by Rob+Simpson · · Score: 1

      "or the Protoss Hero's (can't remember his name now--kinda killing my argument here) sacrifice." Yeah, I remember that. I'd destroyed every Zergbuilding and unit besides the Overmind, I had a dozen or two siege tanks surrounding it, not to mention carriers and stealth ships etc., and he goes ahead and kills himself. Dumbass.

    2. Re:Starcraft -- My RTS Fav by mlylecarlin · · Score: 1

      Tassadar (waiting... god, I hate the 20 second delay between reply and submit rule)

  40. Why not? by Edie · · Score: 2, Insightful

    You can't forget games such as: The Myth Series, or any of the ogreBattle games. Which don't emphasize building forces, but rather managing what you have. Wars without the draft as it were.
    -Edie

  41. Where's Kohan? by jandrese · · Score: 3, Insightful

    IMHO, Kohan is the most deserving of mention in the "Future Evolution" category. It's an RTS that finally lets you actually build a real strategy and maintain an economy (you have to pay for your unit's upkeep) while making your armies. Destroy an opponents economy and his armies will soon fall into disrepair and eventually disband. Formations factor heavily into gameplay as different formations affect the strength of your attacks and the rate at which you can move (if you choose a strong defensive stance, you will only be able to plod across the battlefield, if you choose a superfast pressed move your troops will make it to their destination fast, but be completely exausted and useless for battle.) Kohan also prevents you from micromanaging much of the game. Your control happens at the company level, and the computer controlls the individual units in battle, even the spellcasters. The AI's are programmable (well tweakable) to allow you to build up stronger opponents for single or multiplayer.

    Additionally, Kohan is available for Linux if you look around, and there's a dedicated online community of Linux gamers that are great to play with. I can't reccomend this game enough, I havn't played a game this much since Starcraft. It is well worth the $50 sticker price.

    --

    I read the internet for the articles.
  42. To bad the article is wrong by WeaselGod · · Score: 0

    The first pc RTS was Warhammer: Shadow of the Horned rat, not Dune II.

    --
    - WeaselGod
    Eagles may soar, but weasels don't get sucked into jet turbines
  43. M.U.L.E ?? by Moritz+Moeller+-+Her · · Score: 2

    I wonder why nobody mentions this game anymore. It was released in 1983(??) and still is great fun. Just download vice (a C64 emulator) and use your old floppy with the original MULE game (right...).

    Might well be the ancestor of all RTS games, IMHO.

    --
    Moritz
    1. Re:M.U.L.E ?? by nologin · · Score: 1

      It was a really fun game and I still play it sometimes. Problem is that it is turn-based, so not all the actions take place simultaneously. It was a good primer for situational economics (supply and demand) under specific conditions.

    2. Re:M.U.L.E ?? by Jacek+Poplawski · · Score: 2

      I wonder why nobody mentions this game anymore. It was released in 1983(??) and still is great fun. Just download vice (a C64 emulator) and use your old floppy with the original MULE game (right...).

      M.U.L.E. is not RTS. It's just perfect turn based strategy with few moments of arcade.
      BTW IMHO first game better than M.U.L.E. was Civilization (after 8 years).

  44. What about the Ancient Art of War? by (void*) · · Score: 2

    I remember playing that. It was PC based, had a useable, but ugly 4-color interface. That was out in 1987 or so.

    1. Re:What about the Ancient Art of War? by LatJoor · · Score: 2

      Heh, it wasn't the game that had the ugly interface, it was your CGI graphics card. Early IBM-compatible graphics sucked pretty hard compared to the competitors (C64 + Apple 2).

  45. The best RTS by far... by Anonymous Coward · · Score: 0

    chess (with a clock).

  46. Utopia - the first RTS by Hooky1963 · · Score: 1

    Hm, wouldn't Intellivision's Utopia be a RTS as well? I mean it was still turn-based but that was really only for scoring purposes. But you goy to build your structures, and control the boats.

    Utopia started the Sim-genre IMHO.

    http://www.intellivisionlives.com/ used to have a PC version of Utopia, but it seems the site is down.

    --
    POKE 53281,1 POKE 53280,0
  47. Populous by rednox · · Score: 2, Informative

    I can't believe they left out Populous, published by Electronic Arts 3 years before Dune II, in 1989. See some screenshots, with bad translation. Gamespot considers it one of the 15 most influential games of all time.

    The concept was that you were a God, and you were battling another Diety for control of worlds. Both you and your opponent started out with a few followers, and they would multiply rapidly through making settlements. You could make the settlements produce faster by improving the land around them.

    You slowly built up Mana points that you could spend on disasters to inflict on your opponent's settlements and followers. Volcanos, quicksand, earthquakes, just to name a few. The more followers you had, the faster your Mana would accumulate.

    It was the first game that I had ever seen that had multiple units to control at once. Instead of having direct control over each unit, you could direct them towards a "Papal Magnet" that you could place anywhere in the game world.

    It even had a multiplayer option that you could play over a modem.

    It was much closer to today's RTS games than Herzog Zwei!

    1. Re:Populous by Penty · · Score: 1

      He covered that in the article, it is considered one of the "God-Games" and not strictly and RTS.

  48. Re:Recycled? Or an old lost article by __aasfhc1949 · · Score: 3, Informative

    Hello jandrese:

    The part II of the article is here: http://gamespot.com/gamespot/features/all/realtime _pt2/index.html.
    It covers RTS from 1999 to the present.

  49. It Came From the Desert by taxman_10m · · Score: 1

    Someone correct me if I'm way off, but didn't It Came From the Desert (1990?) have some RTS elements to it? Been a long time since I've played it ...

  50. Why is Carrier Command not mentioned? by CrystalFalcon · · Score: 1

    This game (for the Amiga, though I believe there is a PC version as well) fulfills the basic criteria: harvest, build, destroy -- and in real time versus a computer opponent.

  51. Dungeon Keeper by InsaneCreator · · Score: 4, Interesting

    What about Bullfrog's Dungeon Keeper? Wasn't this one of the best Real-Time Strategy games? Mine for gold, attract creatures, show your opponents the meaning of "hell"!!

    1. Re:Dungeon Keeper by haedesch · · Score: 1

      Indeed... Dungeon Keeper 1 was really good, and the add-on added some very tough and rewarding missions.

    2. Re:Dungeon Keeper by Sri+Lumpa · · Score: 2, Funny
      One of my best ever moments playing a video game was at the end of Dungeon Keeper, when you have to kill the Avatar from Ultima.

      The first time I played that level I didn't know I was was supposed to kill it and captured it instead (never managed to do it again afterwards) so that after putting him in my torture room and feeding him plenty of chickens he came to MY SIDE. What really surprised me was when I received a message that the Avatar's followers had ressuscitated him. Being the first time I played the level I didn't understand (how can teh do that if he isn't dead) but when he attacked me with his friends I had the coolest ever fight in video game History: the Avatar against the Avatar. The one I had captured and converted against the new one. Man, that was cool.

      --
      "The obvious mathematical breakthrough would be development of an easy way to factor large prime numbers." Bill Gates,
  52. Warcraft II's Fire by krs-one · · Score: 1

    I remember the first time that I played Warcraft II and blew up a building. The fire that resulted (despite being 30 sprites of some stock flame) was so incredible looking. It was absolutely amazing.

    Also, I remember WarII as being the first game I played online. I went by 'PeonMe.' Oh boy, my 6th grade years.

    -Vic

    1. Re:Warcraft II's Fire by Simon+Garlick · · Score: 1

      Don't worry, even now the fire still looks cool.

  53. Wow, what about even older RTSes by Tjp($)pjT · · Score: 3, Informative

    I played net-trek on PDP-10s, 11s and Vaxes in the late-70s. These had the features of RTS mentioned just with text based graphics. Multi-player realtime action with texty goodness. I played non-multiplayer trek in the mid-70s. Empire and multiplayer Empire (I particularly like XEmpire with its cool graphics and would love to find an old source drop of it!, particularly the networked varient with multi-player support). Not to mention some other single player RTS like Rogue and DND (not to be confused with Dungeon, the text script game). All of these had a running clock, items or status to recover, entity interactions, and many were multi-player networked games. And of course the trade based games.

    Pre-Internet (with the capitalized I) on the Merit network was a game (that was banned _often_ by the system administrators) that created an adaptive universe to travel through (local copies of the universe were "patched" to have dimensional rifts when the local universe synced to a remote universe and the on-the-fly universe creation overlaped between the two universe, sometimes entire rifts winked out of existance (when sys admins quashed them :-) losing all that was in them at the time. I would love to find a copy of Galaxy!

    --
    - Tjp

    I am in wallow with my inner money grubbing capitalistic pig. ... Oink!

    1. Re:Wow, what about even older RTSes by Anonymous Coward · · Score: 0

      Roguelike games are hella fun, I love them...but I don't think they fall under the working definition of RTS.

  54. one that really pushed the envelope... by evilpaul13 · · Score: 2, Interesting

    is Shiny's Sacrifice! It almost requires a GeForce or later to run, but has a style of gameplay I haven't seen before. You play from a third person view as the general of your army on a huge island. It's worth looking at if you haven't seen it. Wine even emulates it.

  55. Re:Recycled? Or an old lost article by Gobalopper · · Score: 2, Informative

    It was posted by GameSpot back in March of 2001 so about a year old now.

  56. Pokemon factor was a problem, though by ColGraff · · Score: 3, Insightful

    This is one case where I feel the game community's creativity really hurt the game - a lot of the people I play with will only play if you have such-and-blah third-party level packs, and many of these (I think) unbalance the game. That said, at a LAN party where you can prepare patches and unit packs in advance, it's an awesome game. A lot of people downplay the AI (and rightly so, it really isn't all that good) but sometimes it does put up a mean fight - I've spent days locked in epic battle with the AI, with the entire map filled with units, missiles flying everywhere - TA has a truly epic scale. And, you can get it for about five bucks from EB - with or without COre Contingency expansion pack, depending on the alignment of the stars. Best five bucks I ever spent.

    --
    I'm the stranger...posting to /.
  57. WC2 by Anonymous Coward · · Score: 0

    yep wing commander 2 was a GREAT game! :P

  58. Civilization or Dune II? by Anonymous Coward · · Score: 0

    I'm actually a bit confused about why Dune II has the destinction of being the grandfather of RTS. Wasn't Sid Meier's Civilization released a year prior to Dune II?

    1. Re:Civilization or Dune II? by Anonymous Coward · · Score: 0

      yeah, you're confused alright :-) Civilization is turn-based, not real-time. it fits more in the "god game" category (some of which actually being real-time) with sim city (and other sim* games from maxis), populous...

  59. RTS by BoredGuy · · Score: 0

    Repeatedly Timed Sex

  60. Re: Galactic Battlegrounds? by bje2 · · Score: 2, Informative

    there's nothing wrong with Galactic Battle Grounds, in fact I enjoy the game...i was never into AOE2, but since i'm a star wars fan, GBG appeals to me...

    i wouldn't excatly call it exactly a rip-off...in fact it actually uses the AOE2 game engine...it's like when they take Monopoly, and then give it a NFL theme to make it appeal to a different market...that's what GBG is....

    in any case, i personally find it more interesting to control units and such in GBG because they are units in a universe that we've seen and grown up with (through movies, books, etc...) our whole lives.... well, just my opinion...

    --

    "Facts are meaningless. You could use facts to prove anything that's even remotely true." - Homer Simpson
  61. Starcraft by king-manic · · Score: 1

    Sure total annihalation had some nicer graphics and better interface but starcraft is the so much better in style and gameplay. They have three fundementally different races and still the game is balanced. TA had two balanced races but they had no character no style. You just had walking tank A or walking tank B. Besides Starcraft is still one of the better selling games 3 years after it's release as well as having a least 10,000 games going on at any time while TA had about 16 on gamespy the last time I checked.

    --
    "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  62. very commercial slant by markj02 · · Score: 3, Insightful

    I'm pretty sure there were several free, real-time strategy games for UNIX workstations before 1989, some of them even multiuser.

  63. Pushing Real Time Strategy games by the+grace+of+R'hllor · · Score: 2, Informative

    Two nominees for groundbreaking RTS games:
    - Homeworld (and the half-sequel, Homeworld: Cataclysm).
    Strategy in Space, with full 3d navigation. Huge battleships to form the core of your army (includes Carriers, which can be deployed remotely, and can be used to create strike craft and frigates), and smaller crafts like bombers and fighters to move quickly for recon and attack.
    The capital ships need to be defended, yet they are also your biggest weapons. The 3D factor is more important than it might seem, since it's quite hard to avoid attacking in a flat plane.
    Remember, the enemy's gate is down!

    - Shogun: Total War
    Cavalry, archers, pikemen (either peasants, who are cheap, and professional pikemen, who are hardier). Not in a one-on-one capacity, as done by Warcraft. Units have a maximum of 120 individual soldiers, and each army has a maximum of 16 units, including the unit which carries the army's general.
    Having 1920 soldiers on the field in medieval-oid configurations and formations is fun enough by itself. Each unit has morale. If this is too low, they give up and run for the hills.
    Morale of a unit is determined by the units around it. If you have a wavering line of pikemen, and allied cavalry is fleeing through their ranks, the pikemen are more likely to panic. Taking losses to the unit hurts morale. Having the general of an army killed hurts morale.
    Units also have stamina. Quickmarching soldiers and horses up hills exhausts them, and they really do fight worse if they are exhausted. Also, they become slower. It also affects morale. Horses don't go well through trees. That sort of thing.

    Okay, that turned in a (poor) mini-review. Anyway, Shogun takes the cake when it comes to scale and detail. It's on a level no other RTS has done, IMHO.

    These two had better be in the second part of that review. Anyone else have recommendations?

    1. Re:Pushing Real Time Strategy games by necr0m · · Score: 1

      As far as Homeworld goes I fully agree with grace on this one. Although Homeworld may not have turned out to be as popular as other RTS games, it had features that I have yet to see matched. The story that was told with Homeworld is the only one that I know of that could stand by itself as the central idea for a movie or novel. Any addicted player of this game will agree with that and be happy to talk about it. It also came with some of the most captivating music of any game I've ever played. It was great to be able to play a game that really made you want to win for reasons other than self-satisfaction while listening to great music all while kicking serious ass. It definitely deserved every award that it received (including GOTY) and should serve as a model for other such games for a long time!

      IMHO.

    2. Re:Pushing Real Time Strategy games by bluephone · · Score: 1

      As with comment #2984186, I agree 100% with including Homeworld. To me, it is one of the best games ever created. Right up there with the original Legend of Zelda (yes, I'm an NES junkie), Space Quest III, and Zorks 1-3. No contest. Yeah, I an an id fanatic, and love Wolf3D and Doom, and the Quakes, but if I were on a deserted island with a solar cell and rechargeable battery array to power my PC, I'd chose Homeworld as one of the 3 games I could have to while away the hours. No contest.

      --
      jX [ Make everything as simple as possible, but no simpler. - Einstein ]
  64. Re:Actually, Bunten's "Modem Wars" was the first R by QDerf · · Score: 1
    it's hard to name a first of genre anyway... I played Command HQ for hours with my pal over a modem connection, and we had some epic late night games (that were usually brutally interrupted by his father finding out he was not in bed and at the computer in the middle of the night!) and eventually moved on to Global Conquest.


    Only bad point about Command HQ is that sometimes, when an unit defeated an other in extremis, both players might see a different outcome on their screens... like on my computer my unit wins, and on the other computer it lost. When this happens towards the end of a critical battle, the games quickly became completely desynched and we had to stop. Too bad Dan bunten's games always had those little annoying bugs!


    Still, he/she was a brilliant designer and undoubtedly influenced many of the people who made the genre become as big as it became a few years after.

  65. Thanks! by Anonymous Coward · · Score: 0

    I could not for the life of me find that frigging thing!

  66. Populous ? by shimmin · · Score: 1
    It's a nice article, but they they mistakenly give Warcraft I the name of first PC RTS, when that title should go to Bullfrog with Populous (1989), which beat Warcraft out by a full three years.

    It's a little hard to believe they made this oversight, considering that Populous is one of the true classics of PC gaming.

  67. Warlords Battlecry by Anonymous Coward · · Score: 0

    I'm glad Warlords Battlecry was mentioned. That is my favorite RTS by far. The sequel will be out soon, don't miss it you guys! I'm sure it will be good. Steve Faulkner is a gaming mastermind!

  68. Old games? by Anonymous+Brave+Guy · · Score: 2
    I don't even suppose people will care very much about an older game anyway.

    Old, but still oft-replayed in spare hours. Although I've played several newer titles, I haven't yet seen a RTS game that I thought beat TA for pure gaming addiction. And I can still play TA on my P2/350. :-)

    --
    If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
  69. Fon't forget NetRisk, Intellivision Sea Battle by gojomo · · Score: 2, Interesting

    In 1989, maybe even a couple years earlier, there was a real-time version of Risk that you could play on Macs over an Appletalk network. All the rules were the same as Risk, except -- no turns! Move & attack as fast as you could click, reinforcements would appear gradually as a function of your territory.

    It was great fun, and definitely fits as a "RTS" game.

    Going back even further, to about 1982, Intellivision's Sea Battle had two players simultaneously deploying and giving directional orders to fleets on a worldwide map, with "zooms" into fleet-to-fleet battles (like Ancient Art of War). Sea Battle could definitely be considered proto-RTS.

  70. getting that BK manager job by rigelstar · · Score: 2, Funny

    If your really good at these games do you think you could add that to your resume?

  71. They overlooked Xcom by pjc50 · · Score: 1

    I've just finished playing XCom: Apocalypse, and it's the most gripping strategy game I've played. Possibly because it's not totally real-time: the economics of equipping your troops and researching aliens are done seperately from the close combat. And you can pause the game at any time to issue a new bunch of orders.

    Also, this game is HARD. Any mission can turn into a disaster if you let your people get seperated, out in the open, or forgetting to watch their backs. The aliens have devastating weapons which they know how to use.

    Much better than a tank rush any day :)

  72. THIS GAME OWNED ALL. by Anonymous Coward · · Score: 0

    Yep, this WAS definately a RTS. The difference here is that you controlled all the units in 3D 1st person perspective! Back then this was INSANELY cool. You had your mothership that built the units, you flew them to isles and set them to do various tasks when you werent controlling them.. While the CPU mothership went on its way .. Definately the most innovative RTS ever created, and it outdated almost 99.9% of the RTS genre. (That Spectrum Sinclair one from 1983 definately wins "first prize" tho!) The only games that have tried to mimic the Carrier Command game was the BATTLEZONE series.

  73. Starcraft = ZERG RUSH by Anonymous Coward · · Score: 0

    It sucked so bad. You didnt use tactics in this lame RTS. TA was way ahead because you head literally 300 *different* units in the entire game that all brought in their own unique stats to defeat. Dont even compare Starcraft in the same sentence with TA please. Starcraft is the RTS for 5 seaseme street kids. Please come back and play TA when you want to do some real strategy.

    1. Re:Starcraft = ZERG RUSH by Kharny · · Score: 1

      Shure, that is why all the top players play Zerg... Not. Starcraft has been balanced, rebalanced etc. since 1998 till now. There are no 'Winning tactics' Check it out, the new replay function shows exactly how mayor players like Ntt, Grrr etc. can play, this requires real strategy, speed and "multi tasking".

      --
      Make a man a fire and he will be warm for a day, set a man on fire and he will be warm for the rest of his life
  74. its not very complete... by haedesch · · Score: 1

    where are the sim games? they dont involve warfare but its about strategy in those too (well, at least in good old SimCity it was)

    1. Re:its not very complete... by haedesch · · Score: 1

      should have read other users coments first, its been brought up before...
      Lords of the realm 2 deserved a mentioning too though, it was a rather shabby game, but the sieges were absolutely innovating at that moment

  75. Hello, STARCRAFT? by DiGiT0X · · Score: 1

    Perhaps the best RTS made to this date is Starcraft. I don't know why it hasn't been mentioned before. Of course I didn't read all of the posts, but I read enough to be convinced some of you haven't the right to talk about RTS's until you've played Starcraft online... Blizzard = RTS masters. Hopefully, Warcraft 3 will do their previous works justice. I fully expect it to as well, since it has been roughly 45 years since the first predicted release date...

    1. Re:Hello, STARCRAFT? by masamax · · Score: 1

      BA HAHAHAHA! SC is definitely not the best RTS made. I can think of several that are better IMO. -TA -RA -RA2 -SS -even WW3!! The only thing that I play SC for nowadays is the map setting maps. Diplomacy=best ever. The map editor has a lot of power, and that is the only thing that makes SC pretty darn good. Oh yeah, and did I mention that playing a multiplayer game on SC past 6pm EST is impossible because every single Korean player in the world feels US West is the ONLY server they can use. Damn Blizzard. They own Korea! heh

      --
      I like to kill your couch. HE DIED HARD! MOO.
  76. READ THE ARTICLE. by Anonymous Coward · · Score: 0

    They specifically stated that Populous is a "God Game" genre. Not RTS that the article was covering. Games like C&C and Dune2 - That whole RTS genre. You have to mine resources and use tech trees to build different units, etc .. Populous you played god and spent most of the time shaping land and watching what happened. it didn't count. Two totally different genres.

  77. Re: Galactic Battlegrounds? by Old+Wolf · · Score: 2, Funny

    NFL monopoly ??? You have got to be shitting me

  78. Xcom was TURN BASED. RTS = REAL TIME Strategy! by Anonymous Coward · · Score: 0

    Sheesh!

    RTS = Real Time Strategy

    XCOM was TURN BASED.

    It's doesnt get any more simple than that, folks.

    1. Re:Xcom was TURN BASED. RTS = REAL TIME Strategy! by pjc50 · · Score: 1

      Xcom Apocalypse gave you the option of real-time or turn-based.

  79. Rant some more. by enkidu · · Score: 2
    Hey, I care! TA is the only reason I still boot into OS9 (OSX rocks BTW).

    To continue your excellent rant, I've played RTS games since Warcraft, but I always go back to TA. Why? Because of all othe RTS games, it has the most Strategy. SC, WCII, CC all involve way (way way) too much micromanagement. (I haven't played AoE or AoEII yet). Everytime I play SC, I long for TA's movement and attach profile. Also, the small unit grouping limit is a huge pain in the ass. With TA, setting the profiles for Movement (Hold Position/Manuever/Roam) and Attack (Hold Fire/Return Fire/Fire At Will) can make a huge difference in how unit behave. This is exactly what you want when you send units out to patrol vs. guard vs. attack vs. sneak attack vs. targetted attack etc. Another big plus is the ability to have construction units patrol areas to repair structures and units.

    Over all strategy is incredibly important in TA (when played well) mind you. With a good defensive structure/web up (laser cannons and plasma cannons and missile turrets, Oh My! Oh and dragon's teeth, lots of dragon's teeth) I can guarantee that any rush without huge air support will get annihilated (haha).

    TA is still one of the few games where a mostly defensive posture is possible. SC, WC, CC and WCII all favor very aggressive postures. In TA, against someone who knows how to scout and scan their radar screen often, extreme agressiveness will get you wiped out quickly. Especially on metal deprived maps, attacking early can give your apponent a huge advantage in metal.

    On small maps, the race is usually who will get a (protected) Fusion Generator + Bertha/Intimidator up first. Note that if it isn't well protected, a full flight of bombers supported by distracting fighters/scout planes will reduce it to a pile of twisted metal in a blink of an eye.

    On large maps, air power/mobility is (IMHO) the way to go (with sufficient ground protection for your bases of course). The one thing I wish CD would have released before they went under is a heavy air transport (4-6 units). Radar cloaking can also make a huge difference against opponents who aren't thorough. I think of navies as primarily air support platforms and spy sub intelligence gathering.

    Check out planet Annihilation's Strategy Page if you want to see some of the depth of TA. I think it's still the RTS game with the most "S" out there.

    --

    There is no trap so deadly as the trap you set for yourself
    -Raymond Chandler, The Long Goodbye
    1. Re:Rant some more. by Kirruth · · Score: 1

      Definitely the possibility of a defensive posture in TA set the game apart, especially since airpower gives you the chance to suddenly switch (hence the Rapier Rush, hooray!). And, hey, the names of the units are cool. Let's face it, even if you don't know what a Doomsday Machine does, it definitely sounds bad!

      --
      "Well, put a stake in my heart and drag me into sunlight."
  80. And what about? by Anonymous Coward · · Score: 0

    I'm dissapointed about the articles failure to mention the Warwind series. I found both titles quite enjoyable, almost more than those that give Blizzard it's fame.

  81. re: It's all about WC2 for me. What a game. by Corf · · Score: 1

    I dunno, I liked Wing Commander four better... much more cinematic, and the plot twists were fun. Pity it didn't run too well on my 486/66.

    --
    The pain was excruciating and the scarring is likely permanent, but that just means it's working.
  82. have you tried mechcommander? by dunkelfalke · · Score: 1

    if you use such a strategy in mechcommander you will die almost immediately.

    anyway you cannot build as large army as you want because you can only take limited tonnage into the dropship. this is a game where you have to start thinking.

    --
    "It's such a fine line between stupid and clever" -- David St. Hubbins, Spinal Tap
  83. Castles by craigeyb · · Score: 1

    I played Castles way back in the day in which its 320x200x256 graphics were quite amazing and there did not seem to be a game quite like it. I realize that Castles was not an RTS game as they are cut with the cookie cutters these days, but that game was one of the first that combined SimCity-like construction along with militaristic planning.

    And the computer always had more units than you, too.

    --

    Social Contract? I don't remember signing any Social Contract!

  84. aaah!! by Anonymous Coward · · Score: 0

    Don't forget Mega-Lo-Mania on the pc!!!

  85. Sacrifice best RTS ever, IMHO by Quigley · · Score: 1

    I've been a huge RTS game fan since my first, WC2. Since then, I've played almost any RTS I can get my hands on, and I have to say bar none, Sacrifice is the best RTS game ever, and for me, best GAME I've ever played. I've been playing it almost a year now, and it continues to get more and more entertaining. Even the newer generation RTS games don't compare (Empire Earth, Battle Realms).

    Sac is the first RTS I've played where tactics are just as important as strategy. Those mostly unused RTS features like formations have a big impact on the outcome of battles. Micromanagement is often worthwhile. Mass units are far from a guaranteed win like some RTS games, and because the resource management is light, Sac is just pure in-your-face action. Not to mention you're right on the battlefield along with your troops :)

    Another benefit to the light resource management is that it's very possible to lose your whole army, run off to a corner of the map, summon a whole new army, and be back in the game. Depending on the game length, this usually happens many, many times over on both sides. With traditional RTS games, once you're overpowered, you're done for.

    If you're an RTS fan and you haven't played Sacrifice, you should, or else you're doing yourself a disservice. Even the single player campaign is well done (imagine, a game with great voice acting and a cool story!). There's 5 different gods, each with a set of 11 unique units, many with special abilities. Each god grants ~8 unique spells to your wizard as well. The depth is just amazing, and yet, it's still very well balanced.

    Best of all, single player runs under Linux using Transgaming's WineX :)

    www.sacrifice.net

    1. Re:Sacrifice best RTS ever, IMHO by xX_sticky_Xx · · Score: 1

      Bought it and returned it within 3 days. Not that I wanted to mind you; it was a killer game. I played the demo right through and eagerly went out and bought the retail version, only to have it fully lock up on me almost every game. I tried everything...uninstalling/reinstalling, updating all my drivers, reducing the graphics settings, praying to the gods. I was quite disappointed that I missed out on this game. From what I saw of it and played, it looked like a truly great game.

      --

      ---

      I didn't want to leave this space blank.
  86. Stewart Chesire's Bolo? by Anonymous Coward · · Score: 0

    Does anyone remember Bolo, an old Mac-based tank RTS? You could play with up to 16 people, but most Internet games had 2 teams of 2. (LAN games were something else entirely. . . .) It feels a bit different from the RTSes of today, but it actually had all the usual elements: you harvested trees, managed pillboxes (which served as structures & "troops" at the same time), and struggled for control of territory. I've never seen an RTS do a better job mingling tactics and strategy. There was quite a 'net community around this game, and it had that magical quality of always letting you get better. If the RTS world is looking for fresh ideas, here is a game that did it right.

    --Paul

  87. the true RTS pioneer by shawn.fox · · Score: 1

    The true RTS pioneer was Dan Bunten. I was absoultly astounded after reading the article on gamespot that Dan Bunten's games Modem Wars (1986), Command HQ (1988), and Global Conquest (1990) were not even mentioned. Dan Bunten was awarded a lifetime achievement award by the Internation Game Developers Association in 1998.

    Tragically Dan Bunten abandoned the field and changed his pronoun to her (and his name from Dan to Danielle) in 1991. Dani Bunten passed away in 1998 of metastatic lung cancer at the young age of 49.

    A good history of Dani Bunten's accomplishments is available from The Underdogs. Also here in Google cache

    1. Re:the true RTS pioneer by shawn.fox · · Score: 1

      I realized after posting that I had the incorrect dates for when the games were released. Modem wars was released in 1988, Command HQ in 1990, and Global Conquest in 1992. All three before Dune II which was described in the article as the first PC RTS.

  88. Rescue Raiders beat them all... by Oxryly · · Score: 3, Interesting

    Rescue Raiders, an Apple II game put out by Sirtech in the early eighties ('83 or '84) beat them all to the punch. It was a 2d side scroller, but it had most all the elements of present day RTSes. (it most resembled Herzog Zwei)

    You piloted a helicopter (a la Choplifter), but this chopper had a main gun, anti-air missiles, and bombs. You had to progress from the left side of the battle field to the right and kill your enemy's base. To help you do this, you could "summon" tanks, infantry, missile launchers, and demolition trucks. The goal essentially was to attack, and protect a demolition truck long enough for it to get to the other side and blow up your enemy's base.

    See the link for more details.

    Oxryly

  89. Old article by mlylecarlin · · Score: 1

    This article is very very old. I remember reading it waaay back in the day.

    Wait! Other people have already pointed this out, AND my name isn't CmdrTaco, which means I'll get marked "redundant".

    mlylecarlin

  90. The first RTS platforms by Anonymous Coward · · Score: 0

    Why does Gamespot always ignore the Amiga and the Atari ST. Some of the greatest RTS games ever camer out first for for the ST and Amiga. Utopia and Powermonger,Cannon Fodder, Mega-lo-mania, Realms

  91. SSI's Battalion Commander by Anonymous Coward · · Score: 0

    This game came out in the mid 80's and featured realtime play, 2-D top down scrolling map, units you ordered to move or fire (though they'd move and fire on their own if confronted with the enemy) and you had to manage supply trucks that'd keep your troops equiped with ammo and some fresh recruits.

    I'm sure there are some VM/VMS/Unix V6 games that predate any of the games mentioned in any of these comments.

  92. Fate of Gamecenter.com by Spuggy · · Score: 1

    Some buyout from ZDNet or Vice Versa (or partnership or whatever. Gamespot was picked to close down because 90% of the pages were hard-coded HTML where as GameSpot used FrontPage or whatever WYSIWYG Editor. Factor in better marketing support for GameSpot at the time, and it wasn't too tough of a decision for ZDNet/C-Net to make. Shame too, 'cause Gamecenter was the premier site out there for Gaming News. (They had articles like this constantly and had a great hardware feature as well--something Gamespot is lacking).

    If anyone doesn't believe me, check out some of their pages here. The newest ones (from Late Feb 2001/Early March 2001 will probably redirect you to GameSpot, so don't bother.)

    If you want the very last page they made, then you want to check here here (Gotta love Archive.org)

  93. Reach for the Stars by singularity · · Score: 2

    I used to play a game on my Apple //gs called "Reach for the Stars." This was released in 1988.

    Players were given planets, and could build space ships to meet certain objectives. A *very* basic Starcraft, I suppose.

    A quick review and download at http://www.inwards.com/~fairway/game_pages/reach_f or_the_stars.html

    --
    - (c) 2018 Hank Zimmerman
  94. BOLO RULES!!! by the+phantom · · Score: 1
    The other nice thing about Bolo is how simple the game is. Tank, pillbox, supply depots. Tank attacks pillbox, tank dies. Yet, there is a great deal of effort and thought that can be expended in order to take a pillbox with out getting hit. It is also important where you put that pillbox. Such a simple concept, yet it becomes so complex, especially when you get more than four of five people playing...


    The other great thing is the ability to easily create levels. Triggers are nice, and can make the game more interesting, but have you ever gotten the chance in any other game to drive a tank around your campus and blow stuff up? your home town? Shellbyville? There are some great maps of Harvey Mudd out there... wish I could find a link.

  95. enkidu? by the+phantom · · Score: 1
    So the goddess conceived an image in her mind, and it was of the stuff of Anu of the firmament. She dipped her hands in water and pinched off clay, she let it fall in the wilderness, and noble Enkidu was created.

    Sorry, just curious about the user name... Don't mind my meaningless ranting.

    1. Re:enkidu? by enkidu · · Score: 1

      Gilgamesh is just too darn long to type. Enkidu rolls off of the keyboard nice and easy. Also, its non-racial for the most part since the Babylonians/Sumerians didn't make it as a permanent grouping of people.

      --

      There is no trap so deadly as the trap you set for yourself
      -Raymond Chandler, The Long Goodbye
  96. Deuteros... by tcc · · Score: 2

    Ne1 played that game? the first part (harvesting) was kinda boring but as soon as you would get into a fight with aliens it was freaking cool...

    Thing is the game was so lame for starting, it probably killed itself, but once you were set, god.. addictive...

    To ring a bell: You had to collect minerals from other blanets, build better vessels with R&D, there was always one metal you'd need and trying to add more cargo to your transport ships.. you would start with a mining machine on one ship and harvest the meteor I think... oh here's better:

    Deuteros, a sequel to millenium

    --
    --- Metamoderating abusive downgraders since my 300th post.
  97. Uhh... by Master_Eagle · · Score: 1

    ... isn't "Emperor: Battle For Dune" out? i.e. not upcoming? And hasn't it been for a while?

    --
    Sig: Where I'd put something witty if I could think of it.
  98. The First Real-Time Strategy Game? Uh, no... by Bowie+J.+Poag · · Score: 2



    The first realtime strategy game I'm aware of is "Modem Wars" for the Commodore 64 circa 1985-1986. It encorporated all of the elements you'de see in any RTS game.. Movement of forces, variable terrain, variable damage, differing strengths/weaknesses of each piece, execution of feild strategy, even grouping of forces. Quite a breakthrough game considering it could be done within 64K of RAM, and played head to head over a modem.

    --
    Bowie J. Poag

  99. RTS made a joke by Westwood by Anonymous Coward · · Score: 0

    Dune 2 rocked. It was seriously good. So I snapped up C&C, which too rocked... but in the same way that Dune 2 rocked. It dawned on me very quickly it was Dune 2 but a bit glossier. Then out came Red Alert. Yay, I thought... they'll have... no, wait. It was almost identical gameplay wise to C&C, which was almost identical to Dune 2. Red Alert 2? Hah, by now I was only testing out pirate copies. Yeah, it was identical in gameplay to Red Alert, which was identical to C&C, which was identical to Dune 2. Then, the ultimate piss-take, Dune 3. How excited I was that the next installment was out, remember how ground breaking and fun Dune 2 was.

    Dune 3 was like Dune 2 but in 3d and with movies. The gameplay was identical. What a fucking joke. That's 5 games over 8 years that were essentially the same except for the way they looked. Westwood should be hung, drawn and quartered for their complete lack of originality and the way they milk the game market for every penny they can get. Just because you're a company, you don't have an excuse to be so cheap. I'm never going to buy another Westwood game as long as I live.

    Starcraft... now that rocks. Different races, in every way. Not too sides with different names and a different special unit. Completely different, different tactics, strengths and weaknesses. Any budding RTS game designer should look to starcraft as to how a game should be made.

    And did anybody notice how old that article was? "...the upcoming Black and White." Um, Black and White was released how long ago?

  100. Not anonymous, posted by me! by Deusy · · Score: 1

    Why did it get posted anonymously? I'm logged in... "Post Anonymously" was unchecked. :|

    --

    Free Gamer - Free games list and commentary

  101. What about Total Annihilation? by thunderbee · · Score: 1

    I read everybody praising StarCraft. Duh. Have you people played TA? Better yet, TA:CC? The gameplay is unchallenged. TA took the RTS genre to new heights by combining a powerful interface (oh the multiple orders for units and factories, guard and patrol options) with a huge number of different units. Morever the ability to combine units or give unexpected orders made this game an ever-evolving RTS, not to mention all the new units.
    I played them all, and TA is still the best as of now.
    If you haven't tried it, you can have it at a bargain price now. Get TA, TA:CC, install the latest patch, and play a few hours. You'll love it. Then have a network game, with 8 friends. Watch the amazing variety of different strategies that evolve from game to game. Welcome to RTS as it was meant to be.
    Like with movies, new does not always mean better ;-)

    --
    In my opinion, Scientology is a cult you should avoid.
  102. Kohan best RTS to date by Master_Flash · · Score: 1

    Kohan is definitely the best RTS I have played to date, and I have played many of them. It combines concepts like flanking, moral, unique heros, and company control to give meaning to the strategy part of RTS. If you like RTS's then you dont want to miss this one.

    --
    The home of the 3D Socialization and Interaction Engine
  103. Real Time? by Anonymous Coward · · Score: 0

    Although games such as Populous and SimCity are certainly played in real time, these give rise to the "god game" genre

    since when are those games real time?

  104. Re:Recycled? Or an old lost article by Grab · · Score: 2

    So not exactly _news_ for nerds then? Ah well, I guess a couple hundred /.ers posted it when it came round and all the bosses rejected it, then a year later J Random Coward stumbles over it and gets it posted. Not that I'm bitter or anything.... ;-)

    Grab.

  105. Sega CD emulators by davidhan · · Score: 1

    I don't have that game (or any Sega CD games), but according to this page it is playable in at least 2 SegaCD emulators.

    http://www.eidolons-inn.de/sega/segacd_comp.html

  106. Sudden Strike by masamax · · Score: 1

    A lot of you guys are complaining about RTS with few tactics. What about Sudden Strike? http://www.suddenstrike.com It's a realistic WW2 RTS. The editor is pretty powerful, and when you play the game online it is some of the most mind grueling and tactic filled games ever. You choose one of three nations: USSR, GB/US, or Germany. Each has their own strengths, and each are very different. Some people only use one nation because they are so familar with them. In multiplayer, you start with your team members on on side, with the other team on the other side (or if there is three teams, or four(max) it just gets more crazy). With the units you start with, which are defined by the map maker, you scramble to get to the flags on the map. Each flag, or group of flags (2+) will give you extra units after you hold them for 1 minute. There is ussually a delay of 1-5 minutes for each set of reinforcements after capture. Think about this: once people settle on lines of defense, you can have huge walls of AT guns, artillery, infantry, tanks. Pretty much everything except naval battles are in this game. Since you don't build your units, you treat them as resources. No, this isn't ground control. Since the way to get more units is to capture flags, you have to work with your team to exploit weak points in enemy defenses. I have wasted hundreds of infantry in a single assault just to break through their line, only to have their counter attack stagger my defenders and force me to pull back. Some maps even have bombers, spy planes, and paratroopers to go behind enemy lines. A lot of the strategy is not just killing the enemy, but using each of your units and the ground you have. I know I have started to become pretty good at taking out enemy artillery groups. Believe me, nothing is quite as satisfactory as using your 3 cannons to take out 5 of their that were harrasing and destroying your AT guns along the line of defense. The scale of the game is epic, with dozens of tanks, and thousands of infantry on screen not being uncommon in the larger maps. I remember one particular game on a river map where we sent in like 20 bombers in a joint air strike to clear out a rail way station just across the river. We were having trouble securing bridges, so after we cleared it out (losing half our planes in the process) we just sent in another 20-25 paratrooper planes and landed, securing that area, and mocing steadily south until we overwhelmed their defenders on one bridge. Seeing more then 800 infantry moving along with tank support, it really is some of the best strategy playing I have seen. Real world tactics apply. I mean, take for instance tanks. You can't expect them to beat all this infantry down. I have had 4 AT guns with 40 infantry in a very good defensive location (ridge) hold off a group of 10 or so tanks, plus about 250 infantry. The graphics are similar to those on RA, and although the infantry looks pretty pathetic, when you consider that there are hundreds, thousands even, on screen at a time, it's not hard to see why. If you want to pick it up, there are some on sale used and new in most game stores. They don't make it anymore, and it's primarily a European game, so there are some less then legal ways to get it. Some people are forced to use those since they can't find it anywhere in a local store. If you still can't find it, SS2 is coming out within 6 months. I suggest you at least check out the link. If you like strategy, this game is the best I have played.

    --
    I like to kill your couch. HE DIED HARD! MOO.
  107. Cytron Masters for the Apple II by fadden · · Score: 1

    They overlooked Cytron Masters for the Apple II, which is likely the very first RTS game.

    You sent different types of units marching across the screen at the opponent, who did the same to you. Could be played against the computer or a human opponent.

    Pre-dates Herzog Zwei by about eight years...

  108. Football, the first RTS. by racerx509 · · Score: 1

    I always thought football was the first strategy game. Stop and go play, brainless players going across a board commanded by one guy with sense. The ability to choose and execute different attacks. Football is the real first.

    --
    13 year old white supremacists are shitty web designers.