Wed. Dec 1st, 2021

The real-time strategy is Stay a moment

Age of Empire II: Specific Edition Regularly cracks 20,000 players simultaneously on Steam, putting it in the league like a legendary RPG The Elder Scrolls V: Skyrim And The Witcher 3: Wild Hunt. The unexpected remaster of 2020 is real Command and win Steam saw more than 42,000 contemporary players at launch. And the biggest gaming companies, including Microsoft and Tencent, have bankrolling studios behind the new RTS entries. Age of Empire IV, Which is set for release on October 28th.

This resurgence is good news for fans of real-time strategy games, but the genre must adapt to the tastes of modern gamers. Fortunately, the developers behind tomorrow’s blockbuster real-time strategy game are aware of Jenner’s past mistakes.

Golden age

The seeds of the real-time strategy genre were sown when Chris Crawford published a book on the future of real-time gaming, entitled “The Future of Computer Warming.” Debut Winter 1981 issue Computer gaming world. He argued that “real-time play is both more realistic and more challenging than turn sequence play. This may sound obvious today, but in the early 1980s, it was a direct challenge to a stable that made computer strategy games physical, turn-based mini Seen as a replica of Wargameing.

Crawford applied his ideas to 1982 Commander, An early real-time strategy game that builds squads of Roman soldiers against AI-controlled barbarians. Legionnaire Was innovative, but a little ahead of its time. The game proved that real-time play was technically possible, but it was a challenge, as contemporary computers could only handle small, static maps with dozens of visible units.

Still, the idea began to catch on. Like a game The ancient art of war, Published by Brøderbund Software for MS-DOS and Apple II in 1984, and Duke twoReleased for Sega Genesis in 1989, it pushes the boundaries of real-time play. These ideas were submitted by 1989 Populus, A “god god game” by Peter Molyneux’s Bullfrog production. Populus was not a real-time strategy game, but it had an interesting, intuitive interface that would be recognized by fans of the genre.

If these games provide a blueprint, it was Dun 2 Lay that foundation. Released by Westwood Studios in 1992, it was the first game to combine base building, unit command and resource collection with real-time gameplay and a mouse-driven graphical user interface. It combines the adrenaline rush of a turcade game with the complex strategic decision of a turn-based empire builder. The game was just a decent hit, Sold about 250,000 copies in the first few years, But it also confirmed the game’s producer, Westwood Studios co-founder Brett Sperry, that a follow-up was necessary.

Still Tilla II Didn’t get a direct sequel. Sperry, frustrated with restrictions and costs like licensing an established franchise Hill, Pushes Westwood to gamble on a new, original IP with the modern warfare and technology that drives it. Louis Castle, speaking Computer and video games Magazine In a 2008 interview, Westwood said, “Players wanted to imagine that their computer at home was a real battlefield terminal that communicates directly with your units on the field.” The Westwood team took inspiration from media coverage of the Gulf War but added its own sci-fi spin.

Gambling. Command and win Hits stores in 1995 and sold more than a million copies in its first year, establishing Westwood as the leader of a new, breakout genre. With the release, the studio doubled its success Red alert In 1996, it sold faster than its predecessor and included an online chat program, Westwood Chat, which players could use to host online games. The quick release of Westwood’s two blockbuster titles puts real-time strategy on the cover of PC Gaming Magazine, not just in the United States but around the world.

The hungry market for RTS games would be able to support such roundups with more launches each year in the computer gaming world.

Photo: CGW Museum

David Kim, Lead Game Designer and Former Designer at the newly formed Uncapped Games Starcraft II, Was introduced Red alert Time to grow up in South Korea. “Red alert Everyone was playing a multiplayer game, ”said Kim. “I really got into it, and we’ll play after school.” Germany, the United Kingdom, France, Japan and Australia were also major markets for real-time strategy games, with new RTS games often topping the charts in these countries.

But its success Red alert Was the tip of the iceberg. Blizzard Entertainment, which gained a reputation for quality with its own hit real-time strategy franchise, Warcraft, A storm onto the scene with 1998 Star craft. Kim and her friends, like many PC gamers, jumped into the new game and never looked back. Blizzard’s sci-fi rocked the RTS chart, selling 1.5 million copies by the end of the year. 1998 PC game. It will sell at least 11 million copies, an image that preceded its 2017 release Starcraft: Remastered. Activision-Blizzard did not release sales figures for the remaster.

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