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Monday, April 10, 2006
Past, Present, and Future of Real Time Strategy Games
8:08 AM | Anthony Wang | 3 comments

IGN has posted a somewhat lenghty, but interesting feature on past, present, and future of the Real-Time Strategy genre of gaming. With commentary from industry developers, this feature delves into all the aspects of the RTS, from the first strategy games, to expansion of the genre into RTT and others, to innovation in graphics and gameplay in present day, and upcoming RTS game titles.

It's pretty apparent to that visuals and the technological advancements are very impressive indeed. Not only are models, textures, particle effects, and shaders getting more and more complex, but developers are also expanding their ability to put more and more units on screen at once. Take the real-time elements of Rome: Total War if you want to see an awe inspiring number of units or the detail of model, texture, and animation in games like Battle for Middle-earth II or Age of Empires III.

"A lot of hardcore players overlook the fact that cool visuals and audio equals fun," says Chaveleh. "Some good audio and a great explosion effect can convey more power and emotion than any amount of subtle gameplay options. But, if you spend all your time focusing on explosions, you wind up with nothing to play." New tricks like object physics are starting to show up more and more. Seeing pieces of buildings fly across screen and bounce correctly down a hill or off other objects only adds to the immersion. This isn't a completely new thing, Myth actually had bouncing heads and pooling blood back in 1999, but complexity of it all is increasing dramatically.

Click on the link below to continue reading and to learn more information.

IGN: State of the RTS

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Archives  News  Past, Present, and Future of Real Time Strategy Games