Gamasutra - Seven Deadly Sins of strategy game design 16 Jul 2013 ... A game design is a collection of interesting decisions, and the "stuff" in ... Blizzard uses the number 12 to make sure their RTS games don't get ...
Wrong RTS game design principles - Forums - StarCraft II - Battle.net Every RTS game should offer tasks that require reaction time. If the required reaction time is too low the game is considered to be too easy.
Oxeye Game Studio » RTS Design 24 Jun 2009 ... A couple of months ago I was writing an article series about real-time strategy game design. I never finished it (and I should!), but I wanted to ...
Properties of good RTS level design? - Game Development Stack ... I saw the general level design question but not much of it applies to building good solid levels for RTS games. Where can i find information on rules and ...
game design - Real-Time Strategy Gameplay - Game Development ... 20 Jun 2011 ... I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define ...
Essentials for building a RTS - Game Development Stack Exchange 16 Apr 2012 ... Game Development Stack Exchange is a question and answer site for ... and http: //www.oxeyegames.com/category/rts-design/ but would like to ...
Real-time strategy - Wikipedia, the free encyclopedia Games that are today sometimes perceived as ancestors of the real-time strategy genre were never marketed or designed as such at the original date of ...