In multiplayer the game is designed specially around teamwork and coordination because unlike in a traditional real time strategy game you don’t get to control all types of units. I won’t delve too deeply here since it’s a post unto itself but it’s not related too heavily to what we are discussing. – It’s resource model has no production facilities and unit resources are accumulated independently.įirst we’ll briefly look at the multiplayer design. WiC allows the player to get away with this extreme focus and unit management with two tools: With between 10-30 units under your control it allows the player to, very intensive when it comes to unit control and positioning. In terms of scale unit count it’s not a grand battle, though it’s battlefields and explosions can be large. These series and developers took the genre into new directions or merged them with other genres all together, as in the case of the Total War series. We saw this with the Total War series, Relic’s RTS games and World in Conflict. There is nothing wrong with this, some of the greatest RTS games and series of all time have come from this methodology but on rare occasions we see a game developer make an entirely new style of real time strategy. They take an older game, borrow aspects of it, add their own flavor and then make the game. For the most part the RTS genre is defined by “copy, refine, alter and publish” when it comes to new games. I won’t be going into it’s map design or the nature of it’s single or multiplayer aspects, I just want to look at the foundation of this game. Today I want to wrap up this series by looking at a game that literally uses time as a resource, World in Conflict. Over the past two articles we’ve looked how map design and time can be used by designers to help the player interact with their opponent, whether it be in single player missions or designing the player versus player aspect of the game.
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