Long before the battle royale era, there was one genre of games that dominated the multiplayer space: real-time strategy (RTS). Most PC gamers will fondly remember spending countless hours with their friends in LAN matches of Age of Empires 2. Or perhaps playing match-after-match of Warcraft 3 custom maps on Battle net.

Warcraft 3 was a beloved RTS game for many PC gamers of the early 2000s.

Those were the days, am I right?

Real-time strategy games provide an experience that in my mind few games can offer nowadays. The single-player campaigns in these RTS titles offer a great space for writers to tell expansive and rich stories. The story campaign in Warcraft 3, told across four (not including the expansion) epic campaigns from different perspectives laid the groundwork for a world that became a titan of the MMO genre: World of Warcraft.

The gameplay, which involves tactics that require attentiveness, speed and micromanagement, is something I personally sorely miss in contemporary gaming. While there have been many great and interesting RTS games made more recently, the genre is certainly not as popular as it used to be. There are various reasons for this, which we’ll discuss later.

In the last decade, the myth that “RTS games are dead” has begun to emerge and has persisted. Are they really dead, though? Hyperbole like this doesn’t attract potential players. Upon hearing that these games might be dead, people will move on to games that, while being more popular, may not be the actual game they’re after. People begin missing out and are led astray.

So perhaps it’s time we re-examine and then dispel the myth.

To help dispel this myth, I decided to reach out to some RTS developers. I was fortunate enough to interview Balint Marczin, a lead developer from Creative Assembly, the studio responsible for the Total War series of 4X/RTS games. Furthermore, I was able to talk to Kiwi Brothers Studio, who are currently working on their first RTS game Liquidation.

Balint Marczin also streams RTS games like Age of Mythology on his Twitch channel Nakamura_RTS.

Most of these developers emerged from the modding scene. Their passion for the RTS games they loved playing often became their motivation to improve games. The developers over at Kiwi Brothers Studio gathered most of their experience from the active modding scene in Warcraft 3. Balint from Creative Assembly says: “My first game dev experience was in Homeworld modding in 2008. I applied to be a volunteer tester on the Complex mod. I would report bugs, give feedback on gameplay, balance, pacing. Later, I got curious about learning to implement changes based on that feedback.” The developers who work on the RTS games now are the devoted fans of the RTS ‘golden age’ classics.

I asked Balint to share his opinion of the ‘golden age of RTS,’ and he had this to say: “That’s a very difficult topic, but numerically speaking, I’d probably say yes. Pre-2010 we had SO MANY great, AND successful RTS games. It cannot be compared to this decade. Since 2010 we have had Starcraft 2, Company of Heroes 2, and Halo Wars 2 – these 3 were good, successful games.” Kiwi Brothers Studio, on the other hand, addressed how the golden age was a result of “the gaming audience being different” and having “less variety compared to now.”

Around 2010, when the supposed ‘golden age’ of RTS ended, another popular genre emerged from the modding community of Warcraft 3: MOBAs. MOBAs offered a new experience for a player base that had seen the same harvest-build-destroy mode of RTS for the last decade. It was different in the length of matches, focusing on one character or hero, a focus on multiplayer interactivity, and it was more attractive to the newer wave of younger players entering the scene.

Dota 2 was originally a custom map (called Defense of the Ancients) from the Warcraft 3 modding community. A fine example of innovation.

This is an important factor to address when it comes to the myth of the ‘deceased’ RTS genre. Certainly, as the decades have gone by, a wider variety of genres have popped up that appeal to a tired, casual RTS audience. The emergence of MOBAs such as League of Legends and Dota 2 was a possible ledge from which the RTS genre jumped off of, beginning its gradual fall from popularity.

Let’s not forget the great games we had before the fall, though.

There are many notable games that most fans will refer to when discussing which was the best RTS game. Personally, my favourite RTS games include: Warcraft 3, Age of Empires 2 and Age of Mythology. It seems that Balint and Kiwi Brothers Studios share similar opinions. Balint mentions that “Age of Mythology has a very good campaign, great faction asymmetry and strategic depth.” While Kiwi Brothers Studio also agreed, saying that Warcraft 3 told an epic story.

One question I wanted to ask was if there was any particular design component that developers need to consider especially for RTS games. I felt that this could be factored into the decline in the popularity of RTS games. “Honestly, I think there is no design component, whether gameplay, art, or sound based that is not important in any game,” Balint says. “This holds true in RTS as well, and all of them need a dedicated specialist to give their full-time attention to the task at hand to make a game great.”

Kiwi Brothers Studios point out some interesting things: “You don’t want the player to feel like he is fighting against the game and its controls because the game isn’t doing what the player expects it to do.” Like any genre of video game, we can all agree that a game that hinders your ability to have a smooth experience is not ideal. I would argue though that in the case of RTS games, this is especially infuriating.

If you don’t have ease-of-access for players in an RTS, attempting to master unit combinations, build queues and resource management can instantly put players off. The time investment the steep learning curve of some RTS games demands needs that ease-of-access. Otherwise, people won’t get past the tutorial.

Balint clarified the design components of an RTS game. He mentions how the core or “initial focus,” as he calls it, is to have the following sorts of questions answered:

Do units respond crisply to orders?

Are you dictating the path too much?

Can the player understand what’s happening on the battlefield at a glance?

Are you aiming to have the player understand the game broadly or require in-depth learning?

Are the factions in the game diverse, offering unique and fun gameplay?

Does the player feel like they’re in control?

He adds: “When these all have a positive answer. Then it’s time to worry about single player, detailed execution of gameplay, IP, etc etc.” Developers like Balint seem to focus on the core experience first then follow through into supporting features.

Throughout the questions I asked Balint and Kiwi Brothers Studios, I often got varying answers. However, both agree when answering the big question: ‘is RTS a dying genre?’ Basically, yes – it is less popular or “currently struggling.”

They say that the reason for this is a lack of innovation.

These games haven’t changed for years. This can be good for hardcore fans, creating an atmosphere of nostalgia and familiarity, but definitely a turn-off for attracting a new audience.

The obvious solution, then, is to innovate. Breathe some new life into these games. But that’s easier said than done.

Balint mentions that “many want to be creative and innovative, to the point where the fundamentals get thrown out of the window to make space for new ideas. Many are adding a lot more realism than what is healthy for your typical harvest-build-destroy RTS.” This could be applicable to games like Game of Thrones: Genesis.

Game of Thrones: Genesis released in 2011, was developed by Cyanide and published by Focus Home Interactive. In the wake of the Game of Thrones HBO series starting up, it made sense that a video game adaption would be in the works. To be fair, George R. R. Martin’s books from A Song of Ice and Fire are ideal for an RTS adaptation. The changes to the standard harvest-build-destroy RTS mechanics, however, and in particular the introduction of ‘non-combative units’ like spies, rogues, and assassins in an attempt to ‘innovate’ the genre, made the game feel clunky and not as fun to play.

Game of Thrones: Genesis was a bold attempt to change RTS games. It did however, change the formula of RTS too much to do so.

Critique of Genesis often focuses on how the system of non-combative units is inherently confusing and hinders the fast-paced, intuitive core experience of an RTS game. It seems the developers for Game of Thrones: Genesis may have overlooked that essential core experience. What Cyanide created would’ve worked much better as a 4X game in the style of a Total War game. Funnily enough, there’s a Game of Thrones mod in Medieval Warfare II: Total War – Kingdoms.

It’s safe to say we have an issue in the development cycle of RTS games: we need innovation, but innovation is difficult. Innovation can often spoil the refined and familiar experience by changing core mechanics. In the case of Game of Thrones: Genesis, players were often confused by what was happening on the battlefield and felt out of control of what was happening. This directly conflicts with Balint’s key points that make a good core experience for an RTS game.

Balint affirms this: “I think it’s very important to iterate on what clearly works, rather than risking going into the unknown with unproven ideas. Especially in these times, when 30 years of game design has established the fundamentals.”

It’s been eight years since games like Game of Thrones: Genesis. Has the quality of RTS games improved since then? Have we had innovation? I would say, yes. We’re nowhere near the finish line yet though. And the games we’ve had have appeared onto the scene without fanfare.

Offworld Trading Company is a good example of innovation as opposed to unnecessary reinvention. In this game, you control a colony on Mars that blossoms into an interplanetary trading company. The game offers a vastly different experience from your typical harvest-build-destroy style of RTS but manages to capture that core experience. And what’s more fascinating is that you don’t shoot or kill anyone — you’re just a ruthless corporation instead.

Offworld Trading Company is truly a unique RTS experience.

Games like this are very few and far between in my opinion. Being a fan of RTS games is like being lost at sea for several months. When you spot land, you start scrambling about as your fellow dehydrated crew start to direct the vessel toward it.

Things are changing though.

Age of Empires 4 was announced at Gamescon 2017. While we’ve heard nothing about it for nearly two years, fans of the series are hopeful. Meanwhile, there are many remasters of the old RTS series abound. At Blizzcon 2018, Activision/Blizzard announced a remaster of the beloved RTS Warcraft 3 titled Warcraft 3: Reforged. There are also remasters of the Command & Conquer series in the works by Electronic Arts as well as ones for the Age of Empires series.

Recent gameplay from the Warcraft 3: Reforged by Activision/Blizzard.

I asked Balint and Kiwi Brother’s Studios what upcoming/current RTS games they were interested in. Balint said: “I’ve been following Liquidation and A Year of Rain, with both of them being in development still. Both seem to pay a lot of attention to detail and should offer a unique experience.” The team behind Liquidation said: “I would say Warparty and Loria because they both remind me of the classics from the so called ‘golden era.’”

Liquidation is a fantasy/sci-fi and RTS/RPG hybrid game – akin to a game like Warcraft 3. The developers keep their Twitter followers up-to-date with new concept art and ideas they’re working on. Having spoken with the team, they seem like a passionate group of developers ready to break onto the scene.

Liquidation aims to bring capture the RTS/RPG hybrid experience and revitalize it.

A Year of Rain is currently under development by Daedalic Entertainment. A game that is embracing the emerging ‘sand punk’ aesthetic. They’re using the Warcraft 3 RTS/RPG hybrid mechanics that well-and-truly work. The developers have mentioned in the past on Twitter how there will be an in-depth story, but also co-op focus.

A Year of Rain has great aesthetic and an interesting world.

Warparty released in March 2019 and was developed/published by Crazy Monkey Studios and Warcave. It essentially is dinosaurs and cavemen melted down into an RTS. The world concept of this game is definitely new and interesting.

Warparty is a very interesting concept. While I haven’t played it, I’m sure it’ll be a great time commanding groups of dinosaurs to crush my foes.

Loria is an indie RTS game that released near the end of November 2018. The game was coded and programmed all by one or two guys. Imagine the style of gameplay from the RTS games of the late 90s and that is Loria. A true call-back to the golden age of RTS.

Loria was indeed a labour of love. It captures that Warcraft 2 aesthetic and feel perfectly. While it brings modern RTS aspects of quality of life improvements seamlessly.

Mars 2000 is a game in the same vein as Loria, a call-back to the golden age. Instead of Warcraft 2, though, Mars 2000 appeals to Dune 2000 and Command & Conquer fans. This game is in early development but concept art and communication on their Twitter indicates passion and drive.

While Mars 2000 is very much in early development, the concept art and screenshots like this show a lot of effort is going into it.

I personally have been playing Stellaris and Ancestor’s Legacy recently.

Stellaris was released in 2016 and developed by Paradox Interactive. To me, this game is a masterful refinement of games like Master of Orion 2, which I played as a child. While it departs from its 4X ancestor, the real-time pace of the game keeps you attentive and eager to explore the galaxy. Streamlining a lot of the complexity from its spiritual ancestor was an impressive feat and a welcome one at that.

Stellaris really provides that sense of wonder as you explore the galaxy, without the headache.

Ancestor’s Legacy was released in May 2018 and developed by Destructive Creations. It is a perfect fit for me as I did enjoy my brief time with Company of Heroes back in the day; however, you get to play as Vikings as one the main factions instead. The game also looks stunning in Unreal Engine 4.

Ancestor’s Legacy is a game that is a good innovation of the genre. Taking what’s known to work and reiterated on it with a new IP.

We have many great RTS games now starting to re-appear again. These developers that have either released entertaining RTS experiences or are currently developing new games that may have cracked the code. Whatever these developers are doing – it’s working.

And it’s not just me that’s noticed this.

I asked Balint if we’re due a ‘renaissance’ of RTS and he replied: “It’s certainly the case that we have been having a sudden spike in the amount of games being made in the second half of this decade, so I am very optimistic about the future!” Kiwi Brother’s Studio said that developers will move away from “traditional” RTS and embrace more innovative ideas such as combining genres with RTS such as the upcoming Conan: Unconquered game that is incorporating a tower defence style of play.

It’s fairly accurate to say now that RTS games are not dead. though it’s important to recognize that the genre is struggling. Thankfully, the current generation of developers entering the space are breathing new life into it. The ideas we’re seeing among the new entries are drawing even the attention of those who aren’t hardcore RTS fans. We may not be due a renaissance but we’re definitely seeing a revival of sorts. There may never be another golden age of RTS, but I for one look forward to the games that capture that authentic RTS experience and breathe new life into one of my favourite video game genres.