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PC Games (Games) Real Time Strategy (Games) Entertainment Games

Top Real-Time Strategy Games of All Time? 175

Decaffeinated Jedi writes "GameSpy is running a feature looking at the editors' picks for the top real-time strategy games of all time. Included on the list are such classics as StarCraft, Command and Conquer: Red Alert, and Age of Empires. The article looks at each game's significance to the genre as a whole, as well as offering some reader feedback on the editors' choices. Why not grunt rush their server, have a look at their picks, and share some of your own RTS favorites here?"
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Top Real-Time Strategy Games of All Time?

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  • Not a bad list... (Score:4, Informative)

    by American AC in Paris ( 230456 ) * on Wednesday February 04, 2004 @01:04PM (#8180581) Homepage
    ...though if I'd put it together, I would have boosted Rise of Nations a bit and pulled Warcraft III back a bit.

    RoN is a truly amazing game once you get the basics down. It takes a while to get to a point where you feel "in control" of what is going on--for example, there are five different resources to juggle, and your military strategy needs to change significantly as you progress through the ages. What makes it stand apart from the other games in this list is that there is so much to juggle that you've got a lot more control over how to play out the game than you do in other games. There simply isn't a recipe for "how to win a game"; once you've gone beyond a few basic opening strategies, it's wide open. What's more, there's far less unit micromanagement than in other games in the genre: you send your armies into battle and control formations, but you rarely need to do the "now you attack this here" bit. Some people like this; to me, it goes against the nature of the RTS, changing it from being a game of strategy to being a game of who can click which units the fastest and most accurately.

    Warcraft III was pretty and engaging, but it eventually boiled down to the classic Rock-Paper-Scissors style combat that dominates the genre. It's more of an action game than a strategy game, IMHO--gameplay relies on developing and guiding your heroes to determine the outcome of the battle, making it more of a dungeon crawl than a strategic title.

    TA deserves that first place award. It's one of the few old-school RTS games I can still play and thoroughly enjoy. I'd love to see the engine updated to take advantage of modern hardware and UI enhancements...

  • Re:Kohan (Score:3, Informative)

    by Lonath ( 249354 ) on Wednesday February 04, 2004 @01:47PM (#8180948)
    Ok, you don't want to rant, so I'll rant. Kohan and Kohan: Ahriman's Gift are now my favorite RTSes. Timegate did an amazing job turning the clickfest/mircomanagement RTS into a real strategy game. Here are some of the features I like:

    • You buy units in companies and those companies have great AI and fight well together. If they've lost units in combat and can escape to near a friendly city, they will eventually regenerate all of their units.

    • Cities don't consist of 50 little buildings on the screen. Cities are atomic and can be upgraded to produce new kinds of units and resources and they have automatic garrisons that can defend them.

    • Mines and resources don't require dozens little peons/villagers running around collecting stuff. The resource system is such that cities and mines increase resource numbers like stone, wood, ore, and mana crystals. Each unit uses some of the resources as upkeep (constant upkeep since remember they can auto-regenerate) and if you don't have enough resource of a certain type, you lose gold and running out of gold makes causes your units to lose health and so forth.


    It just takes a lot of the crappy horrible micromanaging clickfestish crap out of the RTS and lets you focus more on planning bigger things, and the fastest player or the fastest rusher won't necessarily be the best player. It's a lot of fun and I recommend it if you want a very different RTS.
  • by MarcoAtWork ( 28889 ) on Wednesday February 04, 2004 @02:02PM (#8181091)
    While I am sure there was lots of strategy involved in competitive TA play, this statement belies that fact. Mass and attack has very little strategy to it.

    I used to play TA tournaments: a LOT of strategy was involved (especially before Cavedog started monkeying around with the balance with the units they released weekly, after Chris Taylor left IMHO things went downhill pretty fast).

    Yes, when you see newbies play it's going to be pretty boring, but expert play is a completely different kettle of fish. It =can= happen even among experts that you'll have a pretty sizeable battle where you throw everything at your opponent, but obviously before you do that you have to be pretty sure you're going to win (recon, selective bombing, multiple fronts, ...). In my experience low level harassment from the start, multiple bases and territory control were much surer paths to victory.

    TA's greatest strenght is its UI in my opinion, being able to queue things so easily, creating groups, pathing, guarding and so on gives a lot of flexibility to the experienced player.

    Install TA, grab TA:M (TA mutation) and some of the latest AIs (that are MUCH better than the one shipped with the game) and you'll have a lot of fun, believe me.
  • The List (Score:2, Informative)

    by Anonymous Coward on Wednesday February 04, 2004 @02:11PM (#8181172)
    1. Total Annihilation
    2. StarCraft w/ Brood War
    3. C&C Red Alert
    4. WarCraft 3
    5. Age of Empires
    6. Homeworld
    7. Close Combat 2
    8. Rise of Nations
    9. Medieval: Total War
    10. Empire Earth
    Honorable Mention: Dune 2
  • by mstorer3772 ( 526790 ) on Wednesday February 04, 2004 @03:07PM (#8181675) Homepage
    How could they make it first pick? Because it rocked.

    They're right. It was WAY ahead of it's time. Games today STILL don't give you the level of control that TA did.

    Controls TA pioneered:
    Order queuing: Hold down shift and you can give a unit a giant stack of orders. No limit (save memory I'd imagine). Warcraft 3 had it, 2 didn't. Starcraft didn't either.

    Factory orders: You give an order queue to a factory, and every unit it produced would get those orders. This feature has yet to be duplicated (to my knowledge).

    Factory groups: If you assigned a control group to a factory, every unit it produced was also in that group. I haven't seen this duplicated either.

    Seperate move & shoot behavior controls: Some games give you the option of having a unit be agressive or passive or whatever, but TA seperated movement and firing options. For movement you had "hold still, tether (follow enemy a short distance and then return), and free roam". For attacking, they had "hold fire, return fire, and fire at will". In warcraft three you can order a unit to hold still, but you can't order it to hold it's fire.

    Select all of *: TA had LOTS of keyboard shortcuts to let you select all of a particular group of units. Some of those groups included "all units that can attack", "air units" "ships", "construction units", "all the units on the current screen", "all units of the same type as the ones currently selected", stuff like that. Oh, and "all units".

    Production Queues: You could order a factory to keep producing a given unit forever. You could order 5 fighers, then 10 bombers, then 5 more fighters, then 3 scouts, THEN keep building fighters forever.

    Foritifications: You were allowed to build little barracades called "dragons teeth". They could be shot over with indirect-fire weapons, but direct fire hit them, and it took quite a bit of damage to destroy them. You could build your own walls.

    Pay as you go production: Producing units drained resources over time, rather than paying for everything up front.

    Unlimited resources: There was no limit on how much of a given resource was present. A "metal patch" with a miner on it would continue producing X-metal-per-second until it was destroyed. More of a gameplay descision than a control feature, but still noteworthy.

    If you didn't like TA, you either :
    * Need to take another look
    * Don't have the same tastes as right-thinking people (me).

    And it was REALLY mod-able. Quite a few total conversions floating around out there. Sadly, many were based on someone else's IP and shut down (star wars, various other RTS's duplicated in TA, stuff like that).

    Incidentally, Chris Taylor did quite a bit of "new spin on old ideas" in Dungeon Siege too. Sadly, he seems to have removed some "fun" stuff, along with many of the hassles. And I pray that he goes back and does that sci-fi RTS he's threatened to do on occasion.
  • by Anonymous Coward on Wednesday February 04, 2004 @04:16PM (#8182414)
    re: #1: Total Annihlation. Although not revolutionary in terms of the engine...

    Total Annihilation was the first true-3D real-time strategy game, with 3D terrain and 3D rendered units walking, flying, sailing, or even roaming underwater. Hundreds of units could be seen on the screen at once, a remarkable feat for its day. As computers grew faster, TA was able to scale with them, allowing players to crank up their resolution and crank up the unit limits with virtually no top end. Years after its release, the game was still cutting edge.

    Yeah, nothing revolutionary there.

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