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?"
C&C (Score:5, Interesting)
Age of Empires II (Score:3, Interesting)
There is nothing like building an impenetrable fortress and a huge assault force and then unleashing your army on a neighbour.
I love love love that game. I love it. Love love love. Am I gushing? Sorry. :)
playing dune 2 (Score:5, Interesting)
It was just great when it came
too bad I never liked the rts games that came after it as much, imho most of them were lacking in atmosphere.
though, I'd count populous 1 as rts anyways
Rise of the Nations (Score:2, Interesting)
My current favorite is Rise of the Nations [microsoft.com].
Before that Stronghold [stronghold-game.com] used to take a big chunk of my time.
Kohan (Score:2, Interesting)
The choice is obvious: (Score:3, Interesting)
I can't say I developed much of a taste for Warcraft III, though. Adding that whole 'hero' aspect just wasn't my style.
No Myth? (Score:5, Interesting)
It's strongest quality was mostly the fact that it cut out all the annoying resource gathering and just let you work on the strategy part of killing your enemies.
I was hoping the ideas it brought to the genre would catch on (I think maybe Sacrifice is the only game I've played since that comes close) but it never caught on.
Doesn't change that it was an awesome game though.. I would have replaced that stinker 'Age of Empires' with Myth on that list any day.
Re:Starcraft? (Score:4, Interesting)
The missions were pointless. That's what Battle.net was for. That's where the strategy was.
Starcraft balanced recourse gathering, unit and building production, expansion, technological progression, and battle tactics in a clear and elegant way.
In my opinion the only problem with Starcraft was people's tendency to play games with lots of resources (think Big Game Hunters) and sit behind defenses and build carriers. It made it hard to find a game with decent players :)
What's with the honorable mention crap? (Score:2, Interesting)
Re:yay! (Score:4, Interesting)
The one thing that bothered me was the lack of sufficient variety in units. More units, different spaceships, maybe a history to the units...that would have made it much cooler when you actually saw them in action.
Its really unfortunate that none of the big names in RTS picked up on this idea, because I think it has amazing potential.
Imagine rendering hundreds of ships in a raging 3-D battle in an asteroid field just outside a binary system. Wow.
Only two contenders... (Score:4, Interesting)
Any other RTS I've ever played I've been able to consistently use overwhelming numbers to beat the other players, be it online or off. Problem is that, yes, there is some strategy involved, and in an evenly matched battle the one who can effectively micromanage special abilities or troops will win. But in all the games I've played (sans the two mentioned, and I've played just about every game called an RTS out there, and some that weren't but still qualified) if you have at least 1.5 times more troops than your enemy, nothing will save you. (I'm talking equally skilled players here, an idiot will lose no matter how many troops he gathers)
Rise of Nations really took the idea of borders to the next level, which made it incredibly hard to effectively attack enemy territory because you could never affect the economy directly (before an assault) of any player with decent skill.
Homeworld because the concept of specific units being effective against other specific units actually mattered. Yes in other games it's been done, and using that to your advantage could mean a win, but it wasn't a critical factor. In Homeworld even basic fighters never really lost their effectiveness against more advanced ships (Fighters ate Ion Frigates for lunch), and combine that with future releases like the Beast infection beam or the cannon you could add to the mining ship, you really had to stop and consider how to make an attack.
I'll throw in two honorable mentions:
#1: Total Annihlation. Although not revolutionary in terms of the engine, the modability and the diverse units (Land, Sea, and Air in a Sci-fi setting) really made this game shine.
#2: Dune 2 and Warcraft 2. These I only mention because they were the games that sparked the RTS industry. Yes others came before them, but these two became so popular that they made the difference. (Just like Half-Life/Couter Strike for FPS, Diablo for dungeon crawls, Falcon series for Flight Combat Sims, etc...)