An Analysis of Red Alert 3's Economy System | Game Design Analysis

An Analysis of Red Alert 3's Economy System | Game Design Analysis

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Published on ● Video Link: https://www.youtube.com/watch?v=JQX1VOoBtDA



Duration: 14:09
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Red Alert 2: Yuri's Revenge gameplay footage provided by Zain Haider: https://www.youtube.com/channel/UCWxzQtknBIMdCTLZrBymetg

Welcome to our first C&C game design analysis video! Command & Conquer: Red Alert 3 has a controversial method of resource collection - Here, collectors / prospectors mine from static ore nodes, while most players prefer the harvesters from Red Alert 2 as well as most other CnC games that mine from ore fields / Tiberium fields wide spread across the map. Are the ore nodes in RA3 really that bad of a design decision, or have we fallen prey to pre-established conventions? Let's examine whether the economy systems of RA2 or RA3 is better, and go over some advantages of RA3's ore nodes from a game designer's perspective!

Music used in this video:
Experimental Test Subject Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Chillin Hard Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Crusade - Heavy Industry Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/







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