The Fall and Rise of Real-Time Strategy Games
The Fall and Rise of Real-Time Strategy Games.
There was a time, not long ago, when real-time strategy (RTS) games ruled the world.
StarCraft emerged out of the '90s as the world's most prestigious esport.
The game's first sequel, StarCraft II: Wings of Liberty, sold over 3 million copies in its first month on the market.
PC grognards used to orient their entire hype indexes around the latest Relic release.
It was the trump card they held over the console contingency—seriously, what's the point of buying an Xbox if it can't play Homeworld, Dawn of War, or Company of Heroes?
Gamers benchmarked the latest graphics cards by how well they could process the swarming units onscreen.
I remember being in awe of Supreme Commander, and the mountains of RAM necessary to render its buzzing, quicksilver spaceships.
RTS games were even major players in the licensing ecosystem.
I mean, has there ever been a better movie tie-in than The Battle for Middle-Earth?
Or Empire at War?
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