Restoring RTS to its Former Glory
Behold, aspiring developer! You knock on the door with yet another RTS. And I've seen them all - D&D based, historical fiction, and alien race alike. Before ye enter the gameosphere, beware! Observe these commandments…
My favorite RTS of all time is C&C: Red Alert. The original, thank you very much. Probably most crucial to its success was that it didn't take itself seriously, with hilarious FMV and additional scenarios that were actually worth playing. It just made sense, matches took the right amount of time, and I remember many converging tank armadas. The game made sense, but through in a few nuke-toting civilians and ants to keep you on your toes.
I also love Starcraft. It is, not controversially, more polished a game than any C&C game, and nearly perfectly executed. But every time I play I hit a few gripes. Why can't I select more than 12 units at once? Why does the 'Toss kick so much ass? How come everybody amasses 10 times as many Hydralisks as I can make marines? Ok, maybe it's just because I suck at Starcraft. But nobody said this is an objective review…
I make this post because one really important RTS is soon to come: Starcraft II. In these last 10 years I haven't seen much development that's excited me. Red Alert 2/3 just makes me feel dumb - look at a Kirov or sink a destroyer with dolphins if you don't believe me. And as much as empire-building games have advanced, they sometimes encourage more historical lore than ass-kicking fast-paced gaming. Please deliver good mechanics (ok, and charm) to the genre.
Lastly, because this is a music site, make the audio good. Make the pacing fun, and don't loop one track like the previous Starcraft incarnation.