RTS Game Design
Playable systems-design case studies from AoE2, StarCraft II, and Company of Heroes. Balance, economy, and pacing as engineering problems.
- Ch.1: RTS Game Design: Why the Richer Base Dies First 9:00✓
- Ch.2: RTS Game Design: Why More Workers Stop Helping 9:20✓
- Ch.3: The Unstoppable Unit Is Bad Game Design 11:18✓
- Ch.4: RTS Game Design: One Point of Armor Flips a Matchup 12:10✓
- Ch.5: The Fog of War Is the Whole Game 11:31✓
- Ch.6: RTS Game Design: Teching Up Is How You Lose 10:31✓
- Ch.7: RTS Maps Are Rigged. By Design. 9:56✓
- Ch.8: RTS Game Design: How to Recover From a Bad Start 7:42✓
- Ch.9: RTS Game Design: Does High APM Make You Better? 9:46✓
- Ch.10: RTS Game Design: Why Your Units Get Stuck 12:24✓
- Ch.11: RTS Game Design: Why Perfect Balance Is Impossible 8:54✓