Perhaps a description of “C&C-like RTS” is in place before I begin. What that means is the RTS sub-genre where you start out with one building and possibly a few resource-gatherers to mine resources to build up a base to build up an army to raze the opponent’s base. This is the very meaning of RTS to some, but “Real Time Strategy” can be so much wider, as teams such as Creative Assembly, Paradox and Massive has proven with their games. In many of these games – primarily the Blizzard-games and their clones – you start out with a main-building and a few gatherers, and the first thing you do is to send them to mine, to build more gatherers. And repeat for awhile. In others, you’ve got a builder, the main-building and enough cash to build up a resource-gathering building and a gatherer to get the economy rolling. Just as with Character-creation in RPGs, this stuff isn’t the fun part of the game and takes too much time. It has to be shortened, or taken away all-together. The latter would take away an important tactic in the game (ruining the opponent’s economy), so I guess that’s ruled out if […]