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This is a really good and I think sadly under played and discussed game. It was very popular in the mid 1990s on release but it seems like it was immediately forgotten about once Starcraft arrived. It's unfortunate because yes it's a simpler and more straight forward game, and not as balanced, but it is very fun and pure.

Warcraft 1 is maybe too slow paced and basic to be enjoyable, but Warcraft 2 remains very playable, as many of the usability of features core to modern RTS games developed here. There are a few things missing, but that just means you have to be more on the ball with the micro.

The map editor was revolutionary at the time, and it was trivially easy to be making usable maps within minutes.

One thing that was delightful about this game was how the community discovered that Farms made for better walls than the actual walls, and so an enormous variety of strategies developed around this. As players developed knowledge of how units were pushed out of buildings, walling off buildings to push units past forest was another strategy that developed from this, creating the potential for sneaky tricks.

One unfortunate thing about the game was that during the original battlenet edition they added a new extra fast speed, which everyone moved to, but that speed actually kinda broke the game in that it became entirely possible to accidentally put your townhall too close to the mine, and your peons would be impossible to remove from mining. So in actuality the second to fastest speed is the correct speed for this game.

I hope this got fixed in the remaster but I heard it was a pretty basic art refresh...





All the RTS games are underplayed nowadays. Starcraft 2 is maybe the most active still and has been all but abandoned by Blizzard.

A good RTS has an extremely harsh learning curve and is not super monetizable. Someone would have to rethink the genre: make it easier for casual players and figure out how to get the addicting money making patterns in. Otherwise big companies are gonna have no interest.

Sucks, I love Starcraft 2, but it is legitimately the most mentally demanding game I have ever played. Sometimes I procrastinate getting into a match because 1v1 is so stressful. I totally get why it has limited appeal.


The spiritual successor of Starcraft is Stormgate. I cannot comment on it, I have no idea how good it is. AFAIK it is multiplayer only. I played Dune II, Warcraft II, C&C, Red Alert, Starcraft (didn't like, I never understood the hype), Dark Reign, Total Annihilation, Warcraft III as kid, but... only single player (at various difficulties). That is just how games were generally played in the 90s. I do remember using a null modem cable at some point, but IIRC was only to play Doom and Duke3d.

I believe the RTS genre at a whole got superseded by the MOBA genre (with DotA and LoL). A genre I tried once (HotS) and was terrible at. If you're shit and you're not improving (I didn't enjoy it either, I felt forced to do it for a reward in another game), stop trying. I never tried any other MOBA, except maybe a touchscreen one, Warcraft Rumble? Either way, I got burned by Hearthstone Mercs and fell once more in the trap with Rumble. After Blizzard announced removed of addons from combat, I've finally said goodbye to the Warcraft franchise and Blizzard in general.

There's one game I really do like which has a kind of RTS with map feeling to it: Total War: Warhammer series (though I laud their BS with DLCs and multiple game versions). I suppose the whole Total War series is as good, I just like the Warhammer universe. The other day, Settlers II was discussed on here, including a FOSS clone. Settlers II is also a game I liked (III not so much though artwork was nice, never played the orig.). Supposedly it isn't RTS, tho I am pretty sure back then it was called RTS.


I agree, I think MOBAs superceded the "real time" part of RTS's, while the more turn based Civ/4x, Total War series strategy type games ended up taking a lot of the base building part. Having them both together was just straight up difficult and incredibly intense, like the game itself demanded you be on adderall because your attention cannot wane for a single moment.

The better I got at competitive RTS's the less interesting the game got for me, it just kinda of felt like chess where there was only going to be one or two interesting interactions in the game if played well, otherwise its just a game of who makes a mistake too early.

Teamfight Tactics and Autochess are interesting newer entries though, allowing time to strategize and adding a lot of randomness to the games, where you can't just play one build. Even then though, as these games get more and more explored, "optimal" strategy gets eventually discovered and the game devs especially in TFT are in a race to try to keep things high variance but also seem fair - its definitely a difficult job!


> The better I got at competitive RTS's the less interesting the game got for me, it just kinda of felt like chess where there was only going to be one or two interesting interactions in the game if played well, otherwise its just a game of who makes a mistake too early.

I feel the exact same way. The ELO system saves you from getting steamrolled if you’re a casual player but improving just means the game becomes formulaic to the point of no longer being fun. Stronghold 2 was kind of interesting in that it was an unranked lobby with good variation in player ability and team-oriented maps. Most players knew the basic economic and combat metas, but you’d often end up in situations where one of your teammates dropped out on a 3 vs 3 and you’d still win.


Non-DotA style RTSes fell to the same trap that all long-established/entrenched products/franchises/entities/collectives do:

Thinking that only their way is always right and there's no room for change.

Until somebody comes and builds something different that fucks their world upside down.

Suggestions for improvement and ease of use on their forums got shot down on their forums by the resident shitters like on every other community.

Now nobody cares about that genre, except those of us who grew up on it.


It had its time, but its just not accessible to people - shooters which require as much attention, mechanical skill and perseverance but at least matches are relatively quick and there's a team element. Starcraft can be just grind grind grind all of your openers and don't stop, don't sleep, don't eat, just queue

With a few UI conveniences StarCraft 2 could have been just as accessible to newer players as League of Legends.

> The spiritual successor of Starcraft is Stormgate

This was their claim, but it did not pan out in reality. It flopped on launch, hard. Peak player count since launch has been less than 100, and is currently hovering around 25.


It was really proof that gameplay often takes a back seat to visual identity, ESPECIALLY if the gameplay is extremely derivative, which this was. They had a massive amount of goodwill from fans of the genre, but when they started sharing screenshots it deflated fast - its not a 2025 game, its a 2010 clone of a popular 2005 game. Its nigh impossible to make a spiritual successor to genre defining games in WC3 and SC2 - too many things need to go perfect.

It had a better chance if it could find its own voice, but it ended up feeling like a direct to home video sequel to a popular movie


Huh the gameplay was ass? The units weren't interesting, the strategies derivative, the flow bad, the balance off, not even half finished campaign and 0 goodwill from kickstarters after rugpulling content that was promised and charging them for it

The sign for me was when the art style was announced. The last thing in the world I want from a modern RTS is Fortnite-style animation targeted towards tweens.

World in Conflict was an interesting take on making RTS easier for casuals. Basically took the resource gathering part out of it. You got a constant drip of points you could spend on units instead.

Potentially that simplification hurts the genre too much though because then you don't have hardcore players sticking with it for years and years.

Maybe a game could have that as a "simple mode" that players can opt in to.

The potential addictive money making pattern is the same as other games imo. Skins. The units being smaller mean the developer is probably going to have to go to more effort to shove them in to peoples faces. Maybe a screen before/after the match where all the players units in their skins can be clear seen in a more zoomed in manner. Have them marching around the border of the end scoresheet or doing a little dance while waiting for players to load.


Every time someone tries to re-think the genre they make it worse. Supreme Commander (and Forged Alliance) were near-perfect games, but SupCom 2 tried to simpify the game to appeal to console players and ruined it completely. Dawn of War 2, although not to everyone's taste, was in my view the peak of the series. For the third install they tried to simplify the game and bring it closer to a MOBA and it was an incredible flop.

In my view, if a develop MUST make the game more accessible, they should do so with alternate modes while still maintaining a strong competitive 1v1, 2v2 and 4v4 mode with the steep learning curve and competitive nature. Anything else is a betrayal of the genre.


I think the problem is simply that for a large part of the playerbase, increasing your APM is directly correlated with increasing your win rate/ranking.

And frankly, that's not fun for a lot of people.

I don't want to win by clicking and mashing hotkeys like a schizophrenic on speed.


I don't think this is true. Granted, last time I tried to get good at an RTS was toward the end of the Brood War era but the established wisdom at that time was very clear that hour-for-hour, time spent practicing resource management was much more effective than time spent practicing clicking quickly.

Yes, really good players click fast, but they also have impeccable resource management. The group I played with did run the obvious experiment: the best one of us was forced to play against the rest (one at a time) with an artificial click frequency limit. He felt like his abilities were greatly reduced, but he still beat everyone else quite easily.


Yeah, I played a lot of StarCraft 2. By myself, 2v2 with a really talented friend and 3v3 with two other friends that were total beginners that I could beat 1v2.

At the bottom to upper mid level all you need to win is to figure out the macro game of building construction while also getting enough workers and units. With enough of that no micro is needed, just attack-moving into the enemy is more than enough.

Then at the upper mid level you're going to run into people who often don't build as effectively but they'll micro every unit or they'll be constantly doing raids when you don't expect it, scouting better than you and/or just understanding which units are better vs which so as to counter you.

From that point on it becomes much more of an effort to play the game because then you need to become better in all of those fields, while also becoming faster. But to be honest that point is probably 2/3rd's up the tree of all the people playing.


When people complain about APM in an RTS like StarCraft, they’re really not complaining about the spam clicking done by players at the pro level. They’re talking about multitasking which is an essential skill at all levels of the game.

Not even at the lowest rankings are you permitted to ignore what your opponent is doing and focus on building workers and base facilities. StarCraft is infamous for the ability of anyone to sacrifice their economy to perform an early rush attack (most infamously with a ton of early zerglings).

To combat early rush attacks you need to be able to multitask: send out early scouts to see what your opponent is doing, if they have any hidden building on the map, how many workers they have, etc. You need to be able to do this while building your own workers, base facilities, and units for defence. This is the multitasking that so many struggle with and it’s required to be able to play at the most basic level!


Optimally queueing SCVs and marines and supply depots requires an APM of 11 or so in the early stages of a Brood War game on the fastest setting. Add a couple more APM for scouting, and we'ree still not talking crazy levels of multitasking.

Dealing with your opponent is a fact of every strategy game!


And yet if you watch low level players they’ll be fine with that until a bunch of zerglings show up at their base and then they panic trying to micro marines and repair bunkers while their minerals shoot up to 1000 and then they have no units and lose.

Keeping a scouting SCV alive in your opponent’s base while building more SCVs at home, building more barracks, building supply depots, killing the enemy scouting worker, and actually reading and correctly interpreting what your opponent is doing is non-trivial.


StarCraft I still has a large community. And China has a giant WarCraft III community.

Perhaps a more 'casual' in the RTS genre, but AoE2 is still going very strong.

> The map editor was revolutionary at the time, and it was trivially easy to be making usable maps within minutes.

And within a year or two there were so. Many. Maps. Spread through gloriously fun CDs (quite a few in big boxes with cool artwork)! I have a collection of over 40 releases so far; it's a wild rabbit hole.

As I recall, WarCraft II was the first big box game I bought for my own money, ordered through paper catalogue. Amazing memories of the campaign, and online duels over dial-up - often interrupted because someone picked up the phone. Still have (somehow surviving) floppies with a few silly little maps made in early 1997. It's the ultimate feel-good nostalgia game for me. Just seeing the winter sprite of the Church with the green and red LED(?!) lights fills me with pure joy, every time. (It hits me, just now, that those single pixels might just be representing ball ornaments or something. ...I'm sticking with my headcanon of LEDs!)


I have great memories from the Warchest which had I, II and expansions. Personally though Warcraft III perfected the RPG elements and storytelling and completely overshadowed the earlier installments - it’s still probably the best game I’ve played

> This is a really good and I think sadly under played and discussed game

WarCraft II sold 3M copies.


Yes it was one of the most successful PC games of the 1990s, but that doesn't say much today. Have a look at its subreddit and it's a ghost town. Wasn't remade and re-released often since and little to no effort has been put into growing the franchise.

In contrast contemporary SNES games have had more remakes and had their audiences grow remarkably over time. The franchise hasn't been cared for and so it's relatively obscure despite being a top tier best in class game on its release.

Tbh in general I think you could say the same of a lot of top tier successful PC games of that era.


How many 1995 games have active subreddits though? There was a 2024 remaster, and I believe that the game remained playable throughout.

Besides, the Warcraft franchise moved to WoW, which is still highly popular. Sure, I miss the RTS games, and the remaster of the 3rd bombed hard because it was low-effort, but it's not dead.


Probably not too many! Chronotrigger would be one.

But it is remarkable that Warcraft 2 would have been considered a game of the year contender for PC in that year, with similar acclaim to Chronotrigger, but these games have taken very, very different paths.

No doubt a part of it is that interest in RPGs has largely persisted with only minor declines, while RTS games spiked in popularity and then severely receded.

But stewardship from their owners likely played a role as well. Square has seen fit to keep Chronotrigger in the public eye a lot more often.


> Wasn't remade and re-released often since and little to no effort has been put into growing the franchise.

I’m certainly disappointed that it hasn’t gotten more love, but it got its first balance patch in 25 years(!) last year, following a rerelease that added higher resolution graphics and better online play, so your information is out of date.

The community doesn’t exist on Reddit, it’s in communities like that one around war2combat, old Russian forums and discord rooms. It’s not big but there are still some folks keeping it alive.


> The map editor was revolutionary at the time, and it was trivially easy to be making usable maps within minutes.

Ah yes, my friend groups favorite map to make: start at the corners and the rest of the map was trees.


> and your peons would be impossible to remove from mining.

It simply reflects modern orc capitalism: a lifetime of servitude.




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