1st Edition

Game Design Deep Dive Real-Time Strategy

By Joshua Bycer Copyright 2025
    208 Pages 100 Color Illustrations
    by CRC Press

    208 Pages 100 Color Illustrations
    by CRC Press

    Game Design Deep Dive: Real-Time Strategy, focuses on what was once one of the most popular genres in the world and the one that truly kicked off the rise of esports. It has seen the most fundamental changes as a genre than anything else, and Game Design Critic Josh Bycer will talk about the history and where it stands today with regards to its relevancy in the market.

     

    Key Features:

    ·         Discusses balancing and design asymmetrical features and units

    ·         Explores UI/UX design and building effective GUIs

    ·         Examines the differences between multiplayer and single player balancing and how to appeal to both audiences.

    ·         Provides predictions on the next big trend for the genre.

    Preface

    Acknowledgements

    Social Media

    Additional Books

     

     

    Chapter 1 The Goal of This Book

    Studying Strategy

    The Different Shades of Strategy Design

     

    Chapter 2 Early RTS Design

    Herzog Zwei and Dune 2

    The Rise of Command and Conquer

    The Impact of Starcraft

    The Age of Empires

    The Golden Age of RTS

     

    Chapter 3 The Basics of RTS Design

    What is an RTS?

    The Trinity of Strategies

    A Study of Asymmetrical Design

    Macro vs. Micro Play

    Balancing Rock, Paper, and Scissors

     

    Chapter 4 When Strategy Shrunk Down

    The Fall of Command and Conquer

    The War and Stars of Blizzard

    Shrinking the Field with Relic Entertainment

    The 2000’s era of RTS

     

    Chapter 5 The 2010’s Strategy Transformation

    Understanding MOBA and League of Legends

    The Esport Evolution

    Why did MOBAs overtake RTS?

    When RTS Went Indie

     

    Chapter 6 The Role of Asymmetrical Balance

    How Far Can You Go?

    Comparing Oranges to Apples

    Keeping Consistency

     

    Chapter 7 UIs and GUIs

    Why The Focus Here

    UI/UX Basics

    The Main Screen GUI

    UI/UX Practices for Micro and Macro

    What Is a Bad UI?

     

    Chapter 8 Advanced RTS Design

    Macro vs. Micro Design

    Creating Singleplayer Content

    Raising Your Army

    Multiplayer Matches

    The Challenge of Long-Term Support

    The Pros and Cons of Customization

     

    Chapter 9 What is the Future of the Genre?

    Can RTS Bounce Back?

    New Influences for the Genre

     

    Chapter 10 Conclusion

    Making the Genre Work for Modern Audiences

     

    Glossary

     

    Biography

    Joshua Bycer is a Game Design Critic with more than 7 years of experience critically analyzing game design and the industry itself. In that time through Game-Wisdom.com, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.