RTS games and their offshoots

What is an RTS game? RTS stands for Real Time Strategy, it's typically considered an overhead camera game with base building and resources. RTS can be an umbrella term for many different types of strategy games but typically has strict definitions. An important declaration to make is that the Real Time of RTS came from the separation of a very popular game type in the 90’s which was Turn Based Strategy (TBS) games. So Real Time is essentially a live action strategy with no breaks or pauses to determine your next move. In this article we'll be discussing the characteristics of an RTS game solely to lay the foundation to better understand what RTT(Real Time Tactics) is and what ROBA is. These characteristics are Economy, Macro and Micro. All 3 are typically required to define what an RTS game is. Before we delve into those characteristics though, one thing that will unite every RTS game is the camera view which is an overhead view of the battlefield. It's this camera view and the characteristics that can make classifying an RTS game somewhat difficult since other games can be very closely related.

Economy: Resources and Gathering

The first characteristic of an RTS game is the economy. In many strategy games there’s an economy to purchase goods, units, buildings etc. Typically these are defined as resources(wood, gold, diamonds) in the game that must be mined, retrieved or fought over to advance tech in the game, build buildings and purchase units. Many games will have unique strategies on how this is done. Not only that but some RTS games have different unit types to collect different resources or collect resources quicker. These variations create unique experiences and strategies solely in the economy aspect of the game. Warcraft 3 for example has different races that collect resources differently, the humans for example can mine resources quicker if done correctly. ROBA technically has an economy but it’s only in the beginning of the game. You’re given selection points to determine which units you’d like to utilize in your game. 

 

YouTube video player for Warcraft 3 Resources Play

 

Macro: Base Building and Tech Trees

The second characteristic is what we call Macro or Macro Manage, simply meaning management on a larger scale. Some people might consider macro and economy to be one in the same but I would disagree. Macro is the handling of base building, tech trees and defenses. Economy can and oftentimes will fuel the macro characteristic of your game. Some RTS games will completely skip out on this and oftentimes they’re referred to as an RTT (Real Time Tactics) games. Variations in races, building trees and tech trees create endless strategies to employ against your enemies. ROBA has no base building so the economy is strictly tied to unit selection at the beginning of the match and it's the negation of this characteristic that typically establishes no base building RTS games as RTT games. The video below features Starcraft 2, a staple in the RTS world and a great example of Macro managment.

Starcraft 2 Macro Management Play

Micro: Unit Control and Abilities

The final characteristic of what I consider an RTS game is the Micro or Micro Managing of units. This can come in all different forms and methods and can be summed up to when you're using a unit outside the control of it's AI behavior. This can be one unit or multiple units or the micro-managing of how multiple units work together. In Warcraft 3 for example micro can simply be having one unit take more creep (AI unit) damage as to save the health of others. Dota considers itself an “Action” RTS game but is heavy on micro and strategy, utilizing many different unit capabilities in intense team combat (DoTA also has an economy). Even games that lack in stereotypical micro can actually have frame specific attacks to generate an advantage over your enemies. The video below is the game we're developing and features intense micro-management.

 

Conclusion

In conclusion the definitive unifying factors of every RTS game is the overhead camera coupled with these three characteristics. Those characteristics being Economy, Macro and Micro. The implementation of the characteristics in the game is ultimately what becomes the uniqueness of the game from among others. RTS has essentially become an umbrella term for many other games due to the similarities the games have with an RTS game. This can make classification of a game difficult when coupled with the lack of general awareness about RTS games or RTT games.

The absence of one or the other is not important but only carves out the unique shape that the game takes. ROBA is unique in that it’s in the genre of RTS, with a heavy emphasis on one unit while not denying the player the ability to control more units but can be more accurately described as an RTT game.

If you're interested in ROBA you can follow the development or sign up for playtesting.


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