The Games That Set the Standard for Strategy (Ep 6)

Our hosts share their formative strategy gaming experiences, from childhood classics to modern favorites, revealing how these games shaped their passion for the genre.

Four strategy gaming veterans share the pivotal titles that shaped their gaming journeys, from first encounters with Command & Conquer and Age of Empires to current obsessions with War in the Pacific and Beyond All Reason.

https://criticalmovespodcast.com/listen

The inaugural Critical Moves episode explores the personal gaming histories of four strategy enthusiasts, examining how different titles shaped their understanding of the genre. Each host shares three pivotal games: their first strategy game, the title that hooked them on the genre, and their current gaming obsession. The conversation reveals insights into strategy gaming’s evolution over three decades, from Command & Conquer’s accessibility revolution to sophisticated community-driven projects like Beyond All Reason, while highlighting the diversity within strategy gaming that extends from economic simulation to detailed historical recreation.

Critical Moves Podcast – Episode 6 Show Notes

Episode Title: The Games That Set the Standard for Strategy
Hosts: Shane), Al, Nuno, Timothy
Episode Length: ~57 minutes

Episode Summary

The inaugural episode of Critical Moves explores the personal gaming histories of four strategy gaming enthusiasts, examining how different titles shaped their understanding and appreciation of the genre. Each host shares three pivotal games: their first strategy game, the title that truly hooked them on the genre, and their current gaming obsession. The conversation reveals fascinating insights into how strategy gaming has evolved over nearly three decades, from the accessibility revolution of Command & Conquer to the emergence of sophisticated community-driven projects like Beyond All Reason.

First Strategy Games: Foundation Experiences

Red Alert: Gateway to Strategy Gaming

Al identifies Red Alert (1996) as his entry point into strategy gaming, emphasizing its role as a genre-defining title that made RTS accessible to mainstream audiences. The game’s alternate history World War II setting, combined with memorable FMV cutscenes featuring actors like Tim Curry, created an engaging package that balanced serious subject matter with less serious presentation. While the strategic depth appears simplistic by modern standards, Red Alert succeeded by introducing complex concepts like resource management and unit counters within an approachable framework.

The discussion reveals generational differences in appreciating the game’s campy FMV sequences, with some hosts embracing the cheesy tone while others find it off-putting. However, all acknowledge Red Alert’s historical significance in establishing Westwood Studios as a major force and demonstrating the commercial viability of real-time strategy games during the genre’s formative years.

Age of Empires 2: Setting the Standard

Nuno’s first experience with Age of Empires 2 represents perhaps the most influential introduction, as this title established many conventions that persist in modern RTS design. Released in the late 1990s, the game successfully synthesized experimental mechanics from various contemporary titles into a cohesive, polished experience that would define RTS gameplay for decades.

The game’s medieval setting particularly resonated with Nuno, providing an authentic historical atmosphere that many other “medieval” games failed to capture. Age of Empires 2’s lasting appeal demonstrates through its continued competitive scene and active player base, with content creators like Spirit of the Law still discovering and explaining hidden mechanics decades after release. The game’s sophisticated balance between accessibility and depth created a template that modern RTS titles continue to follow.

Anno 1602: Economic Strategy Foundations

Timothy’s introduction through Anno 1602 represents a different approach to strategy gaming, emphasizing economic management and city building over military conflict. The game’s focus on environmental challenges and resource chain management created a puzzle-like experience that required long-term planning and careful consideration of trade relationships.

This early exposure to economic strategy influenced Timothy’s preference for games that prioritize cooperation and building over direct competition and destruction. The Anno series’ emphasis on creating sustainable, efficient systems rather than simply overwhelming opponents with military force demonstrates the diversity within strategy gaming that extends far beyond traditional RTS conventions.

Civil War (1995): Historical Strategy Pioneer

Shane’s first game, The Civil War from 1995, represents an obscure but conceptually important title that pioneered the combination of turn-based strategic gameplay with real-time tactical battles. Despite receiving poor reviews and limited recognition, the game introduced mechanics that would later become staples of the Total War franchise, suggesting that innovation often occurs in unexpected places.

The game’s focus on American Civil War history demonstrates how personal interests can drive gaming preferences, with historical authenticity and educational value sometimes outweighing technical polish or mainstream appeal. This early exposure to hex-based movement and tactical decision-making would prove formative for Shane’s later appreciation of complex historical simulations.

Hook Games: Genre Commitment

Total Annihilation: Scale and Innovation Revolution

Al’s hook game, Total Annihilation (1997), represents a quantum leap in RTS design that established many conventions still considered advanced today. Developed by Chris Taylor and Cavedog Entertainment, the game introduced unprecedented scale with thousands of units engaging simultaneously, supported by innovative features like patrol mechanics and sophisticated unit AI.

Total Annihilation’s built-in map editor fostered community creativity in ways that modern games rarely match, allowing players to create custom scenarios and share them easily. The game’s influence extends directly to current projects like Beyond All Reason, which maintains the core gameplay while updating graphics and adding community-driven improvements developed over decades.

The ARM versus Core conflict provided compelling science fiction storytelling without requiring complex asymmetrical balance, focusing instead on massive scale and spectacular battles that showcased the engine’s capabilities. This approach influenced later spiritual successors like Supreme Commander while establishing Chris Taylor as a visionary designer.

Stronghold and Company of Heroes: Medieval Innovation and Modern Warfare

Nuno identifies two hook games that represent different aspects of his strategic interests. Stronghold introduced authentic medieval castle-building and siege warfare mechanics that Age of Empires 2, despite its medieval setting, failed to capture. The game’s innovative economy system, based on population happiness and food production, created genuine logistical challenges that reflected historical realities of medieval warfare.

Company of Heroes (2006) revolutionized World War II RTS gaming by introducing sophisticated cover mechanics and tactical considerations that reflected the realities of modern combined-arms warfare. The game’s “find, fix, flank, finish” tactical philosophy provided depth beyond simple unit counters, requiring players to understand terrain, positioning, and coordinated attacks.

Both games demonstrate how successful strategy titles often focus intensely on specific historical periods or warfare types, becoming definitive representations of their chosen subjects rather than attempting broad historical coverage.

Beyond All Reason: Community-Driven Excellence

Timothy’s dedication to Beyond All Reason illustrates how community-driven development can surpass traditional commercial game development. Built on the Spring engine as an open-source project, the game represents decades of volunteer contributions that continuously refine and expand the Total Annihilation formula.

The game’s innovative features, such as custom formation movement and complex unit interactions beyond rock-paper-scissors mechanics, demonstrate how unconstrained development timelines allow for experimentation impossible in commercial settings. The absence of artificial balance restrictions creates emergent gameplay where unit effectiveness depends on complex interactions between reload times, area of effect, health values, and tactical positioning.

Beyond All Reason’s competitive scene continues discovering new strategies decades after the core mechanics were established, suggesting that truly deep strategic systems can provide virtually unlimited gameplay possibilities when properly designed and maintained.

Civil War Generals 2: Turn-Based Strategy Mastery

Shane’s hook game, Civil War Generals 2 (1997), represents the pinnacle of Sierra Online’s strategic gaming catalog and introduced him to hex-based turn-based strategy. The game’s combination of historical authenticity with accessible mechanics created an ideal learning environment for understanding complex strategic concepts like flanking, terrain advantages, and victory point control.

The game’s production values, including historical reenactor footage and detailed battle scenarios, demonstrated how educational content could enhance rather than detract from entertainment value. This experience established Shane’s preference for historically grounded strategy games that prioritize authenticity and tactical decision-making over abstract mechanical systems.

Current Gaming Obsessions

Sanctuary: Shattered Sun – The Future of RTS

Al’s involvement with Sanctuary: Shattered Sun represents the cutting edge of RTS development, where innovative mechanics like environmental manipulation create entirely new strategic possibilities. The game’s Dyson Sphere setting allows for dramatic terrain modification, such as shattering sections of the map or freezing oceans to change unit movement patterns.

These environmental systems demonstrate how modern RTS design can move beyond traditional resource gathering and unit production to incorporate dynamic battlefield conditions that require constant strategic adaptation. The small development team’s background in Forged Alliance Forever modding provides deep understanding of what competitive RTS players value most.

Burden of Command: Humanity in Warfare

Nuno’s current focus on Burden of Command represents an ambitious attempt to incorporate the human cost of warfare into strategy gaming. The game’s emphasis on building emotional connections with individual squad members and making difficult leadership decisions under pressure creates a unique blend of tactical gameplay and narrative depth.

The game’s complex command structure and realistic military decision-making scenarios draw from extensive historical research and veteran consultation, creating an educational experience alongside entertainment. The focus on maintaining unit morale and managing the psychological toll of combat addresses aspects of warfare that most strategy games ignore entirely.

Suzerain: Political Strategy Innovation

Timothy’s enthusiasm for Suzerain demonstrates how strategy gaming can extend beyond military conflict into political and diplomatic realms. The game’s RPG-style dialogue system creates strategic depth through conversation and relationship management rather than resource allocation and unit movement.

Suzerain’s complex web of competing interests and long-term consequences for political decisions creates genuine strategic thinking opportunities that require different skills than traditional strategy games. The game’s multiple playthroughs reveal how seemingly minor choices cascade into dramatically different outcomes, providing replayability through narrative branching rather than mechanical variation.

War in the Pacific: Grand Strategy Mastery

Shane’s current obsession with War in the Pacific: Admiral’s Edition represents the pinnacle of historical grand strategy gaming. Gary Grigsby’s design philosophy deliberately obscures certain mechanics to maintain uncertainty and replayability, while the game’s massive scale encompasses the entire Pacific Theater with unprecedented detail.

The play-by-email format creates a social strategic experience where human opponents provide unpredictability impossible to achieve against AI opponents. The game’s focus on historical authenticity, with predetermined production schedules and realistic logistical constraints, creates asymmetrical gameplay where Japanese players must achieve rapid early victories before Allied industrial superiority becomes overwhelming.

The multi-year campaign length and 1,700-turn scope represent gaming as a long-term commitment rather than casual entertainment, appealing to players who appreciate deep simulation over immediate gratification.

Genre Evolution and Community Building

The episode reveals how strategy gaming has evolved from simple commercial products into community-driven experiences that continue developing long after their initial release. Games like Beyond All Reason and War in the Pacific demonstrate how dedicated communities can maintain and improve titles for decades, often surpassing the original developers’ vision.

The discussion also highlights how different players gravitate toward different aspects of strategy gaming, from the large-scale battles of Total Annihilation to the intimate squad management of Burden of Command. This diversity suggests that “strategy gaming” encompasses a much broader range of experiences than commonly recognized.

Contact & Links

About Contact | Meet the Team | Get Involved | Forum | Episodes
Patreon | Discord | Reddit | Twitter / X | Facebook
Instagram | Twitch | Steam Group | Steam Curator
YouTube | Spotify | Apple | Amazon
Email: [email protected]

Episode Verdict

This inaugural episode successfully establishes Critical Moves as a thoughtful examination of strategy gaming culture and history. The hosts demonstrate genuine expertise and passion while avoiding the superficial coverage common in gaming podcasts. Their diverse backgrounds and preferences create engaging dialogue that highlights both the evolution of strategy gaming and its continuing relevance.

The personal approach of examining formative gaming experiences provides insight into how individual titles can shape long-term interests and preferences. Most importantly, the episode demonstrates that strategy gaming extends far beyond the mainstream RTS titles that dominate general gaming discussion, encompassing everything from economic simulation to political management to detailed historical recreation.

The conversation effectively balances nostalgia with critical analysis, acknowledging both the achievements and limitations of classic titles while recognizing how modern games continue pushing the genre forward. This foundation promises future episodes will maintain similar depth and authenticity in examining strategy gaming’s ongoing development.

Next Episode: The Strategy Games That Delivered in 2024


Discover more from Critical Moves Podcast

Subscribe to get the latest posts sent to your email.