When RTS Was King: The Best Real-time Strategy Games Ever Made (Ep.34)

The Golden Age of RTS Gaming: When Strategy Ruled PC Gaming

Our strategy gaming veterans take a nostalgic journey through the golden age of real-time strategy gaming, examining the period from 1995 to 2007 when RTS games dominated PC gaming and established the foundations that influence strategy gaming today.

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This episode provides a comprehensive retrospective of RTS gaming’s most influential period, featuring detailed discussions of landmark titles from Command & Conquer and Warcraft 2 through Total Annihilation and Supreme Commander. The hosts explore why this era produced so many classics, examine games that were overshadowed despite technical innovation, and analyse whether the traditional RTS formula has evolved or simply been replaced by different types of strategy games. The conversation covers technological limitations, marketing influences, and the debate over whether modern titles like Stellaris represent RTS evolution or an entirely different genre.

Critical Moves Podcast – Episode 34 Show Notes

Episode Title: The Golden Age of RTS Gaming
Hosts: Al, Jack, Timothy
Episode Length: ~48 minutes

Episode Summary

The hosts embark on a comprehensive examination of real-time strategy gaming’s golden age, which Al defines as spanning from 1995 to 2007. This period began with the release of Command & Conquer and Warcraft 2: Tides of Darkness and continued through the era when RTS games regularly won Game of the Year awards and dominated PC gaming. The discussion reveals how this period established the foundational mechanics that continue to influence strategy gaming today, while also examining why many technically advanced titles from this era were overshadowed by better-marketed competitors.

Defining the Golden Age: 1995-2007

The Foundation Years

Al opens by establishing the golden age timeline, beginning with 1995’s twin releases of Command & Conquer and Warcraft 2: Tides of Darkness. This period represented a time when RTS games dominated PC gaming before the shift to mobile gaming and serious console competition. The hosts note how this era coincided with their formative gaming years, creating lasting memories that continue to influence their gaming preferences.

The discussion reveals how this period created a gold rush mentality where numerous developers wanted to capture a slice of the RTS market. Game of the Year awards frequently went to RTS titles, demonstrating the genre’s mainstream appeal and critical recognition during this period.

Technology and Innovation Convergence

The golden age coincided with significant technological advancement in PC gaming. Developers experimented with 3D graphics, improved AI systems, and innovative gameplay mechanics. However, not all technological innovations succeeded, with many games suffering from the transition from 2D to 3D graphics that computers couldn’t adequately handle at the time.

This period also established the core RTS formula that remains largely unchanged today: resource collection, base building, unit production, and tactical combat. The hosts examine whether this consistency represents strength or limitation in modern RTS development.

Overshadowed Classics: The Marketing Factor

Dark Rain vs Total Annihilation

The discussion highlights Dark Rain: The Future of War as a prime example of technical innovation overshadowed by superior marketing. Released within weeks of Total Annihilation in 1997, Dark Rain featured advanced line-of-sight mechanics affected by elevation, sophisticated AI scripting, and patrol systems that exceeded many contemporary titles’ capabilities.

Despite its technical superiority in many areas, Dark Rain is largely forgotten while Total Annihilation became a beloved classic. This example illustrates how marketing timing and presentation often determined commercial success more than technical innovation during this competitive period.

The 2001 Bottleneck

The hosts examine 2001 as a particularly crowded year that saw multiple potentially significant releases competing for attention. Cossacks: European Wars, Empire Earth, Europa Universalis 2, Star Trek: Armada, and Star Wars: Galactic Battlegrounds all launched during this period, with varying degrees of commercial success despite their individual merits.

This overcrowding demonstrates how the golden age’s productivity sometimes worked against individual titles, with even excellent games struggling to find audiences in an oversaturated market.

Technical Innovation vs Playability

Cossacks: European Wars

Timothy champions Cossacks as a standout title that deserves recognition for its massive unit capacity, supporting thousands of units simultaneously on screen. This scale remained uncommon even in modern RTS releases, where unit caps often remain artificially low. The game’s Ukrainian origins might have contributed to its limited recognition despite its technical achievements.

The discussion positions Cossacks as more recommendable to modern players than many better-known contemporaries, suggesting that technical innovation sometimes aged better than popular appeal.

Empire Earth’s Temporal Innovation

Empire Earth receives praise for its novel progression system spanning from the Stone Age through future eras, providing a sense of advancement rarely replicated in modern strategy games. This temporal mechanic created unique gameplay experiences where players witnessed technological evolution within individual matches.

The hosts note how this innovation influenced later games while remaining largely unmatched in its comprehensive approach to historical progression.

The Simplicity vs Complexity Debate

Red Alert’s Enduring Appeal

Timothy’s recent replay of the original Red Alert reveals both the appeal and limitations of golden age design philosophy. The game’s rock-paper-scissors unit relationships and simplified economic systems created accessible but potentially repetitive gameplay experiences.

This analysis raises questions about whether golden age games were genuinely superior or simply benefited from novelty and technological limitations that forced creative constraints.

Starcraft’s Competitive Evolution

The discussion examines Starcraft as representing the golden age’s evolution toward competitive gaming, introducing APM (Actions Per Minute) requirements and precise build orders. This competitive focus distinguished Starcraft from earlier titles while establishing esports foundations that continue today.

However, the hosts question whether Starcraft’s tactical focus makes it more of a real-time tactics game than a true strategy experience when compared to modern grand strategy titles.

Modern Perspective: Evolution or Replacement?

Beyond All Reason as Golden Age Continuation

Timothy’s daily play of Beyond All Reason, essentially a modernized Total Annihilation, demonstrates how golden age mechanics can remain engaging when properly updated. Improved controls, modern graphics, and enhanced stability prove that core concepts from this era retain value when technical limitations are removed.

This example suggests that the golden age’s influence extends beyond nostalgia, with fundamental design principles remaining viable for contemporary audiences.

Genre Expansion and Classification

The conversation explores whether modern games like Stellaris represent RTS evolution or belong to entirely different categories. While technically real-time strategy games, their focus on long-term empire management and complex systems differs significantly from golden age tactical combat focus.

This classification debate reveals how the RTS genre has expanded beyond its golden age boundaries, potentially making direct comparisons between eras less meaningful.

Recommended Golden Age Experiences

Timeless Classics

The hosts identify several golden age titles that remain accessible to modern players:

  • Age of Empires 2: Retains excellent playability and continues receiving support
  • Age of Mythology: Offers unique mythological themes with solid mechanics
  • Populous: The Beginning: Provides stone age focus with innovative magic systems
  • Cossacks: European Wars: Delivers unprecedented scale and unit management

Hidden Gems Worth Rediscovering

Timothy’s recommendations include lesser-known titles that deserve modern attention:

  • Sacrifice: First-person RTS perspective with soul-stealing mechanics
  • Gangsters 2: Vendetta: Mafia-themed strategy with unique urban warfare

These recommendations demonstrate the golden age’s diversity beyond its most celebrated titles.

Franchise Revival Wishlist

Lord of the Rings: Battle for Middle-earth

Al’s top choice for remastering focuses on the potential for truly epic-scale battles matching the films’ scope. Modern technology could eliminate the unit limitations that restricted the original’s ability to capture Middle-earth’s grand conflicts.

The discussion emphasizes how technological advancement could finally deliver on promises that golden age hardware couldn’t fulfil.

Dawn of War Renaissance

The recent news of Relic Entertainment’s independence from Sega, combined with mysterious visits to Warhammer World, suggests potential Dawn of War revival. This Warhammer 40K series represented golden age design philosophy at its finest, combining innovative mechanics with compelling universe presentation.

Star Wars: Empire at War Sequel

The hosts note strong community demand for Empire at War continuation, with many fans preferring it over more recent Star Wars strategy attempts. Corporate ownership changes may complicate revival prospects despite clear audience interest.

Industry Evolution and Legacy

Publisher Strategy Changes

The discussion reveals how publisher priorities shifted away from supporting numerous RTS projects as mobile gaming and console markets expanded. The golden age benefited from PC gaming’s dominance and willingness to experiment with diverse strategy concepts.

Modern strategy gaming’s concentration among specialized publishers like Paradox Interactive represents a different approach to serving strategy gaming audiences.

Scale and Ambition Comparison

The hosts observe that many modern RTS releases maintain similar scale and complexity to golden age titles, suggesting limited evolution in core design philosophy. Games like Tempest Rising explicitly target nostalgia rather than innovation, indicating market conservative approach.

This observation raises questions about whether the RTS genre has reached maturity or become stagnant in its development.

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Episode Verdict

This episode succeeds in capturing both the nostalgia and analytical depth that makes the golden age of RTS gaming worthy of examination. The hosts demonstrate genuine affection for this period while maintaining critical perspective about what made these games special versus what represents rose-coloured memory. Their discussion effectively balances technical analysis with personal experience, helping listeners understand why this era remains influential while acknowledging how gaming has evolved beyond these foundations. The conversation’s strength lies in recognizing that the golden age’s value comes not just from individual classics but from the creative diversity and experimental spirit that characterized the entire period. The variety of games discussed, from mainstream hits to overlooked gems, illustrates how this era’s productivity created a foundation that continues influencing strategy gaming today, even as the genre has evolved in directions the original developers never anticipated.

Next Episode: What Makes a Strategy Game of the Year?


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