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Brandon Casteel's Member Blogs

Posted by Brandon Casteel on Mon, 06 Mar 2017 11:26:00 EST in Design
the traditional model of RTS design contains some inherent or baked-infeatures which provide players with incredible autonomy, butultimately drivesa very steep slippery slope or snowball curvethat can erode the quality of gameplay.

Posted by Brandon Casteel on Tue, 11 Oct 2016 10:06:00 EDT in Design
I revel in the systems design of Relic's RTS titles (specifically, the Dawn of War and Company of Heroes franchises) and talk about why Relicsgames are a breath of fresh air in the real-time strategy space.

Posted by Brandon Casteel on Thu, 18 Feb 2016 07:50:00 EST in Design, Console/PC
RTS design that resonates with players puts the agency of the player first. Such design gives players ample room on which to succeed or fail own their own merits and it will give them multiple arenas in which to succeed.

Posted by Brandon Casteel on Tue, 24 Nov 2015 06:26:00 EST in Design, Console/PC, Indie
Many real-time strategy games are trying to relive the glory days of the genre. And they're kind of missing what made old RTS so great.

Posted by Brandon Casteel on Wed, 14 Oct 2015 03:46:00 EDT in Design
Playing RTS can strengthen skills like self-analysis, critical thinking, planning and decision making, and reinforce a proactive, positive approach to challenges.

Posted by Brandon Casteel on Fri, 02 Oct 2015 01:08:00 EDT in Design, Console/PC
RTS, are more than idle ways to pass the time, ways to blow off steam, or a means of escapism; theyre playgrounds for exercising the mind, and they do so in ways that I contest few other genres can.

Posted by Brandon Casteel on Thu, 13 Aug 2015 03:13:00 EDT in Design
Dune 2 is considered one of the forefathers of the RTS genre, and even at 23 years old it can teach modern RTS games a thing or two.

[Previous Brandon Casteel Blogs]