Age of Empires IV and Real-Time Strategy Games’ Rocky History


Real-time strategy is have a moment.

Age of Empires II: Proven Edition constantly disrupts 20,000 players simultaneously on Steam, placing alliances with RPGs known as Chief Scrolls V: Skyrim and Witch 3: Natural Hunting. 2020 unexpected memories of the original Command & Conquer saw more than 42,000 players immediately on Steam at launch. And major gaming companies, including Microsoft and Tencent, and retail studios behind new RTS recordings such as. Years of Reign IV, expected to be released on October 28.

The startup is good news for real-time sports fans, but the brand should adapt to modern sports preferences. Fortunately, developers of real-time blockbuster games remember the mistakes of the past.

The Golden Era

The seeds of a kind of real-life strategy were sown when Chris Crawford published an article about the future of real-time gaming, entitled “The Future of Computer Wargaming,” in the winter of 1981 the story of The World of Computer Games. He said “playing live is a lot more real and difficult than playing in a row.

Crawford used his ideas with the 1982s Legionnaire, the first real-time game featuring Roman armies against AI-controlled aliens. Legionnaire it was new, and before it. The game showed that real-time play was possible, but it was difficult, because modern computers only capture small, immovable maps, with several visual units.

However, the idea came into effect. Games like Ancient Military Skills, released by Brøderbund Software for MS-DOS and Apple II in 1984, and Two duke, released by Sega Genesis in 1989, pushed the limits of the actual game. This concept was developed in 1989’s Populus, “divine play” from Peter Molyneux’s Bullfrog Productions. Populus was not a real-time game, but it did have a sleek, sleek look that is familiar to fans of the genre.

If the game offers a plan, it was Dune II who laid the foundation. Released by Westwood Studios in 1992, it was the first game to combine original buildings, unit units, and collect weapons with real-time drama as well as mouse-drawn graphics. It disrupted the adrenaline rush in arcade games and the difficult decisions of the creators of the revolutionary empire. The game just hit a bit, selling about 250,000 copies in its first few years, but it convinced the game’s creator, Westwood Studios founder Brett Sperry, that compliance is a must.

However Dune II did not receive the next route. Sperry, frustrated with the restrictions and the cost of obtaining a licensed permit such as Dune, Pushed Westwood to gamble on a new, original IP that had modern warfare and operational expertise. Louis Castle, speaking with Computer and Video Games magazine in a 2008 interview, said Westwood “wanted players to think that their computers at home were the culmination of a real battle to communicate directly with your units in the field.” The group at Westwood was encouraged by what the media reported about the Gulf War but also increased their sci-fi spin.

Gambling paid off. Command & Conquer sold stores in 1995 and sold over a million copies in its first year, establishing Westwood as the leader in a new, explosive song. The studio doubled its success with the release of Red Notification in 1996, which sold out faster than ever before and also included an online chat app, Westwood Chat, which players can use to create online games. Westwood’s immediate release of two blockbuster titles puts a direct line on the cover of PC gaming magazines, not only in the United States but around the world.

The market, hungry for the RTS game, was able to support roundups like these in Computer Gaming World, launching more and more each year.

Photo: CGW Museum

David Kim, A game developer on a game that hasn’t been set up yet and a former developer on Starcraft II, was introduced Red Notification growing up in South Korea. “Red Notification it’s a game that everyone played in a lot of games, ”says Kim. “I had them, and we play after school.” Germany, United Kingdom, France, Japan, and Australia were also major markets for real-time games, and new RTS games are often the most popular in these countries.

But the success of Red Notification it was the tip of the iceberg. Blizzard Entertainment, known for its excellent visibility on its way, Military, arrived in the area in the 1998’s Starcraft. Kim and her friends, like many PC players, jumped on the new game and never looked back. Blizzard’s sci-fi RTS climbed the charts, selling 1.5 million copies by the end of the year to become the best sellers. 1998 PC Games. It will continue to sell at least 11 million copies, a number ahead of the 2017 release. Starcraft: Restoration. Activision-Blizzard has not released remaster sales statistics.



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