RTS Drawing Board Ideas at Extreme Scale
Hey everyone!
Ever since I was a kid, I've been fascinated by the RTS genre. Now I'm 37, and I finally feel ready to give it a serious shot and maybe even create one of my own.
My background is technical, and I love optimizing things to the absolute limit.
When I was younger, I always believed that bigger was better. One of the first things I'd judge in an RTS was its unit cap—if it was too low, it would make the game less appealing to me. Ironically, some of my favorite RTS games actually have relatively small unit caps.
Now, as an adult with something to prove, I found myself thinking: "Forget these limits—what if I made something truly massive?"
However, now that I'm at the drawing board, I'm starting to realize that scale alone doesn't make a game better. In fact, many game designs simply don't work when you push them to extreme sizes. Before I bury this idea completely, I'd love to hear your thoughts.
If technical limitations didn't exist, how would you design an RTS at an extreme scale while keeping it genuinely fun?
Assume there are effectively no technical constraints—other than I'm not building the Matrix from scratch. 😄