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	<title>Comments on: A History of Real Time Strategy</title>
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	<link>http://flashofsteel.com/index.php/2006/09/04/a-history-of-real-time-strategy/</link>
	<description>The Best Strategy Game Blog in My House</description>
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		<title>By: Troy</title>
		<link>http://flashofsteel.com/index.php/2006/09/04/a-history-of-real-time-strategy/comment-page-1/#comment-510</link>
		<dc:creator>Troy</dc:creator>
		<pubDate>Tue, 05 Sep 2006 14:46:16 +0000</pubDate>
		<guid isPermaLink="false">http://flashofsteel.com/index.php/2006/09/04/a-history-of-real-time-strategy/#comment-510</guid>
		<description>&lt;em&gt;&quot;How much strategy is in your average RTS?&quot;

&quot;rarely does a game actually reward players for actually employing a particularly complex strategy with few units of low power agains…&quot;&lt;/em&gt;

I think that the author is mistaking tactics for strategy here, which is common and shouldn&#039;t invalidate his larger point. (RTS games do have a lot of strategy - high level planning, build orders, force composition - but negligible tactics - management of units, attack vectors, use of terrain).

Complex tactics take time and time is the &lt;em&gt;nth&lt;/em&gt; resource of real time strategy. RTS is a genre geared to quick plays, no pausing and lots of divided attention.

Not that there aren&#039;t games that do have serious tactical challenges. &lt;em&gt;Kohan&lt;/em&gt; is full of tactical considerations that don&#039;t take a lot of time. Some RTS are trying to make siege warfare and fortifications more useful, but run into the turtle barrier.</description>
		<content:encoded><![CDATA[<p><em>&#8220;How much strategy is in your average RTS?&#8221;</p>
<p>&#8220;rarely does a game actually reward players for actually employing a particularly complex strategy with few units of low power agains…&#8221;</em></p>
<p>I think that the author is mistaking tactics for strategy here, which is common and shouldn&#8217;t invalidate his larger point. (RTS games do have a lot of strategy &#8211; high level planning, build orders, force composition &#8211; but negligible tactics &#8211; management of units, attack vectors, use of terrain).</p>
<p>Complex tactics take time and time is the <em>nth</em> resource of real time strategy. RTS is a genre geared to quick plays, no pausing and lots of divided attention.</p>
<p>Not that there aren&#8217;t games that do have serious tactical challenges. <em>Kohan</em> is full of tactical considerations that don&#8217;t take a lot of time. Some RTS are trying to make siege warfare and fortifications more useful, but run into the turtle barrier.</p>
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		<title>By: Toby Hede</title>
		<link>http://flashofsteel.com/index.php/2006/09/04/a-history-of-real-time-strategy/comment-page-1/#comment-509</link>
		<dc:creator>Toby Hede</dc:creator>
		<pubDate>Tue, 05 Sep 2006 06:52:54 +0000</pubDate>
		<guid isPermaLink="false">http://flashofsteel.com/index.php/2006/09/04/a-history-of-real-time-strategy/#comment-509</guid>
		<description>Oh, and &quot;In RTS terms, think of velites needing a serious nerfing or increase in cost&quot; is genius, I snorted my coffee.</description>
		<content:encoded><![CDATA[<p>Oh, and &#8220;In RTS terms, think of velites needing a serious nerfing or increase in cost&#8221; is genius, I snorted my coffee.</p>
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		<title>By: CasualHardcore</title>
		<link>http://flashofsteel.com/index.php/2006/09/04/a-history-of-real-time-strategy/comment-page-1/#comment-508</link>
		<dc:creator>CasualHardcore</dc:creator>
		<pubDate>Tue, 05 Sep 2006 06:50:45 +0000</pubDate>
		<guid isPermaLink="false">http://flashofsteel.com/index.php/2006/09/04/a-history-of-real-time-strategy/#comment-508</guid>
		<description>&lt;strong&gt;History of Real-Time &#8216;Strategy&#8217;...&lt;/strong&gt;

How much strategy is in your average RTS?
This interesting History of Real Time Strategy makes the observation:
&#8230; rarely does a game actually reward players for actually employing a particularly complex strategy with few units of low power agains...</description>
		<content:encoded><![CDATA[<p><strong>History of Real-Time &#8216;Strategy&#8217;&#8230;</strong></p>
<p>How much strategy is in your average RTS?<br />
This interesting History of Real Time Strategy makes the observation:<br />
&#8230; rarely does a game actually reward players for actually employing a particularly complex strategy with few units of low power agains&#8230;</p>
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