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With so many real-time games
saturating the market, why make another one? First of all this game is NOT a RTS
(real-time strategy) in the sense that when people hear of RTS they think of C
and C, Warcraft, Dark Reign, Total Annihilation, etc. etc. All those games have
set up a genre with very specific elements. (Base building, resource mining,
wildly different unit types between opponents, etc.) The only thing that Remote
Assault has in common with RTS is that it is not turned based.
The reason I made Remote
Assault different is because I was frustrated with the mechanics of RTS. RTS
always seems to turn into click fests as you try to manage your horde of units
against the enemies. You try to manage your units in one area while other of
your units are wandering off in some other area. There are no tactical
considerations taken into account, and it basically just devolves into who can
produce the most units.
I almost didn't consider
real-time until I played Sid Meier’s Gettysburg. Sid showed that it was
possible to have a real-time game with the depth of tactics of a turn based one.
However I certainly didn’t want to make a clone of Gettysburg. For one I
wanted modern units. Also Gettysburg only represented groups of units. I wanted
every unit to be a separate entity that could then be grouped into squads or
higher.
So the
goal was to make a wargame in real-time that had the depth of a turn
based game and emphasized use of good battle tactics and
stealth.
Brian
Gantt
Designer: Remote Assault
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