Why GSB is not like a normal RTS (deliberately) July 6, 2010 cliffski Have you seen korean starcraft players? http://kotaku.com/5580080/korean-gamers-are-faster-than-a-speeding-bullet fast huh? Although it’s impressive, and kinda funny, it’s also a bit depressing and kinda sad. I like to see the RTS genre as a mostly ‘S’, and not so ‘RT’. If I was 14 years old, I’d think differently, but I’m not. One thing spending your teenage years learning neoclassical heavy metal does, is to teach you that someone with more free time than you is going to be faster than you. Always. When I was at Elixir, I worked on a game that got canned, which was like speedball. it seemed to be a really strategic game. The player who won was the cleverest, the most strategic thinking. It played a bit like real-time chess. The reaction-time and number-crunching side of it was minimal, it was an ‘outwit-the-enemy’ style game. I liked it. GSB doesn’t care how fast your reactions are. You can be 55 years old and have arthritis, you can still design a kick-ass fleet, and a cunning challenge. I know starcraft is a massively popular game, and they know what they are doing, but you can only really design good games if they are games you personally enjoy playing. I can’t compete in FPS games or arcadeish super-fast RTS games, but I can compete happily in GSB. I also like the asynch nature of online challenges, because it eliminates the asshole attitdue of many online RTS players, who drop connections when losing or mock you during in-game chat, I met the guys from introversion for lunch today. Had a good chat about games and indieness. It’s always refreshing to chat to people who understand what it is you do, and do something similar.