Real-Time Strategy (RTS) games have long been a pillar of the video game landscape, blending fast-paced tactical combat with strategic resource management and decision-making. Since their emergence in the late 1980s and early 1990s, RTS titles have captured the imaginations of gamers worldwide, including those in Australia, where many of these games were embraced and played on personal computers and consoles alike.
This article explores the RTS genre’s development from its early foundations to the modern day, focusing exclusively on titles that saw official release in Australia. We’ll trace how these games evolved, the key innovations that defined each era, and how the genre continues to adapt in an ever-changing gaming market.
The Early Years: Foundations of Real-Time Strategy
Herzog Zwei (1989) — The Forefather of RTS Mechanics
The genre’s roots can be traced back to the late 1980s with Herzog Zwei on the Sega Mega Drive (Genesis), which was officially released in Australia. Though initially a niche title, Herzog Zwei introduced mechanics that would become RTS staples: real-time unit control, resource management, and base-building. It combined action elements with strategic oversight, giving players control over mobile units and resource extraction in real time.
While Herzog Zwei’s complexity limited its mainstream success, it influenced later, more accessible RTS games that reached wider audiences.
Dune II: The Building of a Dynasty (1992)
The watershed moment for RTS came with Dune II, released on PC and distributed in Australia by Virgin Interactive. This title codified the RTS formula: players managed bases, harvested resources, built armies, and fought opponents in real time.
Dune II’s influence is immeasurable. It introduced multiple factions with distinct units, fog of war mechanics, and a structured tech tree, features that became standard in later RTS games.
The Genre’s Golden Age: Expansion and Refinement
Warcraft: Orcs & Humans (1994)
Blizzard Entertainment’s Warcraft: Orcs & Humans arrived on the PC in Australia shortly after its international release. It brought fantasy themes to RTS, diverging from the sci-fi and military motifs common at the time. Warcraft introduced robust multiplayer support via LAN and modem connections, fostering competitive play.
Command & Conquer (1995)
Westwood Studios’ Command & Conquer series, officially released in Australia, solidified the RTS genre’s mainstream appeal. Its modern military setting, full-motion video cutscenes, and tight gameplay loop were revolutionary. The immediate sequel, Command & Conquer: Red Alert (1996), also released locally, added alternate history elements and expanded the RTS formula.
StarCraft (1998)
Arguably one of the most influential RTS games ever, Blizzard’s StarCraft and its expansion Brood War launched in Australia to critical acclaim. The game introduced three asymmetrical factions, Terrans, Zerg, and Protoss, each with unique playstyles and units, adding unprecedented strategic depth. It quickly became a staple of competitive RTS worldwide.
Transition to 3D and Tactical Innovation
Total Annihilation (1997)
Available in Australia through international distributors, Total Annihilation was among the first RTS titles to feature fully 3D units and terrain, creating immersive battlefields. Its large-scale engagements and advanced unit AI pushed RTS design forward.
Age of Empires II (1999)
Released globally and in Australia by Microsoft, Age of Empires II refined historical RTS with detailed civilizations and nuanced resource management. It remains a benchmark for RTS enthusiasts, celebrated for balanced gameplay and longevity.
Homeworld (1999)
Though niche, Homeworld’s 3D space combat was officially released in Australia and found a dedicated audience. It brought RTS to a three-dimensional battlefield, allowing players to control fleets across all spatial axes, a rare innovation for the time.
The 2000s: RTS Evolves with Technology
Warcraft III: Reign of Chaos (2002)
Blizzard’s Warcraft III, launched in Australia, integrated RPG elements with RTS gameplay by introducing hero units that could level up and carry items. Its rich story campaigns and multiplayer support cemented it as a beloved RTS classic.
Company of Heroes (2006)
Relic Entertainment’s Company of Heroes, distributed in Australia, blended RTS with tactical squad-based combat during WWII. It emphasised cover mechanics, destructible environments, and realistic unit behaviour, advancing RTS towards a more immersive and tactical experience.
Age of Empires III (2005)
Age of Empires III continued the series’ success in Australia, featuring improved graphics and the addition of “home city” mechanics, allowing players to customise reinforcements and bonuses, introducing a semi-RPG element.
The Rise of MOBAs and the RTS Shift
While RTS remained popular, a new sub-genre emerged from the RTS roots: the Multiplayer Online Battle Arena (MOBA). MOBAs like League of Legends (2009) and Dota 2 (2013) originated as mods of RTS games, including Warcraft III. These games emphasised controlling a single hero in a team-based environment, eschewing base building and resource gathering.
MOBAs quickly overtook RTS in popularity, especially in esports, with major tournaments held globally and significant followings in Australia. This shift altered the RTS landscape, with fewer major traditional RTS releases and a focus on MOBA-style gameplay.
The Modern Era: RTS Today and Tomorrow
StarCraft II (2010)
Continuing its legacy, StarCraft II was released in Australia with strong competitive multiplayer support. The game maintained a loyal community and was a fixture of global esports.
Total War Series
The Total War franchise blends turn-based strategy with real-time tactical battles. Titles like Total War: Shogun 2 and Total War: Warhammer have enjoyed wide release in Australia and contribute to the strategic genre’s diversity.
Indie and Hybrid Titles
Modern RTS has found new life in indie projects such as Northgard (2017), available on PC and consoles in Australia. These games often blend survival, city-building, and RTS mechanics to offer fresh experiences.
Conclusion
The RTS genre has journeyed from the early pioneering efforts of games like Herzog Zwei and Dune II through a golden age marked by Warcraft, Command & Conquer, and StarCraft, to the rise of MOBA games and modern hybrids. Every step of this evolution has been accessible to Australian players, with official releases ensuring the local community could partake in the genre’s rich history.
Though RTS may not dominate the market as it once did, it remains a cornerstone of strategic gaming, continually adapting to new technologies and player preferences. For gamers down under, the legacy of RTS games is as vibrant today as ever.