

Does the early game end when the player starts to loosen their economic constraints? That's what my gut is telling me: once the player begins to feel some lessening of economic pressure in the game, and is able to attack and defend, or to expand their income and expand their army. The end of the 'early game' phase and the beginning of the 'mid game' is a more nebulous thing, however. The early game is the beginning of an RTS match, of course: it encompasses the first moments/minutes of gameplay. It's a good jumping off point it's a good way to figure out the parameters I'm working within and to help me keep in mind what might and might not apply. I always like to start with a definition, even in a more off the cuff piece like this one is supposed to be. Also, ideally, the early game needs to be fairly ' stable' or 'robust' to make it somewhat difficult to knock out a player or team during this time. To me, the early game needs to guide the player to do 3 things: figure out what their enemy is doing ( scouting or intel), commit to a general strategy ( build order), and set themselves up for success going forward ( player guidance). But I think there are some general rules that can be gleaned from a variety of games and situations that can serve to improve almost any 'flavor' of strategy game. What does 'correctly' even look like or mean in this context? Surely, there's a ton of different ways to make an RTS and therefore a ton of archetypes for a good intro experience to a match? As a cop-out, yes, that's true. But if you find sand in your meal every time you eat, it won't be long before you choose a different restaurant.īut, uh, anyway. Once, it's going to maybe be a little annoying, ruin your meal. So, it's something that's going to need to be done correctly in order to give players a good experience. It's experienced again, and again, and again, and if it provides a sub-par experience it's going to be really, glaringly obvious. It's not just a first impression to your game, it's a first impression that gets made again every time someone loads into many single player missions, any skirmish match, or any ranked/ladder/tournament game. Anyway, it's the first and often most-constrained part of an RTS match and as such it's desperately important to get correct. Starting as soon as you load into the match, it extends. The 'early game' is a critical part of any RTS.
