Overview
Build. Expand. Destroy. Real-time strategy defined 1990s PC gaming—Dune II created the template, Command & Conquer made it mainstream, StarCraft perfected competition, Age of Empires added history. Players managed economies, built bases, and commanded armies simultaneously. The genre’s decline came not from failure but from evolution—MOBAs extracted the competitive core while removing base-building complexity.
Fast facts
- Origin: Dune II (1992).
- Peak: Late 1990s-early 2000s.
- Decline: MOBA emergence (2010s).
- Revival: Age of Empires IV, remasters.
Genre template
| Element | Function |
|---|
| Resource gathering | Economic foundation |
| Base building | Production infrastructure |
| Unit production | Army creation |
| Combat | Strategic resolution |
Historical phases
| Era | Characteristics |
|---|
| Foundation (1992-1995) | Template establishment |
| Golden age (1995-2002) | Genre dominance |
| Refinement (2002-2010) | Polish, 3D transition |
| Decline (2010-2018) | MOBA competition |
| Revival (2018-present) | Remasters, new entries |
Major franchises
| Series | Developer |
|---|
| Command & Conquer | Westwood/EA |
| Warcraft/StarCraft | Blizzard |
| Age of Empires | Ensemble/Xbox |
| Total War | Creative Assembly |
Competitive evolution
| Development | Impact |
|---|
| LAN parties | Social gaming |
| StarCraft Korea | Esports birth |
| APM culture | Mechanical skill |
| MOBA split | Genre bifurcation |
Design tensions
| Trade-off | Expression |
|---|
| Micro vs macro | Skill emphasis |
| Economy vs military | Timing decisions |
| Expansion vs defence | Risk management |
| Accessibility vs depth | Audience targeting |
See also