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Tag Genres

RTS Genre

Real-time warfare

Real-time strategy emerged from Dune II's template, dominated the 1990s PC landscape, spawned esports, then declined as MOBAs captured competitive audiences.

pcMac genrestrategycompetitive 1992–present

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

ElementFunction
Resource gatheringEconomic foundation
Base buildingProduction infrastructure
Unit productionArmy creation
CombatStrategic resolution

Historical phases

EraCharacteristics
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

SeriesDeveloper
Command & ConquerWestwood/EA
Warcraft/StarCraftBlizzard
Age of EmpiresEnsemble/Xbox
Total WarCreative Assembly

Competitive evolution

DevelopmentImpact
LAN partiesSocial gaming
StarCraft KoreaEsports birth
APM cultureMechanical skill
MOBA splitGenre bifurcation

Design tensions

Trade-offExpression
Micro vs macroSkill emphasis
Economy vs militaryTiming decisions
Expansion vs defenceRisk management
Accessibility vs depthAudience targeting

See also