At E3, EA announced the “next generation” of Command and Conquer as Command and Conquer Rivals: A F2P version of the beloved franchise. As they, and many supporters on Twitter, were quick to point out, this is the evolution of the real time strategy genre and mobile strategy games. As a fan of RTS games, and obviously the CnC series, this is incorrect, and it’s time to talk about how mobile has failed to learn the lessons of RTS design.
Recently there was some very interesting news out of the Battle Royale genre. It has been reported that Epic Games is going all in with trying to turn Fortnite into the next big Esport, with an announced 100 million dollar price pool for competition funding this year. The Battle Royale, or more specifically, Fortnite scene has grown rapidly over this year. While there is plenty of interest in watching streamers play, I don’t think there is as big of an Esports market as people are hoping for.
Boss Battles have come a long way since the days of dropping Bowser into the lava in the original Mario. With the evolution of game design and the growth of action-based genres, there are two schools of thought on how to design boss fights.
For our final part looking at how replayability works in video games, it’s time to finally talk about what really creates a gamespace that is replayable.