Perhaps it is nostalgia taking over, but I find myself gravitating more and more towards re-playing older games that I already own rather than immersing myself in the new ones. Very few games in recent years have become full blown love affairs; most have been short lived flings, the gamer equivalent of a late night rendez-vous.
I just completed a re-playthrough of the Broodwar campaign. I remembered it being easier as a kid but the fun factor has not left it. With that experience fresh in mind I sat down and tried to remember my favorite Strategy games amongst those I've played to see what I should revisit. The list became too long, (also my work has been blowing up lately – too many late hours, where did the time go?) and so for now I will have to sate myself with some reflection on the past 20+ years of Strategy. It's fuzzy now but I believe I played my first one at about 4 or 5 years old on my mom's work computer, which means I've been at this for over 20 years now. A game called Stunts, a car driving / racing game that ran on MS-DOS. I quickly discovered other games for DOS and discovered my love for Strategy games. I've always been a fan of FPS, Racing, RPG, and Adventure games but Strategy was the genre that could always keep me up until 4 in the morning on a school night.
Below is a list of my favorite 20 strategy games of all time. It is not meant as a list of the objectively best games, but rather the ones I got the most enjoyment out of or created a new and memorable experience for me. If you feel I missed anything, it's probably because I haven't played that game – so let me know about it so I can pick it up! This blog will be part reflection and part review; my primary goal is to inspire some of you to play one of these games.
20.
+ Show Spoiler +
Urban Assault (Microsoft) (Windows/PC) (1998)
Joystick & Keyboard
Urban Assault is a game that came for free along with my Microsoft Sidewinder joystick for PC, which my Father bought for me probably because he worked in Airports his whole life and fancied having a son who was a pilot (sorry, Dad). You can tell it was designed primarily as a way to show off the awesomeness of that joystick, which incorporated force-feedback - meaning that when your helicopter fired a missile in game, you felt the recoil.
The background of the game is a dystopian future where a collapse of the food chain has left humanity in ruins, and space aliens have come to conquer our charred remains. As a cyborg implanted into a flying battlestation, you are the last hope to save humankind from being destroyed by invading aliens and bands of cults and terrorists. You know, standard stuff.
The game is unique in that it is entirely first-person, and you directly control only one of your units at a time (starting with the primary battlestation which has menus to build new units, order squadrons around, etc.), with squadrons that follow you around as you use your joystick to maneuver around the battlefield. The end result is a game that is part flight-simulator, part starcraft. Both the strategy elements and becoming a better combat pilot are key to mastering the game.
The game is not without faults, for one it is unpolished as it was seemingly developed primarily as a side project to demonstrate the capabilities of a cool new joystick. The lack of multiplayer means there is close to no replay value once you've beaten the campaign and learned to trick the AI, which is on the stupid side; Your units often end up flying into things, suiciding themselves into enemy fire, or getting stuck on the terrain.
Ignoring those flaws, the blend of combat and strategy is brilliantly done, and that alone adds a whole new dimension of fun factor to an otherwise bland strategy game. This is a must-play for anyone who has a joystick or likes flight simulators and doesn’t mind dated graphics. There is a freeware version of the game floating around cyberspace so go try it out!
Joystick & Keyboard
Urban Assault is a game that came for free along with my Microsoft Sidewinder joystick for PC, which my Father bought for me probably because he worked in Airports his whole life and fancied having a son who was a pilot (sorry, Dad). You can tell it was designed primarily as a way to show off the awesomeness of that joystick, which incorporated force-feedback - meaning that when your helicopter fired a missile in game, you felt the recoil.
The background of the game is a dystopian future where a collapse of the food chain has left humanity in ruins, and space aliens have come to conquer our charred remains. As a cyborg implanted into a flying battlestation, you are the last hope to save humankind from being destroyed by invading aliens and bands of cults and terrorists. You know, standard stuff.
The game is unique in that it is entirely first-person, and you directly control only one of your units at a time (starting with the primary battlestation which has menus to build new units, order squadrons around, etc.), with squadrons that follow you around as you use your joystick to maneuver around the battlefield. The end result is a game that is part flight-simulator, part starcraft. Both the strategy elements and becoming a better combat pilot are key to mastering the game.
The game is not without faults, for one it is unpolished as it was seemingly developed primarily as a side project to demonstrate the capabilities of a cool new joystick. The lack of multiplayer means there is close to no replay value once you've beaten the campaign and learned to trick the AI, which is on the stupid side; Your units often end up flying into things, suiciding themselves into enemy fire, or getting stuck on the terrain.
Ignoring those flaws, the blend of combat and strategy is brilliantly done, and that alone adds a whole new dimension of fun factor to an otherwise bland strategy game. This is a must-play for anyone who has a joystick or likes flight simulators and doesn’t mind dated graphics. There is a freeware version of the game floating around cyberspace so go try it out!
19.
+ Show Spoiler +
Ground Control (Massive Entertainment / Sierra) (Windows/PC) (2000)
Where other games had focused on resource gathering, base construction, and training the largest army possible, Ground Control shifted the focus for the player to quality over quantity. The campaign required the player to choose and equip squads of units of varying types. Your squadrons could be equipped from a plethora of options; light, medium or heavy? Sniper rifles or Assault weapons? I admit that coming from the Blizzard and Westwood titles, I found the lack of resource management to be unfamiliar at first, but I quickly came around once I realized how engaging the tactical combat could be.
The game also used mechanics like flanking, suppressive fire, and friendly fire. The result was a focus on micro and employing the proper squadron for the situation to get the job done. If a mission was failed, the way to try again was by altering your squadron's loadouts to try and make them more effective. Micro is king in Ground Control.
The campaign and storyline were very engaging, the graphics and controls were very well done. The only downside to this impressive game was the lack of really good multiplayer. I hope future designers will take some notes from Ground Control when designing the tactical combat portion of their games, because Ground Control was a game that simply did it better than the rest.
Where other games had focused on resource gathering, base construction, and training the largest army possible, Ground Control shifted the focus for the player to quality over quantity. The campaign required the player to choose and equip squads of units of varying types. Your squadrons could be equipped from a plethora of options; light, medium or heavy? Sniper rifles or Assault weapons? I admit that coming from the Blizzard and Westwood titles, I found the lack of resource management to be unfamiliar at first, but I quickly came around once I realized how engaging the tactical combat could be.
The game also used mechanics like flanking, suppressive fire, and friendly fire. The result was a focus on micro and employing the proper squadron for the situation to get the job done. If a mission was failed, the way to try again was by altering your squadron's loadouts to try and make them more effective. Micro is king in Ground Control.
The campaign and storyline were very engaging, the graphics and controls were very well done. The only downside to this impressive game was the lack of really good multiplayer. I hope future designers will take some notes from Ground Control when designing the tactical combat portion of their games, because Ground Control was a game that simply did it better than the rest.
18.
+ Show Spoiler +
Natural Selection (Unknown Worlds) (Half-Life Mod/Windows/PC) (2002)
See also: Natural Selection 2 (Unknown Worlds) (Half-Life 2 Mod/Windows/PC) (2012)
FPS-RTS Hybrid
By most people's definitions, Natural Selection is actually a first-person shooter. The game mixes the RTS and FPS genres in a brilliant fashion; its Aliens v. Space Marines (Kharaa v Marines) facing off on the inside of typically a space ship or installation. One marine is the commander, and sees the game from a bird's eye view. He instructs the other marines where to go, what structures to build, and can drop ammo, weapons and healthpacks for his troops. The Kharaa have a modified HUD which allows them to see the location of their allies through the walls, they also have a simulated amplified sense of smell and hearing which can betray the location of the marines.
The game's maps have a dark atmosphere and feature many close-quarters arenas, good for the Kharaa who can morph into powerful melee units but lack bullet weapons or technology. The Kharaa also can morph into a unit that can produce zerg-like buildings and they have their own version of creep. Players battle for vespene-geyser-like resource nodes, and the resources can be spent on new structures, as well as individual and team weapons and upgrades.
Natural Selection is amongst the best of the many Half-Life mods to come out over the years, in my opinion eclipsed only by Counter-Strike. NS would make for one of the most engaging and strategically deep E-sports if it were followed by a larger group of people. Having watched several competitive matches, I can say it is very fun to watch, but also nearly impossible to follow for those who have little knowledge of the game. That point brings me to the chief problem with the game; it's learning curve is very steep, and that turns off many players. Even an RTS and FPS veteran such as myself had a hard time learning the ins and outs. The first time I sat in the marine commander's chair was one of the biggest fails of my gaming career. Still, for those who give NS a chance, it is incredibly fun and rewarding.
See also: Natural Selection 2 (Unknown Worlds) (Half-Life 2 Mod/Windows/PC) (2012)
FPS-RTS Hybrid
By most people's definitions, Natural Selection is actually a first-person shooter. The game mixes the RTS and FPS genres in a brilliant fashion; its Aliens v. Space Marines (Kharaa v Marines) facing off on the inside of typically a space ship or installation. One marine is the commander, and sees the game from a bird's eye view. He instructs the other marines where to go, what structures to build, and can drop ammo, weapons and healthpacks for his troops. The Kharaa have a modified HUD which allows them to see the location of their allies through the walls, they also have a simulated amplified sense of smell and hearing which can betray the location of the marines.
The game's maps have a dark atmosphere and feature many close-quarters arenas, good for the Kharaa who can morph into powerful melee units but lack bullet weapons or technology. The Kharaa also can morph into a unit that can produce zerg-like buildings and they have their own version of creep. Players battle for vespene-geyser-like resource nodes, and the resources can be spent on new structures, as well as individual and team weapons and upgrades.
Natural Selection is amongst the best of the many Half-Life mods to come out over the years, in my opinion eclipsed only by Counter-Strike. NS would make for one of the most engaging and strategically deep E-sports if it were followed by a larger group of people. Having watched several competitive matches, I can say it is very fun to watch, but also nearly impossible to follow for those who have little knowledge of the game. That point brings me to the chief problem with the game; it's learning curve is very steep, and that turns off many players. Even an RTS and FPS veteran such as myself had a hard time learning the ins and outs. The first time I sat in the marine commander's chair was one of the biggest fails of my gaming career. Still, for those who give NS a chance, it is incredibly fun and rewarding.
17.
+ Show Spoiler +
SimAnt: The Electronic Ant Colony (Maxis) (MSDOS/PC) (1991)
This game is the one that started my addiction to strategy games. It was half war campaign against the evil red ants, and half experimental fun mode sandbox a-la The Sims.
While it was fun experimenting with a fake ant farm, (I later got a real ant farm one birthday and had a minor ant obsession as a kid, I was a strange child) the real fun to me was the “campaign” where you controlled the black ants in a war to not only defeat the red ants (those bastards) but also to fight the humans and eventually take over their house, forcing the humans to move out.
You'd start as a lone queen and begin by digging a nest and laying some eggs. After this, you could take control of any single ant in your colony. You can lay chemical trails to lead your fellow ants to food, or lead them into battle. Warrior ants could fight better than workers, but burned through food more quickly. Throughout your battles with the red ants, you'd also run into spiders, centipedes, the evil lawn-mower, and humans that would step on you.
The yard of the house was divided into a grid, each square was a randomly generated map. As your population ballooned from 1 to thousands, you'd send males and females to mate and fly to new squares and establish new colonies. Since the war would take place over many areas and many battles and many colonies, it had an epic feel to it. Thousands of casualties and hundreds of battles later, you'd succeeded in finally committing genocide against the red ants (they deserved it) and forced the humans out. You'd be king of the ants, if male ants could live after their first mating session.
This game is the one that started my addiction to strategy games. It was half war campaign against the evil red ants, and half experimental fun mode sandbox a-la The Sims.
While it was fun experimenting with a fake ant farm, (I later got a real ant farm one birthday and had a minor ant obsession as a kid, I was a strange child) the real fun to me was the “campaign” where you controlled the black ants in a war to not only defeat the red ants (those bastards) but also to fight the humans and eventually take over their house, forcing the humans to move out.
You'd start as a lone queen and begin by digging a nest and laying some eggs. After this, you could take control of any single ant in your colony. You can lay chemical trails to lead your fellow ants to food, or lead them into battle. Warrior ants could fight better than workers, but burned through food more quickly. Throughout your battles with the red ants, you'd also run into spiders, centipedes, the evil lawn-mower, and humans that would step on you.
The yard of the house was divided into a grid, each square was a randomly generated map. As your population ballooned from 1 to thousands, you'd send males and females to mate and fly to new squares and establish new colonies. Since the war would take place over many areas and many battles and many colonies, it had an epic feel to it. Thousands of casualties and hundreds of battles later, you'd succeeded in finally committing genocide against the red ants (they deserved it) and forced the humans out. You'd be king of the ants, if male ants could live after their first mating session.
16.
+ Show Spoiler +
Heroes of Might & Magic III (New World Computing/3DO) (Windows/PC) (1999)
See also: All the other Might & Magic games (there's seriously a lot of them)
Heroes 3 occupied a good portion of the summer before my first year of high-school. I had a solid group of friends that would get together for a hotseat game every day that it rained that summer. Hotseat along with computer opponents made the game especially interesting, as you could see what your friends were up to. We'd team up on the computer and then start backstabbing each other, although we rarely finished a game. I also played through the campaign and fooled with the map editor quite a bit.
With 8 completely unique factions, a complex resource and upgrade system, a hero upgrade system, unique items, and better than average turn-based battles, games were never even close to the same and could last for hours upon hours. My favorite factions were Fortress and Inferno. (Angels suck!! Demons 4 lyfe)
This game is a fantastic way to kill a few hours. Having multiple heroes lead your armies around to capture resources, and new towns, all while leveling up with spells and hunting for artifacts was a unique way to introduce some RPG elements into turn-based strategy focused on army building. I've been thinking of picking up one of the other Heroes games in the series that I missed, but I'm not sure which one is the best. Suggestions?
See also: All the other Might & Magic games (there's seriously a lot of them)
Heroes 3 occupied a good portion of the summer before my first year of high-school. I had a solid group of friends that would get together for a hotseat game every day that it rained that summer. Hotseat along with computer opponents made the game especially interesting, as you could see what your friends were up to. We'd team up on the computer and then start backstabbing each other, although we rarely finished a game. I also played through the campaign and fooled with the map editor quite a bit.
With 8 completely unique factions, a complex resource and upgrade system, a hero upgrade system, unique items, and better than average turn-based battles, games were never even close to the same and could last for hours upon hours. My favorite factions were Fortress and Inferno. (Angels suck!! Demons 4 lyfe)
This game is a fantastic way to kill a few hours. Having multiple heroes lead your armies around to capture resources, and new towns, all while leveling up with spells and hunting for artifacts was a unique way to introduce some RPG elements into turn-based strategy focused on army building. I've been thinking of picking up one of the other Heroes games in the series that I missed, but I'm not sure which one is the best. Suggestions?
15.
+ Show Spoiler +
Command & Conquer (Westwood Studios) (Windows/PC) (1995)
See Also: C&C: Tiberian Sun (Westwood Studios/EA) (Windows/PC) (1999)
New construction options
In the 3rd grade, my teacher had no idea how to use a computer (remember 1995, kids?). This was good for me, as the board of Education had approved an idea for two computers to be placed in every classroom at my school. Since my teacher couldn't use them, this made me, as a 9 year old, the sole caretaker of classroom 302's computing devices.
Naturally, I took the opportunity to install Command & Conquer on both machines and play it during our free-play time. One day, our principal walked in on me teaching a fellow classmate how to effectively kill enemy soldiers using humvees, and that was the end of playtime with Command & Conquer.
Aside from getting video games banned forever from P.S.81 (sorry, classmates) C&C was a game that got me sucked into RTS as a genre and medium for storytelling. The cut-scenes were live acted and the ambiance gave off a modern warfare feeling. The game introduced some concepts that are still in use, like units hard and soft countering other units. Alongside Warcraft, and Dune 2, C&C defined the RTS genre and made it immensely popular. If you haven't ever played it, you should, as it offers a window into the origins of a genre.
See Also: C&C: Tiberian Sun (Westwood Studios/EA) (Windows/PC) (1999)
New construction options
In the 3rd grade, my teacher had no idea how to use a computer (remember 1995, kids?). This was good for me, as the board of Education had approved an idea for two computers to be placed in every classroom at my school. Since my teacher couldn't use them, this made me, as a 9 year old, the sole caretaker of classroom 302's computing devices.
Naturally, I took the opportunity to install Command & Conquer on both machines and play it during our free-play time. One day, our principal walked in on me teaching a fellow classmate how to effectively kill enemy soldiers using humvees, and that was the end of playtime with Command & Conquer.
Aside from getting video games banned forever from P.S.81 (sorry, classmates) C&C was a game that got me sucked into RTS as a genre and medium for storytelling. The cut-scenes were live acted and the ambiance gave off a modern warfare feeling. The game introduced some concepts that are still in use, like units hard and soft countering other units. Alongside Warcraft, and Dune 2, C&C defined the RTS genre and made it immensely popular. If you haven't ever played it, you should, as it offers a window into the origins of a genre.
14.
+ Show Spoiler +
Commandos: Behind Enemy Lines (Pyro Studios / Eidos) (Windows/PC) (1998)
Commandos is actually a real-time-tactics game in a similar vain as the Metal Gear Solid franchise, but I consider it a strategy game for the purposes of my reflections. Most of the game involves sneaking around enemy patrols, and accomplishing objectives. You might have to get across a river to blow up a fuel depot, but watch out for that gunboat! Sneak up behind a guard, and shank them, but be sure to hide the body afterwards.
This is another game that was introduced to me by someone else, as it was my friend who showed me the game one day at his house. We took turns trying to beat the challenging levels, offering ideas on the best way to do so. We were quoting the funny British and German accents for weeks afterward. There are multiple ways to approach each mission so it's a game that lends itself to taking turns on trying your best idea for accomplishing the mission. It's also very challenging, so be prepared to save and load very often. You'll need to have a well thought out plan going into each engagement, and many players will have to resort to cheat codes to finish the campaign. Commandos is a game that draws inspiration from history, each of your main characters were actual British commandos during WW2.
Commandos is actually a real-time-tactics game in a similar vain as the Metal Gear Solid franchise, but I consider it a strategy game for the purposes of my reflections. Most of the game involves sneaking around enemy patrols, and accomplishing objectives. You might have to get across a river to blow up a fuel depot, but watch out for that gunboat! Sneak up behind a guard, and shank them, but be sure to hide the body afterwards.
This is another game that was introduced to me by someone else, as it was my friend who showed me the game one day at his house. We took turns trying to beat the challenging levels, offering ideas on the best way to do so. We were quoting the funny British and German accents for weeks afterward. There are multiple ways to approach each mission so it's a game that lends itself to taking turns on trying your best idea for accomplishing the mission. It's also very challenging, so be prepared to save and load very often. You'll need to have a well thought out plan going into each engagement, and many players will have to resort to cheat codes to finish the campaign. Commandos is a game that draws inspiration from history, each of your main characters were actual British commandos during WW2.
13.
+ Show Spoiler +
Dune 2: The Building of a Dynasty (Westwood Studios) (MSDOS/PC) (1992)
Based on the books (you should totally read the books)
House Atreides, House Harkonnen, and House Ordos seek to wrest control of the invaluable Spice on planet Arrakis. The Emperor will award control of the planet to the House that gathers the most. War breaks out, pick a side and fight.
I only ever got to play this game as a kid at my cousin's place, but I remember being enthralled by it. The sandworms would scare the crap out of me. I wanted to be the ultimate turtle player and stay in my base the entire time, except that I would need to venture out of my base to gather spice for resources.
Dune 2 is notable because it set the standard for an entire genre of RTS games to come. The Command & Conquer series would not exist without it. Many other games borrowed elements from Dune 2. For example, resource gathering and a technology tree were new ideas at the time. Separate factions with distinct unit types were a new thing introduced by Dune 2. A list of great strategy games is incomplete without Dune 2 for this reason; it is the game that helped to spawn almost every other RTS game after it.
See also:
Emperor: Battle for Dune (Windows/PC) (2001)
Similar to Dune 2, Emperor has 3D graphics and gameplay more up to “modern” standards. Easily the best part about this game are the neutral factions which can potentially join your side or fight against you. Like I said earlier, the sandworms scare the crap out of me, so naturally my favorite faction was the Fremen, who were cloaked and would not attract the worms.
Based on the books (you should totally read the books)
House Atreides, House Harkonnen, and House Ordos seek to wrest control of the invaluable Spice on planet Arrakis. The Emperor will award control of the planet to the House that gathers the most. War breaks out, pick a side and fight.
I only ever got to play this game as a kid at my cousin's place, but I remember being enthralled by it. The sandworms would scare the crap out of me. I wanted to be the ultimate turtle player and stay in my base the entire time, except that I would need to venture out of my base to gather spice for resources.
Dune 2 is notable because it set the standard for an entire genre of RTS games to come. The Command & Conquer series would not exist without it. Many other games borrowed elements from Dune 2. For example, resource gathering and a technology tree were new ideas at the time. Separate factions with distinct unit types were a new thing introduced by Dune 2. A list of great strategy games is incomplete without Dune 2 for this reason; it is the game that helped to spawn almost every other RTS game after it.
See also:
Emperor: Battle for Dune (Windows/PC) (2001)
Similar to Dune 2, Emperor has 3D graphics and gameplay more up to “modern” standards. Easily the best part about this game are the neutral factions which can potentially join your side or fight against you. Like I said earlier, the sandworms scare the crap out of me, so naturally my favorite faction was the Fremen, who were cloaked and would not attract the worms.
12.
+ Show Spoiler +
Command & Conquer: Generals (EA) (Windows/PC) (2003)
One of the many installments in the Command & Conquer series, Generals stood out to me for it's return of the series towards modern warfare and an entirely new plotline. The game features a campaign for each of it's 3 factions; USA, China, and the GLA or Global Liberation Army. One of the striking features of Generals is how differently each faction plays, in a way similar to that of Starcraft; with the USA being the Protoss, China being Terran, and GLA being Zerg. Generals came out at a key time for EA in it's attempts to revive the series. They were successful, but later C&C games by the company would not hold up as well. With it's spiritual successor now canceled, it likely represents one of the last greats in this storied franchise.
The way Generals handles modern warfare is extremely enticing, with everything from house to house urban streetfighting with snipers firing from tall windows (the flashbangs upgrades grants an advantage to US Marines when raiding buildings) to nuclear missiles that can level entire areas. Generals featured a veterancy system for units which could upgrade their dps or grant them medic abilities. The player also gains experience points which can unlock unique units, unit upgrades, or the ability to air-drop in squads of troops.
Generals made for an excellent continuation in the series. My one disappointment with the game was the bland multiplayer, which featured some very unusual strategies and had an unfriendly match making system. Still, Generals reminds us why C&C was such a great series.
One of the many installments in the Command & Conquer series, Generals stood out to me for it's return of the series towards modern warfare and an entirely new plotline. The game features a campaign for each of it's 3 factions; USA, China, and the GLA or Global Liberation Army. One of the striking features of Generals is how differently each faction plays, in a way similar to that of Starcraft; with the USA being the Protoss, China being Terran, and GLA being Zerg. Generals came out at a key time for EA in it's attempts to revive the series. They were successful, but later C&C games by the company would not hold up as well. With it's spiritual successor now canceled, it likely represents one of the last greats in this storied franchise.
The way Generals handles modern warfare is extremely enticing, with everything from house to house urban streetfighting with snipers firing from tall windows (the flashbangs upgrades grants an advantage to US Marines when raiding buildings) to nuclear missiles that can level entire areas. Generals featured a veterancy system for units which could upgrade their dps or grant them medic abilities. The player also gains experience points which can unlock unique units, unit upgrades, or the ability to air-drop in squads of troops.
Generals made for an excellent continuation in the series. My one disappointment with the game was the bland multiplayer, which featured some very unusual strategies and had an unfriendly match making system. Still, Generals reminds us why C&C was such a great series.
11.
+ Show Spoiler +
Transport Tycoon Deluxe (Chris Sawyer/MicroProse) (MSDOS/PC) (1995)
Even if you're familiar with the Tycoon games, you might have missed this one. Before Chris Sawyer designed the ever popular Rollercoaster Tycoon, he created this transportation corporation simulator. It plays like you are the CEO of a new shipping company in 1950; you build trains, planes, automobiles, and ships to move goods or people for a fee. It sounds straightforward but as with other Tycoon games there are many nuances. For example, one must master the skill of placing stop/go signals in proper spots and directions on your train tracks to avoid your trains crashing into each other. One must also master how to read a balance sheet to fully understand how your company's income is doing, and how to balance paying off debt with constructing new assets.
As with many older games, it does have some faults – for example, the AI is somewhat dumb and can sometimes be tricked into self-sabotage. Despite this, the difficulty does scale well as this is not always possible and increased difficulty primarily increases your own operating costs. Therefore, the game almost never gets old as the later difficulties are truly challenging. A game lasts 100 years and features increases in technology as time goes on. There are also several tilesets all with different industries and supply chains to deliver goods for. The game featured a map-editor (one of my favorite features in any game) and some exceptional MIDI jazz music.
Transport Tycoon was perhaps my first introduction to a “sandbox” style game. You make your own objectives and tactics in the quest to monopolize the transportation industry. You can create custom maps to play on which allows you to pick everything from population density to how hilly the terrain is to how many industries exist to generate business for you. Because of the never-endingness of this game I spent many hours learning to be a Transportation executive as a kid (who woulda thought that'd make a great game?)
Even if you're familiar with the Tycoon games, you might have missed this one. Before Chris Sawyer designed the ever popular Rollercoaster Tycoon, he created this transportation corporation simulator. It plays like you are the CEO of a new shipping company in 1950; you build trains, planes, automobiles, and ships to move goods or people for a fee. It sounds straightforward but as with other Tycoon games there are many nuances. For example, one must master the skill of placing stop/go signals in proper spots and directions on your train tracks to avoid your trains crashing into each other. One must also master how to read a balance sheet to fully understand how your company's income is doing, and how to balance paying off debt with constructing new assets.
As with many older games, it does have some faults – for example, the AI is somewhat dumb and can sometimes be tricked into self-sabotage. Despite this, the difficulty does scale well as this is not always possible and increased difficulty primarily increases your own operating costs. Therefore, the game almost never gets old as the later difficulties are truly challenging. A game lasts 100 years and features increases in technology as time goes on. There are also several tilesets all with different industries and supply chains to deliver goods for. The game featured a map-editor (one of my favorite features in any game) and some exceptional MIDI jazz music.
Transport Tycoon was perhaps my first introduction to a “sandbox” style game. You make your own objectives and tactics in the quest to monopolize the transportation industry. You can create custom maps to play on which allows you to pick everything from population density to how hilly the terrain is to how many industries exist to generate business for you. Because of the never-endingness of this game I spent many hours learning to be a Transportation executive as a kid (who woulda thought that'd make a great game?)