How can real-time strategy game design be improved?
dc.contributor.author | Malmquist, Adam | |
dc.contributor.department | Chalmers tekniska högskola / Institutionen för data och informationsteknik | sv |
dc.contributor.department | Chalmers University of Technology / Department of Computer Science and Engineering | en |
dc.contributor.examiner | Wiberg, Mikael | |
dc.contributor.supervisor | Björk, Staffan | |
dc.date.accessioned | 2023-02-20T14:05:06Z | |
dc.date.available | 2023-02-20T14:05:06Z | |
dc.date.issued | 2023 | |
dc.date.submitted | 2023 | |
dc.description.abstract | Real-time strategy games have dropped in popularity since their peak around the turn of the millennium. During the same time period, the MOBA genre has emerged and become one of the most played genres. This thesis examines what the main problems with the RTS genre are, and what can be learnt from the successes of the competing MOBA genre. Data from various sources has been collected and analysed to produce a theory that explains the strengths and weaknesses of the RTS genre. In addition to this, a game study has been carried out to compare the most popular games of the two genres. The end result of the thesis is a set of guidelines that based on the newly acquired knowledge suggest how RTS game design could be improved. | |
dc.identifier.coursecode | DATX05 | |
dc.identifier.uri | http://hdl.handle.net/20.500.12380/305988 | |
dc.language.iso | eng | |
dc.setspec.uppsok | Technology | |
dc.subject | Computer | |
dc.subject | science | |
dc.subject | computer science | |
dc.subject | design | |
dc.subject | interaction design | |
dc.subject | game design | |
dc.subject | gaming | |
dc.title | How can real-time strategy game design be improved? | |
dc.type.degree | Examensarbete för masterexamen | sv |
dc.type.degree | Master's Thesis | en |
dc.type.uppsok | H | |
local.programme | Interaction design and technologies (MPIDE), MSc |