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War Stories: How Homeworld brought the third dimension to real-time strategy, Ars Technica

War Stories: How Homeworld brought the third dimension to real-time strategy, Ars Technica

      kharak is lit, yo –

             

Turns out traveling through hyperspace really isn’t like dusting crops.

      

      

and focusing on the complexity of pathfinding — but classic space strategy title Homeworld is a bird of another color entirely. Its creation in the late ‘ s was a drawn-out process that required years of crunch time and repeated requests for additional funding from the publisher — but as any gamer who lived through its release can tell you, the results were spectacular .

Homeworld is one of the most famous examples of the genre, not necessarily because it was the first RTS to move the battleground into space — though it did indeed do that, and well — but because the game’s implementation of unit-level combat in a 3D playing field was so well done that the UX and game mechanics fade into the background. Zooming in and out of the game’s sensor manager map is a slick experience that manages to pull back your view without pulling you out of the game, and even if wrangling your little spaceships did eventually get awkward late in the game, the interface itself feels like the right kind of interface.       

                   

                              

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                          Behind the scenes of this episode. Banana for scale.                                                                                                                                                           

                          We spied this ship during downtime in Vancouver.                                                                        

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