7 Strategy Games Developers Should Be Studying

Reach for the Stars: The Conquest of the Galaxy gameplay (PC Game, 1983)
Reach for the Stars: The Conquest of the Galaxy gameplay (PC Game, 1983) Photo : YouTube / Squakenet

Like all other genres anchored with the rise of independent game development and publishing, Strategy games have been celebrating something of resurgence lately.

But the strategy-type games title boom didn't appear out of nowhere. These games owe gratitude to decades of foundation which have less to none when it comes to accepting credit, GamaSutra reports.

Bearing this in mind, a number of strategy game devs were asked on what has influenced them from the plethora classic games library. The top picks are below.

The Lords of Midnight

This is one of the first examples when it comes to grand strategy with a mix of contemporary sense. Released in 1984 for the ZX Spectrum, this classic showed us what was possible when mixing a cocktail of strategy game with military personnel of different characteristics. This game features a band of 4 heroes going against Doomdark the Witchking. This was indeed one of the first hybrids of strategy plus roleplaying and a dash of adventure.

Strong points: It gives life to accounting and resource management and strategy by sprinkling crew personality into it. Also avoids being in the downside of a number-driven grind.

Roger Keating's Reach for the Stars

The first 4X strategy game that is published commercially. It is the foundation of many conventions for the strategy genre.

Strong points: A very good balance between 'realistic' AI and high difficulty. The secret is to create AI that the player thinks he is having a real human opponent.




Strategy games can be dull most of the time, or at least stereotyped to be, as compared to fast-paced action games. This one, however stands out.

Strong point: Style is not ignored, instead it was integrated perfectly that the player is not bored with the RTS aspect.


Entertaining gameplay should be primary followed by graphics. It should be engaging and substantive at the same time, this is the heart and soul of strategy games.

Strong point: Having fun is number 1 priority, graphics and other gems follow.



Throwing every idea to players is a big temptation instead of thinking ahead on what they really want. This game is a good example of a simple but successful game.

Strong point: Less is more.


Unity of Command

Awesome ops and strategy wargame released in 2011. This game doesn't take the impossible task of covering all that has happened in WWII, instead, it focuses on items on a manageable scale. Zeroing in on the realities of war for instance, like how was logistics like back then.

Strong point: Focuses on what is known to work and not wasting time on the ideas that produce unknown results.

Dawn of the Zeds third edition

It is vital to recognize and track back the RTS roots from tabletop experiences, videogame designers could learn from board games.

Strong points: Just make sure the content is intelligent, everything else will follow

That's it, those are the stuff you need to learn if you want to create an awesome strategy game. Hit us with your comments below.

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