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What is the most influential real-time strategy game of all time?

By YPB Team

Every entry here changed how the next one was built. Mouse-driven bases, fog of war, hero units — somebody did each of them first.

  1. Dune II — ranked #11
    Dune II
    Westwood's 1992 adaptation of Frank Herbert's world, which set the mouse-driven base building, fog of war and resource harvesting that every RTS after it copied.
    1000pts
  2. Rise of Nations — ranked #22
    Rise of Nations
    Big Huge Games' 2003 hybrid that grafted Civilization's borders and eras onto real-time play.
    642pts
  3. StarCraft — ranked #33
    StarCraft
    Blizzard's 1998 sci-fi RTS whose three asymmetric races made it a national sport in South Korea.
    551pts
  4. Total Annihilation — ranked #44
    Total Annihilation
    Cavedog's 1997 game that introduced true 3D units, physics-driven projectiles and streaming resources.
    551pts
  5. Herzog Zwei — ranked #55
    Herzog Zwei
    Technosoft's 1989 Mega Drive game, widely credited as the first real-time strategy game.
    551pts
  6. Company of Heroes — ranked #66
    Company of Heroes
    Relic's 2006 World War II game that replaced base-spam with cover, suppression and territory control.
    494pts
  7. Dawn of War — ranked #77
    Dawn of War
    Relic's 2004 Warhammer 40,000 adaptation, which put squad combat and melee at the centre of an RTS.
    350pts
  8. Warcraft III: Reign of Chaos — ranked #88
    Warcraft III: Reign of Chaos
    Blizzard's 2002 game whose hero units and custom maps produced the entire MOBA genre.
    350pts
  9. Age of Empires II — ranked #99
    Age of Empires II
    Ensemble's 1999 historical RTS, still played competitively more than twenty-five years after release.
    257pts
  10. Supreme Commander — ranked #1010
    Supreme Commander
    Chris Taylor's 2007 game of army-scale battles, strategic zoom and experimental units.
    257pts
  11. Sid Meier's Alpha Centauri — ranked #1111
    Sid Meier's Alpha Centauri
    Firaxis's 1999 strategy game of ideological factions colonising an alien world.
    257pts
  12. Command & Conquer — ranked #1212
    Command & Conquer
    Westwood's 1995 follow-up, which turned the Dune II template into a franchise and added full-motion-video briefings.
    0pts
  13. Warcraft II: Tides of Darkness — ranked #1313
    Warcraft II: Tides of Darkness
    Blizzard's 1995 fantasy RTS that brought naval and air units, fog of war and mass multiplayer to the genre.
    0pts
  14. Homeworld — ranked #1414
    Homeworld
    Relic's 1999 space RTS, the first to make the whole battlefield fully three-dimensional.
    0pts
  15. Age of Empires — ranked #1515
    Age of Empires
    Ensemble's 1997 debut, which proved a history-based RTS could sell as well as a science-fiction one.
    0pts
  16. Populous — ranked #1616
    Populous
    Bullfrog's 1989 god game, an ancestor of the real-time strategy form and Peter Molyneux's breakthrough.
    0pts

Comments 1

Westwood shipped Dune II in December 1992 and fixed the template: base building by mouse, fog of war, harvesting, micromanagement. StarCraft is the counter-case: https://youpick.best/articles/dune-ranked-many-ways

YP
ypb-team
Aug 21