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Dissecting Design: The Combined Strategy of Rise of Nations

This week's dissecting design breaks down one of my all-time favorite strategy games and what it did differently from everyone else.

Josh Bycer, Blogger

March 7, 2017

1 Min Read

This week's dissecting design goes back to look at Rise of Nations. Developed by Big Huge Games, the title combined RTS and TBS design into one unique game. In this video, I took a look at what made it different, and the elements I wished that other RTS developers copied. For more videos on game design, be sure to check out my YouTube channel.

I also know that this is a longshot, but I would love to talk to any of the developers who worked on Rise of Nations about the development and design of the game.

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About the Author(s)

Josh Bycer


For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three. 

With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I have interviewed over 500 members of the game industry around the world, and I'm a two-time author on game design with "20 Essential Games to Study" and "Game Design Deep Dive Platformers."

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