‘Offworld Trading Company’: An RTS Without Guns
For ‘Offworld Trading Company’, Mohawk Games set out to make a new type of real-time strategy game, one that focused on economics instead of combat. Following this initial vision led Mohawk Games to shed other standard tropes of the genre, such as unit selection, on the way to creating a unique gameplay experience, one that de-emphasized micro dexterity challenges in favor of macro high-level strategy while still hewing to the standard half-hour RTS format. This postmortem details the twist and turns of Offworld’s design process, from conception to prototyping to Early Access to final release.
Despite the increasing quantity of games released each year, there are still huge areas of unexplored territory for new gameplay, even within established genres such as the RTS. The development of ‘Offworld Trading Company’ serves as an example on how to find these hidden kingdoms.
This talk will be of interest to developers interested in the details of how design decisions were made while pioneering a new type of real-time strategy game. Developers interested in open development should also benefit as the talk will give positives and negatives from Mohawk’s Early Access experience.