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Thanks to the absolute miracle of the internet (and specially because of the tireless, pioneering work of sites like Home Of The Underdogs), I got to try out a ton of games that I simply wouldn't have been able to play "normally" back when they were initially released due to prices, availability and language barriers.
It's hard for me not to look back on the countless hours I had spent exploring the worlds of classics like The Secret Of Monkey Island and Doom with anything other than pure, genuine joy -- it really was that good a time and that memorable an experience (trust me, wouldn't be here without it!).
However, there's one game that always seems to come to mind whenever I remember those frantic, pixelated times: Dune II.
Dune II was the pioneering RTS title, a game so influential that few others have dared straying from the trail it so utterly blazed in the decades following its 1992 release. If you are playing an RTS today, chances are you are playing a refinement of its formula.
But the thing I always remember about my time with it weren't its greatest ideas nor its necessary blunders (FUCK having to put down a foundation for your buildings, even if the plot sort of explained it) but the true thing that showed its age like no other: its 25 unit limit.
There's absolutely no doubt that the guys at Westwood were wizards, but even they knew that they couldn't really trust a 386 to suddenly display huge battles with the rhythm and intensity that players would want to have them after being handed the tools to do so, so they chose to let us prioritize and strategize rather than sending us on our merry, human wave assault way.
It is true that the (often sidelined) hex editing community had this fixed soon and players could then have up to 255 guys to wreck face with, but I find it remarkable that Westwood stuck to that formula even after those hardware and processing issues were long left behind, keeping a limit (although, not as brutal) on Dune 2000, which was released in 1998.
All of this is to ask: do you think RTS games would be better if such a limit would have been seen as a key takeaway from the Dune II experience like so many of its other ideas were? I go back-and-forth on that a lot.
It's hard for me not to look back on the countless hours I had spent exploring the worlds of classics like The Secret Of Monkey Island and Doom with anything other than pure, genuine joy -- it really was that good a time and that memorable an experience (trust me, wouldn't be here without it!).
However, there's one game that always seems to come to mind whenever I remember those frantic, pixelated times: Dune II.
Dune II was the pioneering RTS title, a game so influential that few others have dared straying from the trail it so utterly blazed in the decades following its 1992 release. If you are playing an RTS today, chances are you are playing a refinement of its formula.
But the thing I always remember about my time with it weren't its greatest ideas nor its necessary blunders (FUCK having to put down a foundation for your buildings, even if the plot sort of explained it) but the true thing that showed its age like no other: its 25 unit limit.
There's absolutely no doubt that the guys at Westwood were wizards, but even they knew that they couldn't really trust a 386 to suddenly display huge battles with the rhythm and intensity that players would want to have them after being handed the tools to do so, so they chose to let us prioritize and strategize rather than sending us on our merry, human wave assault way.
It is true that the (often sidelined) hex editing community had this fixed soon and players could then have up to 255 guys to wreck face with, but I find it remarkable that Westwood stuck to that formula even after those hardware and processing issues were long left behind, keeping a limit (although, not as brutal) on Dune 2000, which was released in 1998.
All of this is to ask: do you think RTS games would be better if such a limit would have been seen as a key takeaway from the Dune II experience like so many of its other ideas were? I go back-and-forth on that a lot.

