For the purposes of this article the peak is taken to be the years during which most of the high profile RTS series received their most successful and beloved entries. All this depends on the point of view one takes, whether it's looking strictly at commercial success, critical acclaim, the number of high profile franchises, or taking any number of other perspectives. Much of this is because there are always several different directions the genre is pushing towards, and even when I label this particular period as 'the peak', there are once again arguments that can be made for several other points of time as the real high point of the genre. VGChartz's Taneli Palola: "As I've previously alluded to several times in this article series, it's quite difficult to separate the history of real-time strategy into specific periods of time based on any one criterion. Players in 2019, however, must wonder if Tiberian Sun represents a schlocky relic of a bygone era or a prescient prediction of an impending reality." Set in 2030, Tiberian Sun asks two difficult but important questions: are we better off if the "good guys" win? And, is this version of Earth, on the verge of ecological disaster, even worth fighting over? These questions, like the game's FMV sequences, could easily be laughed off by players in the halcyon days of the 1990s. In 1999 Westwood Studios took that plausible real-world setting further with Command & Conquer: Tiberian Sun. The Command & Conquer series, however, played with a parallel version of the real world heavily influenced by post-Cold War international relations. They are set in either the distant past, the distant future or in the distant recesses of our minds. Beyond being great games, these titles also told stories that feel unproblematic. ![]() From Eurogamer: "Looking back on the real-time strategy boom of the late 90s, it's unsurprising that modern audiences tend to celebrate Age of Empires, Starcraft and Warcraft.
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