I find myself gravitating back toward real time strategy games. Though I prefer small-scale games, there is present in any example of this genre a certain, seemingly unavoidable degree of complexity. In the beginning, the player is presented with few choices, few concerns; later, a multitude of choices and concerns emerge. Typical strategies for overcoming this inherent complexity usually involve finding one successful series of choices and replicating it as precisely as possible, known as "build orders". Which gives rise to another important aspect of these wonderfully unique games. Real time strategy games involve building. At the very minimum, one builds upon previous decisions with new decisions. Once decisions are committed, they are not so easily reversed or, if reversible, come at a considerable cost either in the form of wasted time or through a mechanism which ensures that refunded resources always come with a loss (e.g., you can remove a barracks and regain 50% of its resource cost, only). What you build next will have differing degrees of usefulness based on what you have previously built. This complex interaction between building and making decisions creates a quandary. What should you do? Thus emerges the next important aspect of these games, strategy, or rather the importance of having one. Even if you have a bad strategy, it is better than no strategy at all. Even if your strategy is to make only combat units and nothing more, this can lead you to success. In fact, there are several classes of strategy that involve the heavy production of combat units and if done quickly, an entirely new category of "rush" strategies emerge. Lastly, we consider the real-time aspect, which gives the game that breathless sense of immediacy that few other types of games even come close to. If you take no action, you will lose by default, by virtue of the nature of the game itself. If you are not building, your opponent is. If you are not making choices, they will effectively be made for you. Ultimately your choices will be removed from you until you run out of choices, or until the effectiveness of said choices become null and void. Building and making choices in a race against the clock, trying to come out ahead with a profitable and efficient series of choices, with plenty of room for experimentation and delayed gratification.