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What was behind the decision to slow gameplay?

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What was behind the decision to slow gameplay?

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With Red Alert 3 we’re designing the gameplay to be a lot more deliberate and measured. We’re shooting for average matches of 20-30 minutes and want to make sure that a lot of the unit spamming tactics, particularly the early game rushes of C&C3, are less viable. Games between experienced RA3 players will tend to go to the player who makes good use of force composition and unit micro, not the guy who can build the biggest scrum of tanks. The trick with this, and so far I think we’re doing a pretty good job of it, is to accomplish these goals without slowing the game down too much. Don’t worry – you’ll find that Red Alert 3 games are plenty fast, and they’re certainly fun.

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