"God bless you KKnD: you may have been a shit game, but without you, we may well still be stuck in isometric RTS hell to this very day."
Real-time strategy games are all but dead. New releases are few and far between these days, and most of the developers who once focused on them have moved on to other projects. StarCraft II is the last vestige of the traditional RTS, kept alive primarily as an e-sport by genre pioneers Blizzard for the better part of a decade.
Of course, it wasn't always so. Once the foundations of the RTS had been solidified by games like Dune II (1992), WarCraft (1994) and Command & Conquer (1995), a major boom dominated the latter half of the 1990s. New games from the experienced studios routinely sold in the millions, and smaller developers found success with derivatives of their own.
Speaking to PC Zone in 2004, Tim Ansell of The Creative Assembly recalled being stunned by the success of these "clones". He singled out a Krush, Kill 'n' Destroy (or KKnD), "an absolute pile of crap" and bemoaned its impressive sales of 600,000 copies. This realisation of how much money could be made inspired the development of what would become Shogun: Total War (2000).