'Early on in the 2000s, we got enamored with consoles and I think certain games didn't make the leap right:⁠' Star Wars Zero Company's director has a theory about why old school PC gaming genres are back with a vengeance

Zero Company Mandalorian Warrior holding gun looking to the left
(Image credit: Lucasfilm, EA, Bit Reactor)

Greg Foertsch, creative director on the upcoming Star Wars Zero Company, gave his take on the resurgence of crustier PC gaming genres like RTS and turn-based tactics over the last decade in a recent interview with PCG associate editor Ted Litchfield. He also explained why he thinks there was such a long fallow period for complex, simmy games in the aughts and early 2010s.

If you love grand strategy, 4X, turn-based tactics, RTS, CRPGs, and so on, there were several decades where you needed a PC to get the full lay of the land, and even then it was slim pickings for a while. You could certainly find these genres finding success on consoles here and there with games like Fire Emblem, Halo Wars, and Dragon Age: Origins, but countless classics were gated by InstallShield wizards and newbie-hostile forum lords who refused to explain what "THAC0" was.

That's less true these days—Age of Empires plays great on a controller, Baldur's Gate 3 is a cross-platform mega hit, and in defiance of all common sense, Company of Heroes is on Nintendo Switch.

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"Early on in the 2000s, we got enamored with consoles," Foertsch explained. "And I think certain games didn't make the leap right⁠—the technology reasons, whatever it was, they couldn't make that conversion. A lot of tactics games you look at, they had an isometric sprite based thing. And the way they delivered the content, it never embraced the camera as a tool."

He added that the more games there are solving these problems, the easier it gets to see what works and what doesn't and, in turn, innovate further. "It's great to see other people's solutions to problems that we faced, and how did they get around that? What did they do? What choices did they make? Because these games are deceptively hard⁠—they look easy⁠—but they are deceptively hard to make."

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Justin first became enamored with PC gaming when World of Warcraft and Neverwinter Nights 2 rewired his brain as a wide-eyed kid. As time has passed, he's amassed a hefty backlog of retro shooters, CRPGs, and janky '90s esoterica. Whether he's extolling the virtues of Shenmue or troubleshooting some fiddly old MMO, it's hard to get his mind off games with more ambition than scruples. When he's not at his keyboard, he's probably birdwatching or daydreaming about a glorious comeback for real-time with pause combat. Any day now...

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