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2005–2006 · Real-time strategy prototype

Global

A strategy game built around the scale and responsibility of a commander-in-chief—not the busywork of a single base.

Format
Playable prototype
Perspective
Globe-scale RTS
Focus
Strategy over micromanagement
Archive
2006 release
Global's globe-scale battlefield, showing Europe, cities, units and the original command interface
The Global prototype in July 2006. Recovered from the original Moxy Studios site archive.

Strategy at planetary scale

Global began with a question: what would a real-time strategy game feel like if the player directed an entire war instead of harvesting resources and rushing a nearby base?

Developed at Moxy Studios, the prototype put a navigable globe at the centre of play. Borders, cities, supply, energy, terrain and combat became interconnected strategic systems that could be understood at a glance.

01

Intuitive strategy

Make decisions by working directly with the world, its borders and its cities.

02

Macro management

Set intent and shape a campaign instead of issuing every low-level order.

03

Thousands of units

Use the available hardware to communicate the scale of a global conflict.

04

Global perspective

Move seamlessly from a view of the planet into regional action.

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