GSB and GSB II are real-time strategy games that you don’t play in real-time. That is to say, all the strategy (and player involvement) comes before the battle is joined and the death-rays leap across the void to destroy the enemy. Acting as a sort of grand admiral of a space armada, you design the individual classes of ships, determine the composition and formation of your fleet and issue general orders that affect your ships’ behavior in combat. Then, you sit back and watch the show, hoping your planning was good and your AI commanders know what they’re doing. “I wanted to design a game where having no control was actually the main mechanic…” Harris says.