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Real-time strategy

From Wikipedia, the free encyclopedia
Strategy video game sub-genre
Real-time strategy games usually feature armies and defense structures

Real-time strategy (RTS) is asubgenre ofstrategy video games that does not progress incrementally inturns,[1] but allow all players to play simultaneously, in "real time." By contrast, inturn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined byBrett Sperry to marketDune II in the early 1990s.[2][3]

In a real-time strategy game, each participant positions structures and maneuvers multiple units under their indirect control to secure areas of the map and destroy their opponents' assets. In a typical RTS game, it is possible to create additional units and structures generally limited by a requirement toexpend accumulated resources. These resources are in turn garnered by controlling special points on the map or possessing certain types of units and structures devoted to this purpose. More specifically, the typical game in the RTS genre featuresresource-gathering, base-building, in-game technological development, and indirect control of units.[4][5]

The tasks a player must perform to win an RTS game can be very demanding, and complexuser interfaces have evolved for them. Some features have been borrowed fromdesktop environments; for example, the technique of "clicking and dragging" to create a box that selects all units under a given area. Though some video game genres share conceptual and gameplay similarities with the RTS template, recognized genres are generally not subsumed as RTS games.[5] For instance,city-building games,construction and management simulations, and games ofreal-time tactics are generally not considered real-time strategy per se. This would only apply to anything considered agod game, where the player assumes a god-like role of creation.[6]

History

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Part of a series on the
History of video games

Origins

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The genre recognized today as "real-time strategy" emerged from an extended period of evolution and refinement. Games sometimes perceived as ancestors of the real-time strategy genre were never marketed or designed as such. As a result, designating "early real-time strategy" titles is problematic because such games are being held up to modern standards. The genre initially evolved separately in the United Kingdom, Japan, and North America, afterward gradually merging into a unified worldwide tradition.[independent source needed]

Tim Barry in May 1981 described inInfoWorld a multiplayer, real-time strategy space game that ran ("and probably still is") on anIBM System/370 Model 168 at a largeSan Francisco Bay Area company. He stated that it had "far better support than many of the application programs used in the business", with a published manual and regular schedule. Comparing its complexity toDallas, Barry recalled that "when thegame was restored at 5 P.M., a lot of regular work stopped".[7]

Ars Technica traces the genre's roots back toUtopia (1981), citing it as the "birth of a genre", with a "real-time element" that was "virtually unheard of", thus making it "arguably the earliest ancestor of the real-time strategy genre".[8] According to Ars Technica,Utopia was aturn-based strategy game with hybrid elements that ran "in real-time but events happened on a regular turn-based cycle."[9] According to Brett Weiss,Utopia is often cited as "the first real-time strategy game."[10] According to Matt Barton and Bill Loguidice,Utopia "helped set the template" for the genre,[11] but has "more in common withSimCity than it does withDune II and later RTS games."[12] Allgame listedWar of Nerves (1979) as the oldest "2D Real-Time Strategy".[13] Barton also citesCytron Masters (1982), saying it was "one of the first (if notthe first) real-time strategy games [sic]."[14] On the other hand, Scott Sharkey of1UP argues that, whileCytron Masters "attempted real time strategy", it was "much more tactical than strategic" due to "the inability to construct units or manage resources".[15]Byte in December 1982 published as anApple IItype-in programCosmic Conquest. The winner of the magazine's annual Game Contest, the author described it as a "single-player game of real-time action and strategic decision making". The magazine described it as "a real-time space strategy game". The game has elements of resource management andwargaming.[16]

In the United Kingdom, the earliest real-time strategy games areStonkers by John Gibson, published in 1983 byImagine Software for theZX Spectrum, andNether Earth for ZX Spectrum in 1987. In North America, the oldest game retrospectively classified as real-time strategy by several sources[5][17] isThe Ancient Art of War (1984), designed by Dave and Barry Murry of Evryware, followed byThe Ancient Art of War at Sea in 1987.

In Japan, the earliest isBokosuka Wars (1983), an earlystrategy RPG (or "simulation RPG");[18] the game revolves around the player leading an army across a battlefield against enemy forces in real-time while recruiting/spawning soldiers along the way, for which it is considered by Ray Barnholt of1UP to be an early prototype real-time strategy game.[19] Another early title with real-time strategy elements isSega'sGain Ground (1988), a strategy-action game that involved directing a set of troops across various enemy-filled levels.[20][21]TechnoSoft'sHerzog (1988) is regarded as a precursor to the real-time strategy genre, being the predecessor toHerzog Zwei and somewhat similar in nature, though primitive in comparison.[22]

IGN citesHerzog Zwei, released for theSega Mega Drive/Genesis in 1989 as "arguably the first RTS game ever",[23] and it is often cited as "the first real-time strategy game" according toArs Technica.[8] It combines traditional strategy gameplay with fully real-time, fast-paced,arcade-styleaction gameplay,[24] featuring asplit-screentwo-player mode where both players are in action simultaneously and there are no pauses while decisions are taken, forcing players to think quickly while on the move.[24] InHerzog Zwei, though the player only controls one unit, the manner of control foreshadowed the point-and-click mechanic of later games. Scott Sharkey of1UP argues that it introduced much of the genre conventions, including unit construction and resource management, with the control and destruction of bases being an important aspect of the game, as were the economic/production aspects of those bases.[15]Herzog Zwei is credited by1UP as a landmark that defined the genre and as "the progenitor of all modern real-time strategy games."[15] Chuck Sperry citedHerzog Zwei as an influence onDune II.[25]

Notable as well are early games likeMega-Lo-Mania bySensible Software (1991) andSupremacy (also calledOverlord – 1990). Although these two lacked direct control of military units, they both offered considerable control of resource management and economic systems. In addition,Mega Lo Mania has advancedtechnology trees that determine offensive and defensive prowess. Another early game,Carrier Command (1988) byRealtime Games, involved real-time responses to events in the game, requiring management of resources and control of vehicles. Another early game,SimAnt (1991) byMaxis, had resource gathering, and controlling an attacking army by having them follow a lead unit. However, it was with the release ofDune II (1992) fromWestwood Studios that real-time strategy became recognized as a distinct genre of video games.[4]

1992–1998: Seminal titles

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Although real-time strategy games have an extensive history, some titles have served to define the popular perception of the genre and expectations of the genre more than others,[4] in particular the games released between 1992 and 1998 byWestwood Studios andBlizzard Entertainment.

Drawing influence fromHerzog Zwei,[25][26]Populous,[27]Eye of the Beholder, and theMacintoshuser interface,[25] Westwood'sDune II: The Building of a Dynasty (1992) featured all the core concepts and mechanics of modern real-time strategy games that are still used today,[28][29] such as using the mouse to move units, and gathering resources,[5] and as such served as the prototype for later real-time strategy games. According to its co-designer and lead programmer, Joe Bostic, a "benefit overHerzog Zwei is that we had the advantage of a mouse and keyboard. This greatly facilitated precise player control, which enabled the player to give orders to individual units. The mouse, and the direct control it allowed, was critical in making the RTS genre possible.”[25][30]

The success ofDune II encouraged several games that became influential in their own right.[5][29]Warcraft: Orcs & Humans (1994) achieved great prominence upon its release, owing in part to its use of a fantasy setting and also to its depiction of a wide variety of buildings (such as farms) which approximated a full fictitious society and not just a military force.[citation needed]Command & Conquer (1995), as well asCommand & Conquer: Red Alert (1996), became the most popular early RTS games. These two games contended withWarcraft II: Tides of Darkness after its release in late 1995.

Total Annihilation, released byCavedog Entertainment in 1997, introduced 3D units and terrain and focused on huge battles that emphasizedmacromanagement overmicromanagement. It featured a streamlined interface that would influence many RTS games in later years.Age of Empires, released byEnsemble Studios in 1997, tried to put a game in a slower pace, combining elements ofCivilization with the real-time strategy concept by introducing ages of technologies. In 1998, Blizzard released the gameStarCraft, which became an international phenomenon and is still played in large professional leagues to this day. Collectively, all of these games defined the genre, providing thede facto benchmark against which new real-time strategy games are measured[citation needed].

1995–2003: Refinement and transition to 3D

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The real-time strategy genre has been relatively stable since 1995. Additions to the genre's concept in newer games tend to emphasize more of the basic RTS elements (higher unit caps, more unit types, larger maps, etc.). Rather than innovations to the game concept, new games generally focus on refining aspects of successful predecessors.[citation needed] Cavedog'sTotal Annihilation from 1997 introduced the first 3D units and terrain in real-time strategy games. TheAge of Empires focus on historical setting and age advancement was refined further by its sequel,Age of Empires II: Age of Kings, and byStainless Steel Studios'Empire Earth in 2001.GSC Game World'sCossacks series brought population caps into the tens of thousands.

Dungeon Keeper (1997),Populous: The Beginning (1998),Jeff Wayne's The War of the Worlds (1998),Warzone 2100 (1999),Machines (1999),Homeworld (1999), andDark Reign 2 (2000) were among the first completely 3D real-time strategy titles.Homeworld featured a 3D environment in space, therefore allowing movement in every direction,[31] a feature which its semi-sequel,Homeworld Cataclysm (2000) continued to build upon adding features such as waypoints.Homeworld 2, released in 2003, streamlined movement in the 360° 3D environment. Furthermore,Machines, which was also released in 1999 and featured a nearly 100% 3D environment, attempted to combine the RTS genre with a first-person shooter (FPS) genre although it was not a particularly successful title. These games were followed by a short period of interest in experimental strategy games such asAllegiance (2000).Jeff Wayne's The War of the Worlds was notable for being one of the few completely non-linear RTS games ever.

It is only in approximately 2002 that 3D real-time strategy became the standard, with bothWarcraft III (2002) and Ensemble Studio'sAge of Mythology (2002) being built on a full 3D game engine.Kohan: Immortal Sovereigns introduced classicwargame elements, such assupply lines to the genre.Battle Realms (2001) was another full 3D game, but had limited camera views.

The move from 2D to 3D has been criticized in some cases. Issues with controlling the camera and placement of objects have been cited as problems.[32][33][34]

2004–2012: Specialization and evolution

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A few games have experimented with diversifying map design, which continues to be largely two-dimensional even in 3D engines.Earth 2150 (2000) allowed units to tunnel underground, effectively creating a dual-layer map; three-layer (orbit-surface-underground) maps were introduced inMetal Fatigue. In addition, units could even be transported to entirely separate maps, with each map having its own window in the user interface.Three Kingdoms: Fate of the Dragon (2001) offered a simpler model: the main map contains locations that expand into their own maps. In these examples, however, the gameplay was essentially identical regardless of the map layer in question.Dragonshard (2005) emphasized its dual-layer maps by placing one of the game's two main resources in each map, making exploration and control of both maps fundamentally valuable.

Relatively few genres have emerged from or in competition with real-time strategy games, althoughreal-time tactics (RTT), a superficially similar genre, emerged around 1995. In 1998,Activision attempted to combine the real-time strategy andfirst-person shooter genres inBattlezone (1998), while in 2002Rage Games Limited attempted this with theHostile Waters games. Later variants have includedNatural Selection (2002), a game modification based on the Half-Life engine, and thefree softwareTremulous/Unvanquished.Savage: The Battle for Newerth (2003) combined the RPG and RTS elements in an online game.

Some games, borrowing from thereal-time tactics (RTT) template, have moved toward an increased focus on tactics while downplaying traditional resource management, in which designated units collect the resources used for producing further units or buildings. Titles likeWarhammer 40,000: Dawn of War (2004),Star Wars: Empire at War (2006), andCompany of Heroes (2006) replace the traditional resource gathering model with a strategic control-point system, in which control over strategic points yields construction/reinforcement points.Ground Control (2000) was the first such game to replace individual units with "squads".

Others are moving away from the traditional real-time strategy game model with the addition of other genre elements. One example isSins of a Solar Empire (2008), released byIronclad Games, which mixes elements of grand-scale stellar empire building games likeMaster of Orion with real-time strategy elements. Another example is indie gameAchron (2011), which incorporates time travel as a game mechanic, allowing a player to send units forward or backward in time.[35]

Multiplayer online battle arena games (MOBA) have originated as a subgenre of real-time strategy games, however this fusion of real-time strategy,role-playing, andaction games has lost many traditional RTS elements. These type of games moved away from constructing additional structures, base management, army building, and controlling additional units. Map and the main structures for each team are still present, and destroying enemy main structure will secure victory as the ultimate victory condition.[36] Unlike in RTS, a player has control over the only one single powerful unit, called "hero" or "champion", who advances in level, learns new abilities, and grows in power over the course of a match.[37] Players can find various friendly and enemy units on the map at any given time assisting each team, however, these units are computer-controlled and players usually don't have direct control over their movement andcreation; instead, they march forward along set paths.[38]Defense of the Ancients (DotA), aWarcraft IIImod from 2003, and its standalone sequelDota 2 (2013), as well asLeague of Legends (2009), andHeroes of the Storm (2015), are the typical representatives of the newstrategy subgenre.[39][40] Former game journalistLuke Smith calledDotA "the ultimate RTS".[41]

2012–present: Expansion and adaptation to various gaming formats

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The popularization of thesmartphone in the 2010s led to a new market forvideo games to expand to and develop. Innovation on the traditional RTS format accelerated throughout the early 2010s as RTS games were released formobile devices. With a new format specific tomobile devices, mobile RTS games were often simpler than their desktop counterparts. The simplification of the RTS formula coupled with the adoption of the smartphone during this period allowed for mobile RTS games to be more accessible than traditional RTS games.Clash of Clans (2012), a mobile game published bySupercell, is a good example of a game which modified the RTS format into a simpler mobile experience. While often classified in the broaderStrategy game genre,Clash of Clans still possesses many of the classic RTS elements, such as a "perspective of god", control over buildings and mobile units, and resource management. It also introduces and simplifies specific elements of an RTS to fit the mobile format with "idle" resource gathering and defenses, as well as reducing the number of resource types, unit types, and building types to make the game more accessible to new users. In an interview between game journalist Bryant Francis andClash of Clans developer Stuart McGaw, McGaw attributedClash of Clan's design to "a focus on simplicity and accessibility", something that "anyone could pick up and play", while also retaining "the strategy DNA", that gives players "lots of options" while remaining "clear to understand".[42]  Multiple other mobile games, such asBoom Beach (2014),Plague Inc. (2012), theBloons Tower Defense series (2007-2021), and more have (varyingly) adapted the RTS format in the same manner asClash of Clans, and in turn developed a style of RTS unique to the mobile game industry.

Beginning in the early-mid 2010s, the expansion of theIndie game market on game developerValve Corporation's gaming distribution service,Steam, allowed RTS game developers to produce smaller-scale and increasingly accessible Indie-RTS games.[43] These RTS games often are more true to the traditional RTS formula, with the player having the "perspective of god" and managing units and resources. Such Indie-RTS Games released in this period were often subject toPorting, and often made it to mobile devices. A few of these Indie-RTS games areUltimate Epic Battle Simulator (2017), theMachines at War series (2007-2012), andBad North (2018).

Oftentimes, modern RTS games attempt to capture the "nostalgia" of classic RTS games.Rusted Warfare (2017), is an indie-mobile release which is a good example of a traditional-style RTS which utilizes assets from the unreleasedHard Vacuum (1993) to create a "revived" RTS experience.Hard Vacuum was intended to include "resource gathering from mineral deposits", "base building", and "a wide range of fighting with units".[44]Rusted Warfare and other traditional RTS titles utilized the element of classic PC-gaming nostalgia in order to drive the game-playing experience.

Traditional RTS games released in the late 2010s - early 2020s were developed with a focus on coupling the traditional-style gameplay with uniquely styled, or hyper-realistic graphics. These RTS games are often Indie-RTS games, but released on a multitude of platforms. Some RTS releases likeHalo Wars 2 (2017),Steel Division 2 (2019),Company of Heroes 3 (2023), andLast Train Home (2023) are examples of modern RTS games that are focused on providing a traditional RTS experience.

Gameplay

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Screenshot from the game0 A.D., showing typical RTS interface elements such as a resource overview (top left), a map of the game world (bottom left), and a description of the selected unit (bottom center)

In a typical real-time strategy game, the screen is divided into a map area displaying the game world and terrain, units, and buildings, and an interface overlay containing command and production controls and often a "radar" or "minimap" overview of the entire map.[45][46] The player is usually given anisometric perspective of the world, or a free-roaming camera from anaerial viewpoint for modern 3D games.[47] Players mainlyscroll the screen and issue commands with the mouse, and may also use keyboard shortcuts.

Gameplay generally consists of the player being positioned somewhere in the map with a few units or a building that is capable of building other units/buildings. Often, but not always, the player must build specific structures to unlock more advanced units in thetech tree. Often, but not always, RTS games require the player to build an army (ranging from small squads of no more than two units to literally hundreds of units) and using them to either defend themselves from a virtual form ofHuman wave attack or to eliminate enemies who possess bases with unit production capacities of their own. Occasionally, RTS games will have a preset number of units for the player to control and do not allow building of additional ones.

Resource gathering is commonly the main focus of the RTS games, but other titles of the genre place higher gameplay significance to how units are used in combat (Z: Steel Soldiers for example, awards credits for territory captured rather than gathered resources), the extreme example of which are games of thereal-time tactical genre. Some titles impose a ceiling on the number simultaneous troops, which becomes a key gameplay consideration, a significant example beingStarCraft, while other titles have no such unit cap.

Micromanagement and macromanagement

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Main article:Micromanagement

Micromanagement deals with a player's constant need to manage and maintain individual units and resources on a fine scale. On the other hand, macromanagement refers to a player's management of economic expansion and large-scale strategic maneuvering, allowing the player time to think and consider possible solutions. Micromanagement involves the use of combat tactics involved in the present, whereas macromanagement considers the greater scale of the game in an attempt to predict the future.

Criticism of gameplay

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Turn-based vs. real-time

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Main article:Time-keeping systems in games

A debate has emerged between fans of real-time strategy (RTS) andturn-based strategy (TBS) (and related genres) based on the merits of the real-time and turn-based systems. Because of their generally faster-paced nature (and in some cases a smaller learning curve), real-time strategy games have surpassed the popularity ofturn-based strategy computer games.[48] In the past, a common criticism was to regard real-time strategy games as "cheap imitations" of turn-based strategy games, arguing that real-time strategy games had a tendency to devolve into "click-fests"[49][50][51] in which the player who was faster with themouse generally won, because they could give orders to their units at a faster rate.

The common retort is that success involves not just fast clicking, but also the ability to make sound decisions under time pressure.[50] The "clickfest" argument is also often voiced alongside a "button babysitting" criticism, which pointed out that a great deal of game time is spent either waiting and watching for the next time a production button could be clicked, or rapidly alternating between different units and buildings, clicking their respective button.[52]

Some titles attempt to merge the two systems: for example, the role-playing gameFallout uses turn-based combat and real-time gameplay, while the real-time strategy gamesHomeworld,Rise of Nations, and the games of theTotal War andHegemony series allow the player to pause the game and issue orders. Additionally, theTotal War series has a combination of a turn-based strategy map with a real-time battle map. Another example of a game combining both turn-based game and real-time-strategy isThe Lord of the Rings: The Battle for Middle-Earth II which allows players, in a 'War of the Ring' game, to play a turn-based strategy game, but also battle each other in real time.

Tactics vs. strategy

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See also:Real-time tactics § Genre classification

A second criticism of the RTS genre is the importance of skill over strategy. The manual dexterity and ability to multitask and divide one's attention is often considered the most important aspect to succeeding at the RTS genre. According to Troy Dunniway, former Westwood developer who has also worked onCommand and Conquer 3: Tiberium Wars: "A player controls hundreds of units, dozens of buildings and many different events that are all happening simultaneously. There is only one player, and he can only pay attention to one thing at a time. Expert players can quickly flip between many different tasks, while casual gamers have more problems with this."[53]

Real-time strategy games have been criticized for an overabundance of tactical considerations when compared to the amount of strategic gameplay found in such games. According toChris Taylor, lead designer ofSupreme Commander: "[My first attempt at visualizing RTSs in a fresh and interesting new way] was my realizing that although we call this genre 'Real-Time Strategy,' it should have been called 'Real-Time Tactics' with a dash of strategy thrown in."[54] (Taylor then posits his own game as having surpassed this mold by including additional elements of broader strategic scope.)[54]

In general terms,military strategy refers to the use of a broad arsenal of weapons including diplomatic, informational, military, and economic resources, whereasmilitary tactics is more concerned with short-term goals such as winning an individual battle.[48] In the context of strategy video games, however, the difference is often reduced to the more limited criteria of either a presence or absence of base building and unit production.

In an article forGamasutra, Nathan Toronto criticizes real-time strategy games for too often having only one valid means of victory —attrition — comparing them unfavorably to real-time tactics games. Players' awareness that the only way for them to win or lose is militarily makes them unlikely to respond to gestures of diplomacy. The result is that the winner of a real-time strategy game is too often the best tactician rather than the best strategist.[55] Troy Goodfellow counters this by saying that the problem is not that real-time strategy games are lacking in strategy (he says attrition is a form of strategy), rather it is that they too often have the same strategy: produce faster than you consume. He also states that building and managing armies is the conventional definition of real-time strategy, and that it is unfair to make comparisons with other genres.[56]

In an article forGameSpy, Mark Walker criticizes real-time strategy games for their lack of combat tactics, suggesting real-time tactics games as a more suitable substitute.[48] He also says that developers need to begin looking outside the genre for new ideas in order for strategy games to continue to be successful in the future.[57]

This criticism has ushered into a couple of hybrid designs that try to resolve the issues. The games of theTotal War series have a combination of a (turn-based) strategy map with a (real-time) battle map, allowing the player to concentrate on one or the other. The games of theHegemony series also combine a strategy map and a battle map (in full real-time) and the player can at any point in time seamlessly zoom in and out in between both.

Rushing vs. planning

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A third common criticism is that real-time gameplay often degenerates into "rushes" where the players try to gain the advantage and subsequently defeat the opponent as quickly in the game as possible, preferably before the opposition is capable of successfully reacting.[58] For example, the originalCommand & Conquer gave birth to the now-common "tank rush" tactic, where the game outcome is often decided very early on by one player gaining an initial advantage in resources and producing large amounts of a relatively powerful but still quite cheap unit—which is thrown at the opposition before they have had time to establish defenses or production. Although this strategy has been criticized for encouraging overwhelming force over strategy and tactics, defenders of the strategy argue that they're simply taking advantage of the strategies utilized, and some argue that it is a realistic representation of warfare. One of the most infamous versions of a rush is the "Zergling rush" from the real-time strategy gameStarCraft, where the Zerg player would morph one of their starting workers (or the first one produced) into a spawning pool immediately and use all of their resources to produce Zerglings, attacking once they have enough to overwhelm any early defense; in fact, the term "zerging" has become synonymous with rushing.[4]

Some games have since introduced designs that do not easily lend themselves to rushes. For example, theHegemony series made supply and (seasonal) resource management an integral part of its gameplay, thus limiting rapid expansion.

On consoles

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DespiteHerzog Zwei, aconsole game, laying the foundations for the real-time strategy genre, RTS games never gained popularity on consoles like they did on thePC platform.[15] Real-time strategy games made forvideo game consoles have been consistently criticized due to their control schemes, as the PC's keyboard and mouse are considered to be superior to a console'sgamepad for the genre. Thus, RTS games forhome consoles have been met with mixed success.[59] Scott Sharkey of1UP notes thatHerzog Zwei had already "offered a nearly perfect solution to the problem by giving the player direct control of a single powerful unit and near autonomy for everything else," and is surprised "that more console RTS games aren't designed with this kind of interface in mind from the ground up, rather than imitating" PC control schemes "that just doesn't work very well with a controller".[15] Some handheld consoles likeNapoleon on the GBA uses a similar solution.

However, several console titles in the genre received positive reception. ThePikmin series, which began in 2001 for theGameCube, became a million-seller. Similarly,Halo Wars, which was released in 2009 for theXbox 360, generated generally positive reviews, achieved an 82% critic average on aggregate web sites, and sold over 1 million copies.[60][61]According toIGN, the gameplay lacks the traditional RTS concepts of limited resources and resource gathering and lacks multiple buildings.[62]

Graphics

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TheOpenHV project uses 8-bitpixel art graphics.[63]

Total Annihilation (1997) was the first real-time strategy game to utilizetrue 3D units, terrain, and physics in both rendering and in gameplay. For instance, the missiles inTotal Annihilation travel in real time in simulated 3D space, and they can miss their target by passing over or under it. Similarly, missile-armed units inEarth 2150 are at a serious disadvantage when the opponent is on high ground because the missiles often hit the cliffside, even in the case when the attacker is a missile-armed helicopter.Homeworld,Warzone 2100 andMachines (all released in 1999) advanced the use of fully 3D environments in real-time strategy titles. In the case ofHomeworld, the game is set in space, offering a uniquely exploitable 3D environment in which all units can move vertically in addition to the horizontal plane. However, the near-industry-wide switch to full 3D was very gradual and most real-time strategy titles, including the first sequels toCommand & Conquer, initially used isometric 3D graphics made by pre-rendered 3D tiles. Only in later years did these games begin to use true 3D graphics and gameplay, making it possible to rotate the view of the battlefield in real-time.Spring is a good example of the transformation from semi-3D to full-3D game simulations. It is anopen-source project, which aims to give aTotal Annihilation game-play experience in three dimensions. The most ambitious use of full 3D graphics was realized inSupreme Commander, where all projectiles, units and terrain were simulated in real time, taking full advantage of the UI's zoom feature, which allowed cartographic style navigation of the 3D environment. This led to a number of unique gameplay elements, which were mostly obscured by the lack of computing power available in 2007, at the release date.

Japanese game developersNippon Ichi andVanillaware worked together onGrim Grimoire, aPlayStation 2 title released in 2007, which features hand-drawn animated 2D graphics.

From 2010, real-time strategy games more commonly incorporatedphysics engines, such asHavok, in order to increase realism experienced in gameplay. A modern real-time strategy game that uses a physics engine is Ensemble Studios'Age of Empires III, released on October 18, 2005,[64] which used theHavok Game Dynamics SDK to power its real-time physics.Company of Heroes is another real-time strategy game that uses realistically modeled physics as a part of gameplay, including fullydestructible environments.[65]

Tournaments

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Main article:Electronic sports

RTS World tournaments have been held for bothStarCraft andWarcraft III since their 1998 and 2002 releases. The games have been so successful that some players have earned over $200,000 at theWarcraft III World Championships. In addition, hundreds ofStarCraft II tournaments are held yearly, as it is becoming an increasingly popular branch ofe-sports. Notable tournaments includeMLG,GSL, andDreamhack. RTS tournaments are especially popular inSouth Korea.[citation needed]

See also

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References

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  1. ^Bruce Geryk."A History of Real-Time Strategy Games".GameSpot. Archived fromthe original on April 27, 2011. RetrievedMarch 31, 2008.Early computer strategy games adhered firmly to the turn-based concepts of their board game ancestors, where—by necessity—players had time to plan their turns before their opponents had a chance to move. Real-time strategy changed all of that so that games would begin to more closely resemble reality: Time was limited, and if you wasted yours, your opponents would probably be taking advantage of theirs.
  2. ^Bruce Geryk."A History of Real-Time Strategy Games".GameSpot. Archived fromthe original on April 27, 2011. RetrievedMarch 31, 2008.It wasn't until some time after the game was in development that I decided to call it "real-time strategy"--it seems obvious now, but there was a lot of back and forth between calling it a "real-time war game", "real-time war", "wargame", or "strategy game". I was deeply concerned that words like "strategy" and "wargame" would keep many players from even trying this completely new game dynamic. Before 1992, wargames and strategy games were very much niche markets—with the exception ofSid Meier's work—so my fears were justified. But in the end, it was best to call it an "RTS" because that is exactly what it was.
  3. ^"Top ten real-time strategy games of all time". GameSpy. Archived fromthe original on June 16, 2010. RetrievedDecember 2, 2008.You can't really talk about the real-time strategy genre without giving a nod to Dune II, the title that kicked off the phenomena.
  4. ^abcdGeryk, Bruce."A History of Real-Time Strategy Games".GameSpot. Archived fromthe original on April 27, 2011. RetrievedMay 29, 2007.
  5. ^abcdeAdams, Dan (April 7, 2006)."The State of the RTS".IGN. Archived fromthe original on April 9, 2006. RetrievedMay 31, 2007.
  6. ^Bruce Geryk."A History of Real-Time Strategy Games".GameSpot. Archived fromthe original on April 27, 2011. RetrievedMarch 31, 2008.Although games such as Populous and SimCity are certainly played in real time, these give rise to the "god game" genre, which includes such titles as the city-builder series from Impressions, Will Wright's innovative designs, and much of Peter Molyneux's work, including the upcoming Black & White. Games in this genre tend to appeal to their own fans, and while there definitely is an overlap between these two genres, gamers generally see them as distinct from one another.
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