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A real-time strategy (RTS) video game is a strategic game that is distinctly not turn-based. A video game is a Game that involves interaction with a User interface to generate visual feedback on a video device. A turn-based game is a Game where the game flow is partitioned into well-defined and visible parts called turns or rounds [1] According to Brett Sperry, the phrase real-time was used to distinguish such games within the broader genre of strategic wargames,[2] which has a longer history both inside and outside of video gaming. Brett Sperry is a video game designer and a founder of Westwood Studios. A wargame is a Game that simulates or represents a Military operation. Some important concepts related to real-time strategy include combat- and twitch-oriented action. Twitch gameplay is a type of computer or video Gameplay that tests a player's Reaction time and Precision. [3] Other RTS gameplay mechanics implied are resource gathering, base building and technological development, as well as abstract unit control (giving orders as opposed to controlling units directly). [4] Generally, the player is given a top-down perspective of the battlefield, though some 3D RTS games allow total freedom of camera movement. Top-down perspective, also sometimes referred to as bird's-eye view, overhead view or helicopter view, Additionally, the in-game user interface is much like a computer desktop: the player can manipulate controls and in-game units with techniques such as clicking and dragging. The user interface (or Human Computer Interface) is the aggregate of means by which people&mdash the users '&mdash interact with the System In graphical computing a desktop environment ( DE) commonly refers to a style of Graphical user interface (GUI that is based on the Desktop metaphor which Each player in an RTS may interact with the game independently of other players, so that no player has to wait for someone else to finish a turn. This lends the genre well to multiplayer gaming, especially in online play, compared to turn-based games. Online games are games played over some form of computer network.

City-building games, construction and management simulations, and games of the real-time tactics variety are generally not considered to be “real-time strategy”,[5] though their gameplay involves some overlapping concepts. City-building games are a genre of computer game where players act as the overall planner and leader of a city looking down on it from above and being responsible Construction and management simulation games (or CMS s are a type of Simulation game which task players to build expand or manage fictional communities or projects Real-time tactics ( RTT) is a computer game Genre of Tactical wargames played in Real-time simulating the considerations and [6]

Contents

History

Precursors and early genesis

The genre that is recognized today as "real-time strategy" emerged as a result of an extended period of evolution and refinement. Games that are today sometimes perceived as ancestors of the real-time strategy genre were never marketed or designed as such at the original date of publication. 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 UK and North America, afterward gradually merging into a unified worldwide tradition.

In the UK, the genre's beginning can be traced to Stonkers by John Gibson, published in 1983 by Imagine Software for the ZX Spectrum, and Nether Earth published on ZX Spectrum in 1987. Stonkers is one of the earliest Real-time strategy games It was written for the ZX Spectrum and published by Imagine Software in 1983 For the American company see Imagine Software (US Imagine Software was a British Video games developer based in The Sinclair ZX Spectrum is an 8-bit personal Home computer released in the United Kingdom in 1982 by Sinclair Research Ltd Nether Earth is one of the earliest computer strategy games taking place in real time In North America, the first game retrospectively classified as real-time strategy by many sources[7][6] is The Ancient Art of War (1984), designed by Evryware's Dave and Barry Murry, followed by the sequel The Ancient Art of War at Sea in 1987, though Dani Bunten Berry's (of M.U.L.E fame) Cytron Masters (1982), developed by Ozark Softscape and released by SSI, also has been considered the earliest game of the genre. The Ancient Art of War is a Computer game developed by Evryware and published by Broderbund in 1984. Evryware Inc is a computer game development company based in Olympia Washington, USA. Danielle Bunten Berry ( February 19, 1949 - July 3, 1998) also known as Dani Bunten (born Daniel Paul Bunten) was MULE is a seminal multiplayer Video game written in 1983 by Dani Bunten of Ozark Softscape. Cytron Masters is a 1982 Computer game by the semi-legendary Dani Bunten Berry. Ozark Softscape was a Computer game programming team consisting initially of Dan Bunten, Bill Bunten, Jim Rushing, and Alan Watson [8][9]

Some writers list Intellivision's Utopia by Don Daglow (1982) as the first real-time strategy game. The Intellivision is a Video game console released by Mattel in 1979. Utopia, released on Intellivision in 1982, is often regarded as among the first sim game and God game, as well as setting the scene Don Daglow (born circa 1953 is an American Computer game and Video game designer, programmer and producer. [10] In Utopia two players build resources and carry out combat by proxy. It contains the direct-manipulation tactical combat now common in that the players can assume direct control over a PT boat and sink the opponents fishing boats. Another early example from the same year is Legionnaire on the Atari 8-bit family, written by Chris Crawford for Avalon Hill. Legionnaire is a computer game for the Atari 8-bit series created by Chris Crawford in 1982, and released through Avalon Hill The Atari 8-bit family is a series of 8-bit Home computers manufactured from 1979 to 1992 Chris Crawford is a noted Computer game designer and writer responsible for a number of important games in the 1980s for founding The Journal of Computer Avalon Hill was a game company that specialized in Wargames and strategic Board games. This was effectively the opposite of Utopia, in that it offered a complete real-time tactical combat system with variable terrain and mutual-help concepts, but lacked any resource collection and economy/production concepts. As a result, this game might be better considered an early forerunner of the RTT (real-time tactics) genre. Real-time tactics ( RTT) is a computer game Genre of Tactical wargames played in Real-time simulating the considerations and

Herzog Zwei for the Sega Genesis in 1989 is the earliest example of a game with a feature set that falls under the contemporary definition of modern RTS. Herzog Zwei is a Mega Drive/Genesis game by Technosoft, published in 1989 (released in the United States in early 1990 The is a 16-bit Video game console released by Sega in Japan in 1988 North America in 1989 and the PAL region in 1990 [11][12] In Herzog Zwei, though you only control one unit, the manner of control foreshadowed the point-and-click mechanic of later games. Also, control and destruction of bases was an important aspect of the game, as were the economic/production aspects of those bases.

Notable as well are early games like Mega Lo Mania by Sensible Software (1991) and Supremacy (also called Overlord - 1990). Mega Lo Mania is a Real-time strategy mission oriented and resource gathering Computer game. Sensible Software was a highly regarded Software house in the nineties from the United Kingdom that released several games amongst those the popular Although these two lacked direct control of military units, they both offered considerable control of resource management and economy systems. In addition, Mega Lo Mania has advanced technology trees that determine offensive and defensive prowess. In Strategy computer games the technology tree or tech tree is an abstract hierarchical visual representation of the possible paths of Research However, it was with the release of Dune II from Westwood Studios (1992) that real-time strategy became recognized as a distinct genre of video games. Dune II The Building of a Dynasty (retitled Dune II Battle for Arrakis in Europe and for the Mega Drive/Genesis port is a ''Dune'' computer Westwood Studios ( 1985 - 2003) was a computer and Video game developer, founded in 1985 as Westwood Associates by Brett Sperry [4]

1992 – 1998: seminal titles

Although real-time strategy games have an extensive history, some titles have served to define the popular perception of the genre and expectations of real-time strategy titles more than others,[4] in particular the games released between 1992 and 1998 by Westwood Studios and Blizzard Entertainment. Westwood Studios ( 1985 - 2003) was a computer and Video game developer, founded in 1985 as Westwood Associates by Brett Sperry Blizzard Entertainment is an American Video game developer and publisher headquartered in Irvine California.

Westwood's Dune II: The Building of a Dynasty (1992) introduced all the core concepts and mechanics of modern real-time strategy games that are still used today,[13][14] such as using the mouse to move units, and gathering resources,[6] and as such served as prototype for later real-time strategy games. Dune II The Building of a Dynasty (retitled Dune II Battle for Arrakis in Europe and for the Mega Drive/Genesis port is a ''Dune'' computer Its success encouraged the development of such games as Warcraft: Orcs & Humans (1994) and Command & Conquer (1995)[4][14]--which, in turn, became influential in their own right. Warcraft Orcs & Humans is a Real-time strategy game, developed and published by Blizzard Entertainment in 1994 Year 1994 ( MCMXCIV) was a Common year starting on Saturday (link will display full 1994 Gregorian calendar) Command & Conquer (aka Command & Conquer Tiberian Dawn) is a 1995 Real-time strategy Video game produced by Westwood Studios Year 1995 ( MCMXCV) was a Common year starting on Sunday. Events of 1995 [6][14] Command & Conquer became the first popular RTS game to utilize competitive multiplayer. Command & Conquer, as well as Command and Conquer: Red Alert, became the most popular early competitive RTS games. Command & Conquer Red Alert is a Real-time strategy Computer game of the Command & Conquer franchise, produced by Westwood Studios These two games came into competition with Warcraft II: Tides of Darkness after its release in late 1995. Warcraft II Tides of Darkness is the sequel to the popular Real-time strategy game Warcraft Orcs & Humans, developed by Blizzard

Total Annihilation, released by Cavedog Entertainment in 1997, introduced 3d units and terrain and focused on huge battles that emphasized macromanagement over micromanagement. Total Annihilation (abbr TA) is a critically-acclaimed Real-time strategy game created by Cavedog Entertainment and released Cavedog Entertainment, or Cavedog, was a Video game developer based in Bothell Washington. It thus featured a streamlined interface that would influence many RTS games in later years. In 1998, Blizzard Entertainment released the game StarCraft, which became an international phenomenon. Blizzard Entertainment is an American Video game developer and publisher headquartered in Irvine California. StarCraft is a Military science fiction Real-time strategy Video game developed by Blizzard Entertainment. The game's inclusion of the Battle.net matchmaking and ranking system popularized competitive multiplayer for RTS games. Battlenet is an online gaming service provided by Blizzard Entertainment. Collectively, all of these games defined the genre, providing the de facto benchmark against which new real-time strategy games are measured.

Refinement and transition to 3D

The real-time strategy genre has been relatively stable since 1995 and additions to the genre's concept in newer games tend to be introducing more units, larger maps, terrain and similar, rather than innovations to the game concept with new games generally focus on refining aspects of successful predecessors. As the paragon example of gameplay refinement, Cavedog Entertainment's acclaimed Total Annihilation from 1997 distilled the core mechanics of Command & Conquer, and introduced the first 3D units and terrain in real-time strategy games. Cavedog Entertainment, or Cavedog, was a Video game developer based in Bothell Washington. Total Annihilation (abbr TA) is a critically-acclaimed Real-time strategy game created by Cavedog Entertainment and released Command & Conquer (often abbreviated as C&C or CNC) is a Video game franchise, mostly of the In 1997, Microsoft tried to combine elements of Civilization with the real-time strategy concept in Age of Empires by introducing ages of technologies. Microsoft Corporation is an American multinational Computer technology Corporation, which rose to dominate the Home computer Sid Meier's Civilization is a Turn-based strategy computer game created by Sid Meier for MicroProse in 1991 Age of Empires is a series of computer Video games developed by Ensemble Studios and published by Microsoft Game Studios. This combination was refined further by Stainless Steel Studios' Empire Earth in 2001. Stainless Steel Studios (SSSI was a computer game development company, it was started in 1997 by Rick Goodman and Dara-Lynn Pelechatz the company Empire Earth, also known as EE, is a Real-time strategy Computer game developed by Stainless Steel Studios GSC Gameworld's Cossacks: European Wars series took the genre in a different direction, bringing population caps into the tens of thousands. Cossacks European Wars is a Real-time strategy Computer game for Windows that was released on April 24 2001

Populous: The Beginning (1998) and Homeworld (1999) were the first completely 3D real-time strategy titles. Populous The Beginning is the third game in the PC strategy God games of the ''Populous'' series, developed by Bullfrog Productions Homeworld is a Real-time strategy (RTS Computer game released in 1999 developed by Relic Entertainment and published by Sierra Homeworld was notable in that it featured a 3d environment in space, therefore allowing movement in every direction, a feature which its semi-sequel, Homeworld Cataclysm (2000) continued to build upon adding features such as waypoints. Homeworld Cataclysm was originally developed in 2000 as an expansion of Homeworld, but was released as stand-alone game Homeworld 2, released in 2003, streamlined movement in the 360° 3d environment. Homeworld 2 is a Real-time strategy computer game sequel to Homeworld developed by Relic Entertainment. Furthermore, Machines, which was also released in 1999 and featured a nearly 100% 3D environment, attempted to combine the RTS genre with FPS although it was not a particularly successful title. Machines is a 3D real-time strategy game released for the PC. These games were followed by a short period of interest in experimental strategy games such as Allegiance (2000). Allegiance is an Online game providing a mix of Real-time strategy and player piloted Space combat.

Warcraft III (2002) is probably the most successful early 3D RTS. Warcraft III Reign of Chaos ( War3 or WC3 or RoC) is a Real-time strategy Computer game See also 2002 (disambiguation Year 2002 ( MMII) was a Common year starting on Tuesday of the Gregorian calendar. It is only in approximately 2002 that 3D real-time strategy became the standard, with both Warcraft III and Ensemble Studio's Age of Mythology (2002) being built on a full 3D game engine. Age of Mythology (commonly abbreviated as AoM) is a Mythology -based Real-time strategy computer game developed by Kohan: Immortal Sovereigns introduced classic wargame elements, such as line of supply to the genre. Kohan Immortal Sovereigns ( KIS) is the first game of the Real-time strategy series Kohan, developed by TimeGate Studios A wargame is a Game that simulates or represents a Military operation. 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. [15][16][17]

Relatively few genres have emerged from or in competition with real-time strategy games, although Real-time tactics, a superficially similar genre, emerged around 1995. Real-time tactics ( RTT) is a computer game Genre of Tactical wargames played in Real-time simulating the considerations and In 1998, Activision attempted to combine the real-time strategy and first-person shooter genres in Battlezone, while in 2002 Rage Games Limited attempted this with the Hostile Waters games. Activision Inc is an American Video game developer and publisher. A first-person shooter ( FPS) is an action Video game from the Shooter game The initial development of Maze War Battlezone is a critically acclaimed remake (for Microsoft Windows) of an Arcade game of the same name. Rage Software or Rage Games was a British Video game developer. Hostile Waters Antaeus Rising is a hybrid vehicle and Strategy game released on the PC in 2001 by the British company Rage Games Limited.

Specialization and evolution

A few games have experimented with diversifying map design, which continues to be largely two-dimensional even in 3D engines. Earth 2150 (2000) and "Tiberium Sun" (1999) allowed units to tunnel underground, effectively creating a dual-layer map. Earth 2150 is a Real-time strategy game originally published in 2000 by SSI and the Polish developer Reality Pump Command & Conquer Tiberian Sun is a futuristic strategy game by Westwood Studios 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. The Three Kingdoms Fate of the Dragon is a Video game developed by Overmax Studios in 2001 for the PC In these examples, however, 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.

Some games have moved toward an increased focus on tactics, with titles such as Warhammer 40,000: Dawn of War (2004), Star Wars: Empire at War (2006), and Company of Heroes (2006) replacing the traditional resource gathering model, where designated resource gathering units collect the resources used for producing further units or buildings, with a strategic control-point system, where control over strategic points progressively yields construction/reinforcement points. Warhammer 40000 Dawn of War is a Real-time strategy computer game developed by Relic Entertainment based on Games Workshop 's popular Star Wars Empire at War is a Real-time strategy game released in February 2006 Company of Heroes ( CoH) is a Real-time strategy computer game developed by Relic Entertainment. Dawn of War and Company of Heroes also replaces individual units with "squads". Some have begun to define this new school of design as real-time tactics to distinguish it from the more popular conventions of the genre. Real-time tactics ( RTT) is a computer game Genre of Tactical wargames played in Real-time simulating the considerations and

Others are moving away from the traditional real-time strategy game model with the addition of other genre elements. An example is Sins of a Solar Empire, released by Ironclad Games, which mixes elements of grand-scale stellar empire building games like Master of Orion with real-time strategy elements, but pushing the conflict gameplay closer to a real-time tactics model. Sins of a Solar Empire is a Science fiction Real-time strategy computer game developed by Ironclad Games for Windows XP and Vista Ironclad Games is a Canadian PC game developer. The company was founded in 2003 by former employees of Barking Dog Studios / Rockstar Master of Orion ( MoO or MOO) is a Turn-based, 4X Science fiction Computer strategy game Real-time tactics ( RTT) is a computer game Genre of Tactical wargames played in Real-time simulating the considerations and

Gameplay

In a typical real-time strategy game, the screen is divided into a map area displaying a bird's-eye overhead representation of the game terrain, units, and buildings, and an interface overlay containing command and production controls and often a "radar" or "minimap" overview of the entire map. A bird's-eye view is a View of an object from above as though the observer were a Bird, often used in the making of Blueprints, Floor plans The primary form of input is the mouse which is generally accompanied by keyboard shortcuts, with which commands are given and the map is scrolled. Gameplay generally consists of the player being positioned in the map with a minimal production base capable of creating the basic units and buildings that are needed to start playing. Later, players progress to eventually create increasingly powerful units and buildings, or a small force, the core of which is generally a unit capable of establishing the initial production base. Thereafter, the game is typically a race of resource gathering, technology research and unit production to claim territory and suppress and defeat the opposition through force or attrition.

Micromanagement and macromanagement

Micromanagement refers to when a player's attention is directed more toward the management and maintenance of his or her own individual units and resources. In gaming micromanagement describes small detailed gameplay elements that must be manually addressed by the player This creates an atmosphere in which the interaction of the player is constantly needed. On the other hand, macromanagement refers to when a player's focus is directed more toward economic development and large-scale strategic maneuvering, allowing time to think and consider possible solutions. Macromanagement is the act of leading decision makers or managing the managers Micromanagement frequently involves the use of combat tactics (see Tactics). A real-time strategy ( RTS) Video game is a strategic game that is distinctly not turn-based.

Criticism of gameplay

Because of their generally faster-paced nature (and in some cases a smaller learning curve), real-time strategy games have surpassed the popularity of turn-based strategy computer games. A turn-based strategy ( TBS) game is a Strategy game (usually some type of wargame, especially a strategic-level wargame that is [18] 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"[19][20][21] in which the player who was faster with the mouse generally won, because they could give orders to their units at a faster rate. In Computing, a mouse (plural mice, mouse devices, or mouses) The common retort is that success involves not just fast clicking but also the ability to make sound decisions under time pressure. [20]

The "clickfest" argument is also often voiced alongside a "button babysitting" criticism, which pointed out that a great deal of game time — especially in earlier titles — 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. In essence, the point of RTS gameplay is often to play against the interface, not against the opponent.

A third common criticism is that real-time gameplay often degenerates into "rushes" where the players take turns throwing swarms of units at each other. [22] For example, the original Command & 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 "tank" unit—an initially relatively powerful but still quite cheap unit—which is thrown at the opposition before they have had time to establish defences or production. Command & Conquer (often abbreviated as C&C or CNC) is a Video game franchise, mostly of the In gaming jargon a tank is a player or unit designated to protect weaker players or units in combat by drawing enemy attacks and absorbing damage 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's a realistic representation of warfare, similar to Blitzkrieg. Blitzkrieg (German for "lightning war" is a popular name for an Offensive operational-level Military doctrine which involves an initial One of the most infamous versions of a rush is the Zergling rush from the real-time strategy game StarCraft; in fact, the term "zerging" has become synonymous with rushing. StarCraft is a Military science fiction Real-time strategy Video game developed by Blizzard Entertainment. [4]

The fourth criticism of the RTS genre is that units are often considered disposable, which may further amplify problems with the genre's gameplay. Units are often "thrown" at opponents. [20] In classic strategy boardgames, units must be marshalled and preserved, as indeed forces are in real battles. The RTS genre thus is claimed to "infantilize" the strategic decision-making process.

A fifth criticism of the RTS genre is the importance of skill over strategy in real-time strategy games. 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 on Command 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. "[23]

In response to these criticisms, features which reduce the importance of fast mousework have emerged, enabling the player to focus more on overall strategy. For example, "queuing" allows a player to put in an order for multiple units at once from a single building, as opposed to requiring a player to return to that building to order each unit separately. [4] The ability to set waypoints allows a player to give multiple movement commands to a unit at once. [4] Most games also give each unit strengths and weaknesses, discouraging players from easily defeating an opponent with simple "rush" or "swarm" tactics in favour of more balanced armies.

Tactics

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 to Chris Taylor, lead designer of Supreme Commander, "The 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. "[24] Curiously, real-time strategy games have also been criticized for their lack of combat tactics. In this case, real-time tactical games have been suggested as a suitable substitute. Real-time tactics ( RTT) is a computer game Genre of Tactical wargames played in Real-time simulating the considerations and [18]

Turn-based vs real-time gameplay

A debate has emerged between fans of real-time strategy and turn-based strategy (and related genres) based on the merits of the real-time and turn-based systems. A debate has emerged between fans of real-time and turn-based games (usually some type of strategy game or role-playing game based on the merits of the Real-time and Turn-based Some titles attempt to merge the two systems: for example, the role-playing game Fallout uses turn-based combat and real-time gameplay throughout the remainder of the game, while the real-time strategy game Homeworld allows the player to pause the game and issue orders. Fallout is a Computer role-playing game produced by Tim Cain, developed by Black Isle Studios (though before the studio was named "Black Homeworld is a Real-time strategy (RTS Computer game released in 1999 developed by Relic Entertainment and published by Sierra

Real-time strategy games on the consoles

Real-time strategy games made for video game consoles have been consistently criticized due to their control schemes. The PC's keyboard and mouse are generally considered to be superior to a console's gamepad. A personal computer ( PC) is any Computer whose original sales price size and capabilities make it useful for individuals and which is intended to be operated A gamepad, also called joypad or control pad, is a type of Game controller held in the hand where the digits (especially thumbs are used to provide input RTSs for the consoles have generally met with mixed success. [25]

Graphics

Total Annihilation (1997) was the first real-time strategy game to utilize true 3D units, terrain, and physics in both rendering and in game-play. Total Annihilation (abbr TA) is a critically-acclaimed Real-time strategy game created by Cavedog Entertainment and released For instance, missiles in Total Annihilation travel in real-time in simulated 3D space, and can miss their target by passing over or under it. Homeworld and Warzone 2100 (both released in 1999) advanced the use of fully 3D environments in real-time strategy titles. Homeworld is a Real-time strategy (RTS Computer game released in 1999 developed by Relic Entertainment and published by Sierra Warzone 2100 is a Real-time strategy and Real-time tactics hybrid Computer game, developed by Pumpkin Studios and published by In the case of Homeworld, 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. Homeworld is a Real-time strategy (RTS Computer game released in 1999 developed by Relic Entertainment and published by Sierra However, the near-industry-wide switch to full 3D was very gradual and most real-time strategy titles, including the first sequels to Command & Conquer, initially used isometric 3D graphics made by pre-rendered 3D tiles. Command & Conquer (often abbreviated as C&C or CNC) is a Video game franchise, mostly of the Only in later years did these games begin to use true 3D graphics and game-play, making it possible to rotate the view of the battlefield in real-time.

Recently, real-time strategy games have more commonly incorporated physics engines, such as Havok, in order to increase realism experienced in gameplay. A physics engine is a Computer program that simulates Newtonian physics models using variables such as Mass, Velocity, Friction and Havok Physics, better known as simply Havok, is a Physics engine developed by Irish company Havok. A modern real-time strategy game that uses a physics engine is Ensemble Studios' Age of Empires III, released on October 18, 2005,[26] which used the Havok Game Dynamics SDK to power its real-time physics. Originally founded as an independent developer in 1995 Ensemble Studios has been a Microsoft -owned developer since 2001 Age of Empires III (also called AOE III) is a real-time strategy (RTS game developed by Ensemble Studios and published by Havok Physics, better known as simply Havok, is a Physics engine developed by Irish company Havok. Company of Heroes, released on September 14, 2006, is another real-time strategy game that uses real-time physics as a part of gameplay, including fully-destructible environments as well. Company of Heroes ( CoH) is a Real-time strategy computer game developed by Relic Entertainment. Events 81 - Domitian becomes Emperor of the Roman Empire upon the death of his brother Titus. Year 2006 ( MMVI) was a Common year starting on Sunday of the Gregorian calendar.

RTS games in media

See also

References

  1. ^ Bruce Geryk. This is a comprehensive list of Strategy video games for all Video game platforms Real-time tactics ( RTT) is a computer game Genre of Tactical wargames played in Real-time simulating the considerations and A History of Real-Time Strategy Games. GameSpot. Retrieved on 2008-03-31. 2008 ( MMVIII) is the current year in accordance with the Gregorian calendar, a Leap year that started on Tuesday of the Common Events 307 - After divorcing his wife Minervina, Constantine marries Fausta, the daughter of the retired Roman Emperor  “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. Retrieved on 2008-03-31. 2008 ( MMVIII) is the current year in accordance with the Gregorian calendar, a Leap year that started on Tuesday of the Common Events 307 - After divorcing his wife Minervina, Constantine marries Fausta, the daughter of the retired Roman Emperor  “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 of Sid 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. ^ GameSpy's Game of the Year 2005 (HTML). GameSpy. GameSpy, also known as GameSpy Industries, is a division of IGN Entertainment, which operates a network of game websites and provides online video game-related Retrieved on November 4, 2007.
  4. ^ a b c d e f g Geryk, Bruce. A History of Real-Time Strategy Games (HTML). GameSpot. GameSpot is a video gaming Website that provides News, Reviews Previews Downloads and other information Retrieved on May 29, 2007.
  5. ^ Bruce Geryk. A History of Real-Time Strategy Games. GameSpot. Retrieved on 2008-03-31. 2008 ( MMVIII) is the current year in accordance with the Gregorian calendar, a Leap year that started on Tuesday of the Common Events 307 - After divorcing his wife Minervina, Constantine marries Fausta, the daughter of the retired Roman Emperor  “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. ”
  6. ^ a b c d Adams, Dan (7 April 2006). Events 529 - First draft of Corpus Juris Civilis (a fundamental work in Jurisprudence) is issued by Eastern Roman Emperor Year 2006 ( MMVI) was a Common year starting on Sunday of the Gregorian calendar. The State of the RTS (HTML). IGN. IGN (abbreviated and formerly known as I magine G ames N etwork is a multimedia news and reviews Website that focuses heavily on Video Retrieved on 2007-05-31. Year 2007 ( MMVII) was a Common year starting on Monday of the Gregorian calendar in the 21st century. Events 1279 BC - Rameses II (The Great (19th dynasty becomes pharaoh of Ancient Egypt.
  7. ^ RTSC Historical RTS List. Retrieved on 5 August, 2006.
  8. ^ Cytron Masters at MobyGames. Retrieved on 7 June, 2007.
  9. ^ Game Design Memoir by Dani Bunten Berry. Retrieved on 7 June, 2007.
  10. ^ Total Annihilation Redux. Retrieved on 17 December, 2006.
  11. ^ Zzap! Issue 68, December 1990, p. 45 - Amiga Reviews: Battlemaster. Retrieved on 17 December, 2006.
  12. ^ Are Real Time Strategy Games At Their Peak?. Retrieved on 2 September, 2006.
  13. ^ The Essential 50 Part 31: Herzog Zwei. Retrieved on 17 December, 2006.
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Further reading

Dictionary

real-time strategy

-noun

  1. (video games) A warfare video game genre usually played from a third-person overhead perspective, which is based on the real time movement of troops.
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