Strategy video game
Encyclopedia
Strategy video games is a video game genre that emphasizes skillful thinking and planning to achieve victory. They emphasize strategic, tactical, and sometimes logistical challenges. Many games also offer economic challenges and exploration. These games sometimes incorporate physical challenges, but such challenges can annoy strategically minded players.

They are generally categorized into four sub-types, depending on whether the game is turn-based or real-time
Real-time computing
In computer science, real-time computing , or reactive computing, is the study of hardware and software systems that are subject to a "real-time constraint"— e.g. operational deadlines from event to system response. Real-time programs must guarantee response within strict time constraints...

, and whether the game focuses on strategy or tactics.

Definition

Strategy video games are a genre of video game that emphasize skillful thinking and planning to achieve victory. Specifically, a player must plan a series of actions against one or more opponents, and the reduction of enemy forces is usually a goal. Victory is achieved through superior planning, and the element of chance takes a smaller role. In most strategy video games, the player is given a godlike view of the game world, and indirectly controls game units under their command. Thus, most strategy games involve elements of warfare to varying degrees, and feature a combination of tactical and strategic considerations. In addition to combat, these games often challenge the player's ability to explore, or manage an economy.

Relationship to other genres

Even though there are many action game
Action game
Action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes diverse subgenres such as fighting games, shooter games, and platform games, which are widely considered the most important action games, though some...

s that involve strategic thinking, they are seldom classified as strategy games. A strategy game is typically larger in scope, and their main emphasis is on the player's ability to out-think their opponent. Strategy games rarely involve a physical challenge, and tend to annoy strategically minded players when they do. Compared to other genres such as action or adventure games where one player takes on many enemies, strategy games usually involve some level of symmetry between sides. Each side generally has access to similar resources and actions, with the strengths and weaknesses of each side being generally balanced.

Although strategy games involve strategic, tactical, and sometimes logistical challenges, they are distinct from puzzle games. A strategy game calls for planning around a conflict between players, whereas puzzle games call for planning in isolation. Strategy games are also distinct from construction and management simulation
Construction and management simulation
Construction and management simulation is a type of simulation game in which players build, expand or manage fictional communities or projects with limited resources. Strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding...

s, which include economic challenges without any fighting. These games may incorporate some amount of conflict, but are different from strategy games because they do not emphasize the need for direct action upon an opponent.

Although strategy games are similar to role-playing video game
Role-playing video game
Role-playing video games are a video game genre with origins in pen-and-paper role-playing games such as Dungeons & Dragons, using much of the same terminology, settings and game mechanics. The player in RPGs controls one character, or several adventuring party members, fulfilling one or many quests...

s in that the player must manage units with a variety of numeric attributes, RPGs tend to be about a smaller number of unique characters, while strategy games focus on larger numbers of fairly similar units.

Units and conflict

Conflict in strategy games takes place between groups or singular combatants, usually called units. Games vary in how many types of units a player can use, but each unit has specific strengths and weaknesses. Units vary in their movement and speed, as well as the amount of health or damage they can withstand. Units may also have different levels of attack strength or range. Although units are typically used for combat, they may also be used for other purposes such as transport and scouting. Units that cannot move such as fixed turrets are often still treated as units. If a unit is destroyed, the player loses the benefit of that unit. Most strategy games allow players to construct new units in buildings or factories.

The player commands their forces by selecting a unit, usually by clicking it with the mouse, and issuing an order from a menu. Keyboard shortcuts become important for advanced players. Units can typically move, attack, stop, hold a position, although other strategy games offer more complex orders. Units may even have specialized abilities, such as the ability to become invisible to other units. Some strategy games even offer special leader units that provide a bonus to other units. Units may also have the ability to sail or fly over otherwise impassable terrain, or provide transport for other units. Non-combat abilities often include the ability to repair or construct other units or buildings.

Even in imaginary or fantastic conflicts, strategy games try to reproduce important tactical situations throughout history. Techniques such as flanking, making diversions, or cutting supply lines may become integral parts of managing combat. Terrain becomes an important part of strategy, since units may gain or lose advantages based on the landscape. Some strategy games such as Civilization III
Civilization III
Sid Meier's Civilization III, commonly shortened to Civ III or Civ 3, is the third installment of the Sid Meier's Civilization turn-based strategy computer game series. It was preceded by Civilization II and followed by Civilization IV. The game offers very sophisticated gameplay in terms of both...

and Medieval 2: Total War
Medieval 2: Total War
Medieval II: Total War, the indirect sequel to 2002's Medieval: Total War and the fourth game in the Total War series from The Creative Assembly, is a game of turn-based strategic rounds and real-time tactically-oriented battles. The game is set between the years 1080 and 1530...

involve other forms of conflict such as diplomacy and espionage. However, warfare is the most common form of conflict, as game designers have found it difficult to make non-violent forms of conflict as appealing.

Economy, resources and upgrades

Strategy games often involve other economic challenges. These can include building construction, population maintenance, and resource management. Strategy games frequently make use of a windowed interface to manage these complex challenges.

Most strategy games allow players to accumulate resources which can be converted to units, or converted to buildings such as factories that produce more units. The quantity and types of resources vary from game to game. Some games will emphasize resource acquisition by scattering large quantities throughout the map, while other games will put more emphasis on how resources are managed and applied by balancing the availability of resources between players. To a lesser extent, some strategy games give players a fixed quantity of units at the start of the game.

Strategy games often allow the player to spend resources on upgrades or research. Some of these upgrades enhance the player's entire economy. Other upgrades apply to a unit or class of units, and unlock or enhance certain combat abilities. Sometimes enhancements are enabled by building a structure that enables more advanced structures. Games with a large number of upgrades often feature a technology tree, which is a series of advancements that players can research to unlock new units, buildings, and other capabilities. Technology trees are quite large in some games, and 4X
4X
4X games are a genre of strategy video game in which players control an empire and "explore, expand, exploit, and exterminate." The term was first coined by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World...

 strategy games are known for having the largest.

A build order
Build order
In strategy computer games, of both the turn-based and real-time varieties, a build order is a linear pattern of production, research, and resource management aimed at achieving a specific and specialized goal...

 is a linear pattern of production, research, and resource management aimed at achieving a specific and specialized goal. They are analogous to chess opening
Chess opening
A chess opening is the group of initial moves of a chess game. Recognized sequences of opening moves are referred to as openings as initiated by White or defenses, as created in reply by Black. There are many dozens of different openings, and hundreds of named variants. The Oxford Companion to...

s, in that a player will have a specific order of play in mind, however the amount the build order, the strategy around which the build order is built or even which build order is then used varies on the skill, ability and other factors such as how aggressive or defensive each player is.

Map and exploration

Early strategy games featured a top-down perspective, not unlike a board game or paper map. Later games adopted an isometric perspective. Even with the rise of 3D graphics and the potential to manipulate the camera, games usually features some kind of aerial view. Very rarely do strategy games show the world from the perspective from an avatar on the ground. This is to provide the player with a big picture view of the game world, and form more effective strategies.

Exploration is a key element in most strategy games. The landscape is often shrouded in darkness, and this darkness is lifted as a player's units enters the area. The ability to explore may be inhibited by different kinds of terrain, such as hills, water, or other obstructions. Even after an area is explored, that area may become dim if the player does not patrol it. This design technique is called the fog of war
Fog of war
The fog of war is a term used to describe the uncertainty in situation awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding own capability, adversary capability, and adversary intent during an engagement, operation, or campaign...

, where the player can see the terrain but not the units within the explored area. This makes it possible for enemies to attack unexpectedly from otherwise explored areas.

Real-time versus turn-based

Strategy video games are categorized based on whether they offer the continuous gameplay of real-time strategy
Real-time strategy
Real-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....

, or the discrete phases of turn-based strategy
Turn-based strategy
A turn-based strategy game is a strategy game where players take turns when playing...

. These differences in time-keeping lead to several other differences. Typically, turn-based strategy games have stronger artificial intelligence than real-time strategy games, since the turn-based pace allows more time for complex calculations. But a real-time artificial intelligence makes up for this disadvantage with its ability to manage multiple units more quickly than a human. Overall, real-time strategy games are more action-oriented, as opposed to the abstract planning emphasized in turn-based strategy.

The relative popularity of real-time strategy has led critics to conclude that more gamers prefer action-oriented games. Fans of real-time strategy have criticized the wait times associated with turn-based games, and praised the challenge and realism associated with making quick decisions in real-time. In contrast, turn-based strategy fans have criticized real-time strategy games because most units do not behave appropriately without orders, and thus a turn-based pace allows players to input more realistic and detailed plans. Game theorists have noted that strategic thinking does not lend itself well to real-time action, and turn-based strategy purists have criticized real-time strategy games for replacing "true strategy" with gameplay that rewards "rapid mouse-clicking". Overall, reviewers have been able to recognize the advantages associated with both of the main types of strategy games.

Strategy versus tactics

Most strategy video games involve a mix of both strategy
Military strategy
Military strategy is a set of ideas implemented by military organizations to pursue desired strategic goals. Derived from the Greek strategos, strategy when it appeared in use during the 18th century, was seen in its narrow sense as the "art of the general", 'the art of arrangement' of troops...

 and tactics
Military tactics
Military tactics, the science and art of organizing an army or an air force, are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle. Changes in philosophy and technology over time have been reflected in changes to military tactics. In...

. "Tactics" usually refer how troops are utilized in a given battle, whereas "strategy" describes the mix of troops, the location of the battle, and the commander's larger goals or military doctrine
Military doctrine
Military doctrine is the concise expression of how military forces contribute to campaigns, major operations, battles, and engagements.It is a guide to action, not hard and fast rules. Doctrine provides a common frame of reference across the military...

. However, there is also a growing subgenre of purely tactical games, which are referred to as real-time tactics
Real-time tactics
Real-time tactics or RTT is a subgenre of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics...

, and turn-based tactics
Turn-based tactics
Turn-based tactics , or tactical turn-based , is a computer and video game genre of strategy video games that through stop-action simulates the considerations and circumstances of operational warfare and military tactics in generally small-scale confrontations as opposed to more strategic...

. Game reviewers and scholars sometimes debate whether they are using terminology such as "tactics" or "strategy" appropriately. Chris Taylor
Chris Taylor (game designer)
Chris Taylor is a computer game designer and entrepreneur most famous for developing Total Annihilation and the Dungeon Siege series and for founding Gas Powered Games...

, the designer of Total Annihilation
Total Annihilation
Total Annihilation is a real-time strategy video game created by Cavedog Entertainment, a sub-division of Humongous Entertainment, and released on September 30, 1997 by GT Interactive for Microsoft Windows and Mac OS. It was the first RTS game to feature 3D units and terrain...

and Supreme Commander, has gone so far as to suggest that real-time strategy titles are more about tactics than strategy. But releases that are considered pure tactical games usually provide players with a fixed set of units, and downplay other strategic considerations such as manufacturing, and resource management. Tactical games are strictly about combat, and typically focus on individual battles, or other small sections in a larger conflict.

Settings and themes

Strategy games can take place in a number of settings. Depending on the theatre of warfare
Theater (warfare)
In warfare, a theater, is defined as an area or place within which important military events occur or are progressing. The entirety of the air, land, and sea area that is or that may potentially become involved in war operations....

, releases may be noted as naval strategy
Naval strategy
Naval strategy is the planning and conduct of war at sea, the naval equivalent of military strategy on land.Naval strategy, and the related concept of maritime strategy, concerns the overall strategy for achieving victory at sea, including the planning and conduct of campaigns, the movement and...

 games, or space strategy games. A title may be noted for its grand strategic
Grand strategy
Grand strategy comprises the "purposeful employment of all instruments of power available to a security community". Military historian B. H. Liddell Hart says about grand strategy:...

 scale, whether the game is real-time, or turn-based. Strategy games also draw on a number of historical periods, including World War II
World War II
World War II, or the Second World War , was a global conflict lasting from 1939 to 1945, involving most of the world's nations—including all of the great powers—eventually forming two opposing military alliances: the Allies and the Axis...

, the medieval era, or the Napoleonic era
Napoleonic Era
The Napoleonic Era is a period in the history of France and Europe. It is generally classified as including the fourth and final stage of the French Revolution, the first being the National Assembly, the second being the Legislative Assembly, and the third being the Directory...

. Some strategy games are even based in an alternate history, by manipulating and rewriting certain historical facts. It is also common to see games based in science fiction or futuristic settings, as well as fantasy settings.

Some strategy games are abstract, and do not try to represent a world with high fidelity. Although many of these may still involve combat in the sense that units can capture or destroy each other, these games sometimes offer non-combat challenges such as arranging units in specific patterns. However, the vast majority of computerized strategy games are representational, with more complex game mechanics.

Single player, multiplayer, and massively multiplayer

Strategy games include single-player gameplay, multiplayer gameplay, or both. Single player games will sometimes feature a campaign mode
Campaign setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place...

, which involves a series of matches against several artificial intelligence
Artificial intelligence
Artificial intelligence is the intelligence of machines and the branch of computer science that aims to create it. AI textbooks define the field as "the study and design of intelligent agents" where an intelligent agent is a system that perceives its environment and takes actions that maximize its...

 opponents. Finishing each match or mission will advance the game's plot, often with cut scenes, and some games will reward a completed mission with new abilities or upgrades. Hardcore strategy gamers tend to prefer multiplayer competition, where human opponents provide more challenging competition than the artificial intelligence. Artificial intelligence opponents often need hidden information or bonuses to provide a challenge to players.

More recently, massively multiplayer online strategy games have appeared such as Shattered Galaxy
Shattered Galaxy
Shattered Galaxy is a massively multiplayer online real-time strategy that was released in 2001 by Nexon Inc., now known as KRU Interactive, after an extensive open beta period. In Usa itt was published by TriSynergy. It combines the attributes of a massive multiplayer online role-playing game...

from 2001. However, these games are relatively difficult to design and implement compared to other massively multiplayer online game
Massively multiplayer online game
A massively multiplayer online game is a multiplayer video game which is capable of supporting hundreds or thousands of players simultaneously. By necessity, they are played on the Internet, and usually feature at least one persistent world. They are, however, not necessarily games played on...

s, as the numerous player-controlled units create a larger volume of online data. By 2006, reviewers expressed disappointment with the titles produced thus far. Critics argued that strategy games are not conducive to massively multiplayer gameplay. A single victory cannot have much impact in a large persistent world, and this makes it hard for a player to care about a small victory, especially if they are fighting for a faction that is losing an overall war. However, more recent developers have tried to learn from past mistakes, resulting in Dreamlords
Dreamlords
.Dreamlords is a MMOG massively multiplayer real-time strategy game, developed by Lockpick Entertainment. Dreamlords is online only, and is free to play with an option to pay for additional benefit...

from 2007, and Saga from 2008.

History

The origin of strategy video games is rooted in traditional tabletop strategy games like Chess
Chess
Chess is a two-player board game played on a chessboard, a square-checkered board with 64 squares arranged in an eight-by-eight grid. It is one of the world's most popular games, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments.Each player...

 and Go, as well as board and miniatures wargaming
Wargaming
A wargame is a strategy game that deals with military operations of various types, real or fictional. Wargaming is the hobby dedicated to the play of such games, which can also be called conflict simulations, or consims for short. When used professionally to study warfare, it is generally known as...

. The first console strategy game was a Risk
Risk (game)
Risk is a strategic board game, produced by Parker Brothers . It was invented by French film director Albert Lamorisse and originally released in 1957 as La Conquête du Monde in France. Risk is a turn-based game for two to six players...

-like game called Invasion
Invasion
An invasion is a military offensive consisting of all, or large parts of the armed forces of one geopolitical entity aggressively entering territory controlled by another such entity, generally with the objective of either conquering, liberating or re-establishing control or authority over a...

,
released in 1972 for the Magnavox Odyssey
Magnavox Odyssey
The Magnavox Odyssey is the world's first home video game console. It was first demonstrated on May 24, 1972 and released in August of that year, predating the Atari Pong home consoles by three years....

. Strategic Simulations (SSI)'s Computer Bismarck
Computer Bismarck
Computer Bismarck is a computer wargame developed and published by Strategic Simulations, Inc. in 1980. The game is based on the last battle of the battleship Bismarck, in which British Armed Forces pursue the German Bismarck in 1941...

, released in 1980, was the first historical computer wargame. Companies such as SSI, Avalon Hill
Avalon Hill
Avalon Hill was a game company that specialized in wargames and strategic board games. Its logo contained its initials "AH", and it was often referred to by this abbreviation. It also published the occasional miniature wargaming rules, role-playing game, and had a popular line of sports simulations...

, MicroProse
MicroProse
MicroProse was a video game publisher and developer, founded by Wild Bill Stealey and Sid Meier in 1982 as Microprose Software. In 1993, the company became a subsidiary of Spectrum HoloByte and has remained a subsidiary or brand name under several other corporations since...

, and Strategic Studies Group
Strategic Studies Group
Strategic Studies Group, commonly known as SSG, is an Australian software development company that makes primarily strategy wargames.The company was founded by strategy game enthusiasts Ian Trout and Roger Keating. Ian was proprietor of a military books store and Roger had had several of his games...

 released many strategy titles throughout the 1980s. Reach for the Stars from 1983 was one of the first 4X
4X
4X games are a genre of strategy video game in which players control an empire and "explore, expand, exploit, and exterminate." The term was first coined by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World...

 strategy games, which expanded upon the relationship between economic growth, technological progress, and conquest. That same year, Nobunaga's Ambition
Nobunaga's Ambition
is a series of turn-based grand strategy role-playing simulation video games, first released in 1983 by the Japanese video game developer Koei.Games in the franchise have been released on a variety of gaming platforms, including the Nintendo Entertainment System, Nintendo Game Boy, Sega Mega Drive,...

was a conquest-oriented grand strategy wargame
Grand strategy wargame
A grand strategy wargame is a wargame that places focus on grand strategy: military strategy at the level of movement and use of an entire nation state or empire's resources.-Scope of games:...

 with historical simulation
Simulation video game
A simulation video game describes a diverse super-category of computer and video games, generally designed to closely simulate aspects of a real or fictional reality.-Sub-genres:-Construction and management simulation:...

 elements.

1989's Herzog Zwei
Herzog Zwei
Herzog Zwei is a Mega Drive / Genesis game by Technosoft, published in 1989 . It is an early real-time strategy game, the first with a feature set that falls under the contemporary definition of the genre, predating the genre-popularizing Dune II...

is often considered the first real-time strategy
Real-time strategy
Real-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....

 game, although real-time strategy elements can be found in several earlier games, such as Dan Bunten's Cytron Masters
Cytron Masters
Cytron Masters is a computer game by Dani Bunten Berry released for the Apple II in either 1980 or June 1, 1982. It was developed by his company, Ozark Softscape, and released by Strategic Simulations, Inc...

and Don Daglow
Don Daglow
Don Daglow is an American computer game and video game designer, programmer and producer. He is best known for designing a series of pioneering simulation games and role-playing games, as well as the first computer baseball game and the first graphical MMORPG, all between 1971 and 1995...

's Utopia
Utopia (video game)
Utopia is a video game, released on Intellivision in 1981 and often regarded as among the first sim games and god games. It is also regarded as setting the scene for the real-time strategy genre. It was designed and programmed by Don Daglow....

in 1982; Kōji Sumii's Bokosuka Wars
Bokosuka Wars
is a 1983 action-strategy role-playing video game developed by Kōji Sumii and released by ASCII for the Sharp X1 computer, followed by ports to the MSX, FM-7, NEC PC-6001, NEC PC-8801 and NEC PC-9801 computer platforms, as well as an altered version released for the Nintendo Famicom console and...

in 1983; D. H. Lawson and John Gibson's Stonkers
Stonkers
Stonkers is one of the earliest real-time strategy games. It was written for the ZX Spectrum and published by Imagine Software in 1983. It was designed and programmed by John Gibson with graphics by Paul Lindale.-Summary:...

and Steven Faber's Epidemic!
Epidemic!
Epidemic! is a real-time strategy game in which the player stands in control of a world on the brink of extinction.-Summary:A space-borne plague has hit the planet and the player must stem the epidemic as quickly as possible and with minimal loss of life....

in 1983; and Evryware's The Ancient Art of War in 1984.

The genre was popularized by Dune II
Dune II
Dune II: The Building of a Dynasty is a Dune computer game released in 1992 by Westwood Studios...

three years later in 1992. Brett Sperry, the creator of Dune II, coined the name "real-time strategy" to help market the new game genre he helped popularize. Real-time strategy games changed the strategy genre by emphasizing the importance of time management, with less time to plan. Real-time strategy games eventually began to outsell turn-based strategy games.

Since its first title
Shogun: Total War
Shogun: Total War is a turn-based strategy and real-time tactics computer game developed by The Creative Assembly and published by Electronic Arts. Released in June 2000, the game is the debut title in The Creative Assembly's Total War series...

 was released in 2000, the Total War series by the Creative Assembly
Creative Assembly
The Creative Assembly is a British video game developer established in 1987 by Tim Ansell and based in the West Sussex town of Horsham. An Australian branch is also operated from Fortitude Valley, Queensland...

has become the most successful series of strategy games of all time, with sales of copies of Empire: Total War
Empire: Total War
Empire: Total War is a turn-based strategy and real-time tactics computer game developed by The Creative Assembly and published by Sega. The fifth instalment in the Total War series, the game was released in North America on 3 March 2009, and in the rest of the world the following day...

numbering in the millions.

4X

4X games are a genre of strategy video game in which players control an empire
Empire
The term empire derives from the Latin imperium . Politically, an empire is a geographically extensive group of states and peoples united and ruled either by a monarch or an oligarchy....

 and "explore, expand, exploit, and exterminate". The term was first coined by Alan Emrich
Alan Emrich
Alan Emrich is best known as a writer about and designer of computer games, who coined the term "4X", contributed to the design of Master of Orion and Master of Orion 3, and wrote strategy guides for video games. Before the rise of computer games Emrich wrote about and designed board games and...

 in his September 1993 preview of Master of Orion
Master of Orion
Master of Orion is a turn-based, 4X science fiction computer strategy game released in 1993 by MicroProse on the MS-DOS and Mac OS operating systems. The purpose of the game is to lead one of ten races to dominate the galaxy through a combination of diplomacy and conquest while developing...

for Computer Gaming World
Computer Gaming World
Computer Gaming World was a computer game magazine founded in 1981 by Russell Sipe as a bimonthly publication. Early issues were typically 40-50 pages in length, written in a newsletter style, including submissions by game designers such as Joel Billings , Dan Bunten , and Chris Crawford...

. Since then, others have adopted the term to describe games of similar scope and design
Game design
Game design, a subset of game development, is the process of designing the content and rules of a game in the pre-production stage and design of gameplay, environment, storyline, and characters during production stage. The term is also used to describe both the game design embodied in a game as...

.

4X games are noted for their deep, complex gameplay
Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it...

. Emphasis is placed upon economic and technological development, as well as a range of non-military routes to supremacy. Games can take a long time to complete since the amount of micromanagement
Micromanagement (computer gaming)
In gaming, micromanagement describes minor, detailed gameplay elements that must be manually addressed by the player. It appears in a wide range of games including strategy video games, construction and management simulations and pet-raising simulations...

 needed to sustain an empire scales as the empire grows. 4X games are sometimes criticized for becoming tedious for these reasons, and several games have attempted to address these concerns by limiting micromanagement.

The earliest 4X games borrowed ideas from board game
Board game
A board game is a game which involves counters or pieces being moved on a pre-marked surface or "board", according to a set of rules. Games may be based on pure strategy, chance or a mixture of the two, and usually have a goal which a player aims to achieve...

s and 1970s text-based computer games. The first 4X games were turn-based, but real-time
Real-time strategy
Real-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....

 4X games are also not uncommon. Many 4X games were published in the mid-1990s, but were later outsold by other types of strategy games. Sid Meier
Sid Meier
Sidney K. "Sid" Meier is a Canadian programmer and designer of several popular computer strategy games, most notably Civilization. He has won accolades for his contributions to the computer games industry...

's Civilization is an important example from this formative era, and popularized the level of detail that would later become a staple of the genre. In the new millennium, several 4X releases have become critically and commercially successful.

Artillery


Artillery is the generic name for either early two- or three-player (usually turn-based) computer games involving tank
Tank
A tank is a tracked, armoured fighting vehicle designed for front-line combat which combines operational mobility, tactical offensive, and defensive capabilities...

s fighting each other in combat or similar derivative games. Artillery games are among the earliest computer games developed; the theme of such games is an extension of the original uses of computer themselves, which were once used to calculate the trajectories of rockets and other related military-based calculations. Artillery games have been typically described as a type of turn-based strategy
Turn-based strategy
A turn-based strategy game is a strategy game where players take turns when playing...

 game, though they have also been described as a type of "shooting game."

Early precursors to the modern artillery-type games were text-only games that simulated artillery entirely with input data values. A BASIC
BASIC
BASIC is a family of general-purpose, high-level programming languages whose design philosophy emphasizes ease of use - the name is an acronym from Beginner's All-purpose Symbolic Instruction Code....

 game known simply as Artillery was written by Mike Forman and was published in Creative Computing
Creative Computing
Creative Computing was one of the earliest magazines covering the microcomputer revolution. Published from 1974 until December 1985, Creative Computing covered the whole spectrum of hobbyist/home/personal computing in a more accessible format than the rather technically-oriented BYTE. The magazine...

magazine in 1976
1976 in video gaming
-Events:* In October, Warner Communications acquires Atari from Nolan Bushnell for $28 million USD. Bushnell stays on as chairman.-Notable releases:* Atari releases F-1 and Night Driver...

. This seminal home computer version of the game was revised in 1977
1977 in video gaming
-Events:*Agnes Kim opens the first Electronics Boutique, a kiosk at the King of Prussia Mall in King of Prussia, Pennsylvania selling transistor radios and calculators....

 by M. E. Lyon and Brian West and was known as War 3; War 3 was revised further in 1979
1979 in video gaming
-Notable releases:* Richard Garriott creates Akalabeth, a computer role-playing game for the Apple IIe. It launches Garriott's career and is a precursor to his highly successful Ultima series....

 and published as Artillery-3. These early versions of turn-based tank combat games interpreted human-entered data such as the distance between the tanks, the velocity or "power" of the shot fired and the angle of the tanks' turrets.

Real-time strategy


Usually applied only to certain computer strategy games, the moniker "real-time strategy
Real-time strategy
Real-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....

" (RTS) indicates that the action in the game is continuous, and players will have to make their decisions and actions within the backdrop of a constantly changing game state, and computer real-time strategy gameplay is characterised by obtaining resources, building bases, researching technologies and producing units. Very few non-computer strategy games are real-time; one example is Icehouse
Icehouse (game)
Icehouse is a turnless abstract strategy game invented by Andrew Looney and John Cooper. It was the first of many games played with Icehouse pieces....

.

Some players dispute the importance of Strategy in Real Time Strategy games, as skill and manual dexterity are often seen as the deciding factor in this genre of game. According to Troy Dunniway, "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." Ernest Adams goes so far as to suggest that real-time gameplay interferes with strategy. "Strategic thinking, at least in the arena of gameplay, does not lend itself well to real-time action".

Many strategy players claim that many RTS games really should be labeled as "Real-Time Tactical" (RTT) games since the game play revolves entirely around tactics, with little or even no strategy involved. Massively Multiplayer Online Games (MMOGs or MMOs) in particular have had a difficult time implementing strategy since having strategy implies some mechanism for "winning". MMOs, by their nature, are typically designed to be never-ending. Nevertheless, some games are attempting to "crack the code," so-to-speak, of the true real-time strategy MMOG. One method by which they are doing so is by making defenses stronger than the weapons, thereby slowing down combat considerably and making it possible for players to more carefully consider their actions during a confrontation. Customizable units are another way of adding strategic elements, as long as players are truly able to influence the capabilities of their units. The industry is seeking to present new candidates worthy of being known for "thought strategy" rather than "dexterity strategy".

While Herzog Zwei
Herzog Zwei
Herzog Zwei is a Mega Drive / Genesis game by Technosoft, published in 1989 . It is an early real-time strategy game, the first with a feature set that falls under the contemporary definition of the genre, predating the genre-popularizing Dune II...

is regarded as the first true RTS
Real-time strategy
Real-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....

 game, the defining title for the genre was Westwood Studios
Westwood Studios
Westwood Studios was a computer and video game developer, based in Las Vegas, Nevada. It was founded by Brett Sperry and Louis Castle in as Westwood Associates, and renamed to Westwood Studios when it merged with Virgin Interactive in...

's Dune II
Dune II
Dune II: The Building of a Dynasty is a Dune computer game released in 1992 by Westwood Studios...

, which was followed by their seminal Command & Conquer games. Cavedog's Total Annihilation
Total Annihilation
Total Annihilation is a real-time strategy video game created by Cavedog Entertainment, a sub-division of Humongous Entertainment, and released on September 30, 1997 by GT Interactive for Microsoft Windows and Mac OS. It was the first RTS game to feature 3D units and terrain...

(1997), Blizzard
Blizzard Entertainment
Blizzard Entertainment, Inc. is an American video game developer and publisher founded on February 8, 1991 under the name Silicon & Synapse by three graduates of UCLA, Michael Morhaime, Allen Adham and Frank Pearce and currently owned by French company Activision Blizzard...

's Warcraft
Warcraft
Warcraft: Orcs & Humans is a real-time strategy game , developed by Blizzard Entertainment and published by Blizzard and Interplay Entertainment. The MS-DOS version was released in November 1994 and the Macintosh version in late 1996. Sales were fairly high, reviewers were mostly impressed, and the...

(1994) series, StarCraft
StarCraft
StarCraft is a military science fiction real-time strategy video game developed by Blizzard Entertainment. The first game of the StarCraft series was released for Microsoft Windows on 31 March 1998. With more than 11 million copies sold worldwide as of February 2009, it is one of the best-selling...

(1998), and Ensemble Studios
Ensemble Studios
Ensemble Studios was a video game developer initially established in 1995 as an independent company, but was owned by Microsoft from 2001 to 2009, when it was officially disbanded. Ensemble developed many real-time strategy games, including the Age of Empires game series, Age of Mythology, and Halo...

' Age of Empires (1997) series are some of the most popular RTS games. In addition, online games such as NukeZone
NukeZone
NukeZone is a text-based, real-time strategy wargame played on the Internet via a web browser and requires no downloads to play. It can be played as an individual or as a member of a "clan." Clans compete in three categories - Points, Net Worth and Combo .-History:NukeZone was started in 2001, by...

 can be considered belonging in this genre as well.

Real-time tactics

Real-time tactics (abbreviated RTT and less commonly referred to as fixed-unit real-time strategy) is a subgenre of tactical wargame
Tactical wargame
Tactical wargames are a type of wargame that models military conflict at a tactical level, i.e. units range from individual vehicles and squads to platoons or companies. These units are rated based on types and ranges of individual weaponry...

s played in real-time simulating the considerations and circumstances of operational warfare
Operational warfare
Operational mobility, beginning as a military theory concept during the period of mechanisation of armed forces, became a method of managing movement of forces by strategic commanders from the staging area to their Tactical Area of Responsibility....

 and military tactics
Military tactics
Military tactics, the science and art of organizing an army or an air force, are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle. Changes in philosophy and technology over time have been reflected in changes to military tactics. In...

. It is also sometimes considered a subgenre of real-time strategy
Real-time strategy
Real-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....

, and thus may in this context exist as an element of gameplay or as a basis for the whole game. It is differentiated from real-time strategy
Real-time strategy
Real-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....

 gameplay by the lack of resource micromanagement
Micromanagement
In business management, micromanagement is a management style where a manager closely observes or controls the work of her or his subordinates or employees...

 and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics. Example titles include Warhammer: Dark Omen
Warhammer: Dark Omen
Warhammer: Dark Omen is a real-time tactical wargame and the sequel to Warhammer: Shadow of the Horned Rat. It is a seminal exemplar of a game of the real-time tactics genre. First released for PC, it was later released for the Sony PlayStation...

, World In Conflict
World in Conflict
World in Conflict, or WiC, is a real-time tactical video game developed by the Swedish video game company Massive Entertainment and published by Ubisoft for Microsoft Windows. The game was released in September 2007...

, the Close Combat series, and early tactical role-playing game
Tactical role-playing game
A tactical role-playing game is a type of video game which incorporates elements of traditional role-playing video games and strategy games. In Japan these games are known as , a designation which might seem peculiar to native English speakers...

s such as Bokosuka Wars
Bokosuka Wars
is a 1983 action-strategy role-playing video game developed by Kōji Sumii and released by ASCII for the Sharp X1 computer, followed by ports to the MSX, FM-7, NEC PC-6001, NEC PC-8801 and NEC PC-9801 computer platforms, as well as an altered version released for the Nintendo Famicom console and...

, Silver Ghost
Kure Software Koubou
Kure Software Koubou , or KSK, is a Japanese game development company founded in 1985 that creates games for many platforms, but focusing mostly on home computers...

, and First Queen
First Queen
is a real-time strategy-action RPG video game developed by Kure Software Koubou. It was first released on the Sharp X68000 and NEC PC-9801 computer platforms in Japan in 1988, and then subsequently released on the Super Famicom as First Queen: Ornic Senki in 1994 and Microsoft Windows as First...

.

Turn-based strategy


The term "turn-based strategy game
Turn-based strategy
A turn-based strategy game is a strategy game where players take turns when playing...

" (TBS) is usually reserved for certain computer strategy games, to distinguish them from real-time computer strategy games. A player of a turn-based game is allowed a period of analysis before committing to a game action. Examples of this genre are the Civilization, Heroes of Might and Magic
Heroes of Might and Magic
Heroes of Might and Magic is a series of video games originally created and developed by Jon Van Caneghem through New World Computing. As part of the Might and Magic franchise, the series changed ownership when NWC was acquired by 3DO and again when 3DO closed down and sold the rights to Ubisoft...

, Making History, Advance Wars
Advance Wars
Advance Wars, known in Japan as is a turn-based tactics video game developed for the Game Boy Advance by Intelligent Systems and published by Nintendo. It was released in North America on September 10, 2001, but put on hold in Japan and Europe due to the following day's terrorist attacks in the USA...

, and the Master of Orion
Master of Orion
Master of Orion is a turn-based, 4X science fiction computer strategy game released in 1993 by MicroProse on the MS-DOS and Mac OS operating systems. The purpose of the game is to lead one of ten races to dominate the galaxy through a combination of diplomacy and conquest while developing...

series.

TBS games come in two flavors, differentiated by whether players make their plays simultaneously or take turns. The former types of games are called simultaneously executed TBS games, with Diplomacy
Diplomacy (game)
Diplomacy is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in 1959. Its main distinctions from most board wargames are its negotiation phases and the absence of dice or other game elements that produce random effects...

a notable example. The latter games fall into the player-alternated TBS games category, and are subsequently subdivided into (a) ranked, (b) round-robin start, and (c) random, the difference being the order under which players take their turns. With (a), ranked, the players take their turns in the same order every time. With (b), the first player is selected according to a round-robin
Round-robin
The term round-robin was originally used to describe a document signed by multiple parties in a circle to make it more difficult to determine the order in which it was signed, thus preventing a ringleader from being identified...

 policy. With (c), random, the first player is, of course, randomly selected.

Almost all non-computer strategy games are turn-based; however, the personal computer game
Personal computer game
A PC game, also known as a computer game, is a video game played on a personal computer, rather than on a video game console or arcade machine...

 market trend has lately inclined more towards real-time games. Some recent games feature a mix of both real-time and turn-based elements thrown together.

Turn-based tactics

Main article Turn-based tactics
Turn-based tactics
Turn-based tactics , or tactical turn-based , is a computer and video game genre of strategy video games that through stop-action simulates the considerations and circumstances of operational warfare and military tactics in generally small-scale confrontations as opposed to more strategic...



Turn-based tactics (TBT), or tactical turn-based (TTB), is a genre of strategy video games that through stop-action simulates the considerations and circumstances of operational warfare
Operational warfare
Operational mobility, beginning as a military theory concept during the period of mechanisation of armed forces, became a method of managing movement of forces by strategic commanders from the staging area to their Tactical Area of Responsibility....

 and military tactics
Military tactics
Military tactics, the science and art of organizing an army or an air force, are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle. Changes in philosophy and technology over time have been reflected in changes to military tactics. In...

 in generally small-scale confrontations as opposed to more strategic considerations of turn-based strategy
Turn-based strategy
A turn-based strategy game is a strategy game where players take turns when playing...

 (TBS) games.

Turn-based tactical gameplay is characterized by the expectation of players to complete their tasks using only the combat forces provided to them, and usually by the provision of a realistic (or at least believable) representation of military tactics and operations. Examples of this genre include the Wars, Jagged Alliance
Jagged Alliance
Jagged Alliance is a tactical role-playing game released in 1994 for MS-DOS and in 2009 for the Nintendo DS. It is the first game in the Jagged Alliance series, and was followed by Jagged Alliance: Deadly Games and Jagged Alliance 2 .-Plot:Jagged Alliance takes place on the fictional south...

and X-COM
X-COM
X-COM is a series of strategy games created by Julian Gollop. In 2010 2K Marin announced the official reboot of the series, entitled simply XCOM. The original game has a cult following.- Original series :...

series, as well as tactical role-playing game
Tactical role-playing game
A tactical role-playing game is a type of video game which incorporates elements of traditional role-playing video games and strategy games. In Japan these games are known as , a designation which might seem peculiar to native English speakers...

s such as the Fire Emblem
Fire Emblem
is a fantasy tactical role-playing video game franchise developed by Intelligent Systems , the maker of Advance Wars , and published by Nintendo...

, Final Fantasy Tactics
Final Fantasy Tactics
is a tactical role-playing game developed and published by Square for the Sony PlayStation video game console. It is the first game of the Final Fantasy Tactics series and was released in Japan in June 1997 and in the United States in January 1998...

and Heroes of Might and Magic
Heroes of Might and Magic
Heroes of Might and Magic is a series of video games originally created and developed by Jon Van Caneghem through New World Computing. As part of the Might and Magic franchise, the series changed ownership when NWC was acquired by 3DO and again when 3DO closed down and sold the rights to Ubisoft...

series of games.

Wargames

Wargames are a subgenre of strategy video games that emphasize strategic or tactical warfare on a map, as well as historical (or near-historical) accuracy.

The primary gameplay mode in a wargame is usually tactical: fighting battles. Wargames sometimes have a strategic mode where players may plan their battle or choose an area to conquer, but players typically spend much less time in this mode and more time actually fighting. Because it is difficult to provide an intelligent way to delegate tasks to a subordinate, war games typically keep the number of units down to hundreds rather than hundreds of thousands.

Examples of wargames include Koei's Nobunaga's Ambition
Nobunaga's Ambition
is a series of turn-based grand strategy role-playing simulation video games, first released in 1983 by the Japanese video game developer Koei.Games in the franchise have been released on a variety of gaming platforms, including the Nintendo Entertainment System, Nintendo Game Boy, Sega Mega Drive,...

and Romance of the Three Kingdoms
Romance of the Three Kingdoms (video game series)
, or Sangokushi in Japanese, is a series of turn-based tactical role-playing simulation grand strategy wargames produced by Koei. Originating from Japan in 1985, eleven installments of the game have been published in Japan, Korea, Taiwan, China and North America to date.-Overview:The games are...

series, and several titles by Strategic Simulations, Inc.
Strategic Simulations, Inc.
Strategic Simulations, Inc. was a video game developer and publisher with over 100 titles to its credit since its founding in 1979. It was especially noted for its numerous wargames, its official computer game adaptations of Dungeons & Dragons, and for the groundbreaking Panzer General...

 (SSI) and Strategic Studies Group
Strategic Studies Group
Strategic Studies Group, commonly known as SSG, is an Australian software development company that makes primarily strategy wargames.The company was founded by strategy game enthusiasts Ian Trout and Roger Keating. Ian was proprietor of a military books store and Roger had had several of his games...

 (SSG).

See also

  • Build order
    Build order
    In strategy computer games, of both the turn-based and real-time varieties, a build order is a linear pattern of production, research, and resource management aimed at achieving a specific and specialized goal...

  • Micromanagement
    Micromanagement (computer gaming)
    In gaming, micromanagement describes minor, detailed gameplay elements that must be manually addressed by the player. It appears in a wide range of games including strategy video games, construction and management simulations and pet-raising simulations...

  • Rush
    Rush (computer and video games)
    In video games, rushing is analogous to the human wave attack in real-world ground warfare, in which speed and surprise are used to overwhelm and/or cripple an enemy before they achieve effective buildups of sizable defensive and/or expansionist capabilities....

  • Technology tree
  • Turtle
    Turtle (game term)
    Turtling is a gameplay strategy that emphasizes heavy defense. Ostensibly, turtling minimizes risk to the turtling player while baiting opponents to take risks in trying to overcome the defenses. In practice, however, games are often designed to punish turtling through various game mechanics...

  • Spam
The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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