Wednesday, February 24, 2010

Real-time Strategy Genre

Real-time strategy (RTS) games are a genre of computer wargames which do not progress incrementally in turns. Brett Sperry is credited with coining the term to market his video game, Dune II.

In an RTS, as in other wargames, the participants position and maneuver units and structures under their control to secure areas of the map and/or destroy their opponents' assets. In a typical RTS it is possible to create additional units and structures during the course of a game. This is generally limited by a requirement to expend accumulated resources. These resources are in turn garnered by controlling special points on the map and/or possessing certain types of units and structures devoted to this purpose. More specifically, the typical game of the RTS genre features resource gathering, base building, in-game technological development and indirect control of units.

The tasks a player must perform to succeed at an RTS can be very demanding, and complex user interfaces have evolved to cope with the challenge. Some features have been borrowed from desktop environments, most prominently the technique of "clicking and dragging" to select all units under a given area.[citation needed]

Though some game genres share conceptual and gameplay similarities with the RTS template, recognized genres are generally not subsumed as RTS games. For instance, city-building games, construction and management simulations, and games of the real-time tactics variety are generally not considered to be "real-time strategy".

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. In North America, the first game retrospectively classified as real-time strategy by many sources is Rescue Raiders (1984), designed by Sir-Tech. It was followed by 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.

Some writers list Intellivision's Utopia by Don Daglow (1982) as the first real-time strategy game. 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. 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.

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. 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). Although these two lacked direct control of military units, they both offered considerable control of resource management and economic systems. In addition, Mega Lo Mania has advanced technology trees that determine offensive and defensive prowess. Another early (1988) game, Carrier Command by Realtime Games, involved real-time responses to events in the game, requiring management of resources and control of vehicles. The early game Sim Ant by Maxis (1991) had resource gathering, and controlling an attacking army by having them follow a lead unit. However, it was with the release of Dune II fromWestwood Studios (1992) that real-time strategy became recognized as a distinct genre of video games.

Gameplay

In a typical real-time strategy game, the screen is divided into a map area displaying the game world and terrain, units, and buildings, and an interface overlay containing command and production controls and often a "radar" or "minimap" overview of the entire map.[citation needed] The player is usually given an isometric perspective of the world, or a free-roaming camera from an aerial viewpoint for modern 3D games. 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 somewhere in the map with a few units or a building that is capable of building other units/buildings. Often, but not always, the player must build specific structures to unlock more advanced units in the tech tree. However, all RTS games require the player to build an army (ranging from small squads of no more than 2 units, to literally hundreds of units) and using them to either defend themselves from a virtual form of Human wave attack or to eliminate enemies who poses bases with unit production capacities of their own.

Resource gathering is sometimes the main focus of the RTS games (Age of Empires II for example), but in other games where the tactics of how units are used in combat is more important (the Total War (series)'s Multiplayer matches are an example of this). Likewise having a maximum number of field able units is also a key element in some games (StarCraft for example), but not in others (the Command & Conquer game series is an example of this).


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