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[quote] Direct Unit Control, Direct Base Construction, Direct Army Construction[/quote]
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[quote] Direct Unit Control, Direct Base Construction, Direct Army Construction[/quote]
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Und dann: dungeon keeper.
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Und dann: dungeon keeper.
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My take on what defines RTS is "being a [color=red]Real[/color] [color=green]Time[/color] [color=blue]Strategy[/color]"
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My take on what defines RTS is "being a [color=red]Real[/color] [color=green]Time[/color] [color=blue]Strategy[/color]"
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Let's go over those in reverse order.
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Let's go over those in reverse order.
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Strategy means your means for winning is outplanning your enemy. It is all about planning. Even perfect-information turn-based no-economy games can be strategies, like chess. The important things seem to be that there is no "score", only winning, which you are left to achieve by outplanning your opponent in any way you deem optimal. The victory is final and there is no respawn; victory redeems everything.
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Strategy means your means for winning is outplanning your enemy. It is all about planning. Even perfect-information turn-based no-economy games can be strategies, like chess. The important things seem to be that there is no "score", only winning, which you are left to achieve by outplanning your opponent in any way you deem optimal. The victory is final and there is no respawn; victory redeems everything.
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"Time" adds a maxim that "time is the only resource". Typically this means that you can "grow" in such games, and other "resources" exist. But only one of these resources is truly, linearly, limited: time itself. Non-realtime games can satisfy "time strategy" conditions, e.g. Battle for Wesnoth does involve tradeoffs where you choose non-combat units early on to capture more villages, and thus yield you more actual combat units in the near future, allowing you to trade your time resource for more ingame asset resources on a certain planning horizon more efficiently, thus maximizing your win chances.
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"Time" adds a maxim that "time is the only resource". Typically this means that you can "grow" in such games, and other "resources" exist. But only one of these resources is truly, linearly, limited: time itself. Non-realtime games can satisfy "time strategy" conditions, e.g. Battle for Wesnoth does involve tradeoffs where you choose non-combat units early on to capture more villages, and thus yield you more actual combat units in the near future, allowing you to trade your time resource for more ingame asset resources on a certain planning horizon more efficiently, thus maximizing your win chances.
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"Real" adds that the time resource expended on moving ingame assets is also the same time expended on actual planning and transmitting orders, and that pieces move in parallel.
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"Real" adds that the time resource expended on moving ingame assets is also the same time expended on actual planning and transmitting orders, and that pieces move in parallel.
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Surprisingly enough, if you squint, this is a pretty robust definition. For example, things like DoW2 and DOTA don't qualify the first two criteria either hardly or softly, and even the scary part of shooter games played strategically (as setting up proper patrol routes in Quake to minimize probability of enemy gaining powerups) or shooter/strategy hybrids are put into their proper places.
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Surprisingly enough, if you squint, this is a pretty robust definition. For example, things like DoW2 and DOTA don't qualify the first two criteria either hardly or softly, and even the scary part of shooter games played strategically (as setting up proper patrol routes in Quake to minimize probability of enemy gaining powerups) or shooter/strategy hybrids are put into their proper places.
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A
possible
flaw
is
that
this
says
nothing
about
the
number
of
pieces
you
control.
Theoretically
you
could
devise
a
"real
time
strategy"
along
these
lines
where
you
only
had
one
strategically
growing,
capturing,
expanding,
planning
and
countering
"commander
unit"
directed
in
FPS
fashion
:P
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A
possible
flaw
is
that
this
says
nothing
about
the
number
of
pieces
you
control.
Theoretically
you
could
devise
a
"real
time
strategy"
along
these
lines
where
you
only
had
one
strategically
growing,
capturing,
expanding,
planning
and
countering
"commander
unit"
directed
in
FPS
fashion.
But
then,
is
controlling
a
battleship
a
strategic
task?
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