What are the basic elements of a RTS?
I.E.: What are the features without which it is not an RTS?
I have played games like Age of Empires and Warcraft, but I'm still not sure which are the defining elements of the genre.
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What are the basic elements of a RTS? I.E.: What are the features without which it is not an RTS? I have played games like Age of Empires and Warcraft, but I'm still not sure which are the defining elements of the genre. |
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Lazyweb answer: http://en.wikipedia.org/wiki/Real-time_strategy Excerpt copy/pasted here:
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A strategy game needs:
To add some diversity:
And to be real-time:
Why we need all this?Without a map, how would you make contact with your opponent? Obvious! We need a battlefield.
Since you need some way to beat your opponent you need forces (named units). And with them come the first strategic components: some units "counter" other units, and to be successful you need an effective army which is in some way better than the one of your enemy.
These resources are needed to produce units and buy upgrades for them. Resources are also limited in some way limited, which adds one strategic goal: starve out your opponent in some way where he has no more income and cannot produce more stuff. Maybe there sometimes comes a moment when all resources are used up or only some are left and the both factions fight for them. not done yet, but I wanted to show that I'm working on it ;) |
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Just to state the obvious, the game has to involve devising strategies, usually to defeat the opposing teams. It also must be played in real time, and not in alternating turns. Thus the name; real time strategy games. |
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The "real-time" element of the title is the obvious bit, so long as you know that "TBS" or turn-based strategy games exist. RTS differs in that (in its purest form) it doesn't involve taking turns. The "strategy" part is a little harder to define, because one could argue that most FPS games feature at least an element of strategy (even more boldly, one could argue that all games feature some element of strategy). What we generally mean when we talk about RTS or TBS games, or other genres with "strategy" in the title, is a game involving the simultaneous (or near-simultaneous) control of multiple units. In general, the reason why games earn themselves a "strategy" badge depends whether you're in control of the overall situation. In management terms, it's the difference between macro-management (strategy games) and micro-management (non-strategy games). Some classify this difference under the terms "strategy" (macro) and "tactics" (micro) although I would personally argue that "strategy" is an umbrella term that includes "tactics" as part of its definition. In gamer terms, it's the difference between being told what your mission is and telling people what their mission is; although most RTS games feature a chain of command that extends above the player, making that an oversimplification. |
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I'm just going to give you what I think is right. RTS games have no turns, and rely on building farms, barracks, archery ranges, etc. to get troops and money. |
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