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Strategy is a majorvideo game genrethat emphasizes thinking and planning over direct instant action in order to achieve victory.[1]Although many types ofvideo gamescan contain strategic elements, as a genre, strategy games are most commonly defined as those with a primary focus on high-level strategy, logistics and resource management. They are also usually divided into two main sub-categories:turn-basedandreal-time,but there are also many strategy cross/sub-genres that feature additional elements such as tactics, diplomacy, economics and exploration.

Typical experience

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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.[2]In most strategy video games, the player is given a godlike view of the game world, and indirectly controls game units under their command.[1]Thus, most strategy games involve elements of warfare to varying degrees,[2]and feature a combination of tactical and strategic considerations.[3]In addition to combat, these games often challenge the player's ability to explore or manage an economy.[2]

Relationship to other genres

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Even though there are manyaction gamesthat involve strategic thinking, they are seldom classified as strategy games.[3]A strategy game is typically larger in scope, and their main emphasis is on the player's ability to outthink their opponent.[3]Strategy games rarely involve a physical challenge, and tend to annoy strategically minded players when they do.[2]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.[2]

Although strategy games involve strategic, tactical, and sometimes logistical challenges, they are distinct frompuzzle 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 fromconstruction and management simulations,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.[2]Nevertheless, some authors consider construction and management simulation games, in particular city-building games, as a part of the wider strategy game genre.[4][5][6]

Although strategy games are similar torole-playing video gamesin 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.[2]

Game design

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Units and conflict

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Strategy games give players indirect control over many units in a battlefield. Many games, for exampleGlobulation 2,include other challenges such as building construction.

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, as speed is often an important factor. 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, usually balanced with abilities that detect otherwise invisible things. 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.[2]

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 asCivilization IIIandMedieval 2: Total Warinvolve 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.[2]

Economy, resources and upgrades

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Strategy games often involve other economic challenges.[2]These can include building construction, population maintenance,[3]andresource management.[7]Strategy games frequently make use of a windowed interface to manage these complex challenges.[2]

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.[2]

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.[2]Sometimes enhancements are enabled by building a structure that enables more advanced structures.[8]Games with a large number of upgrades often feature atechnology tree,[2]which is a series of advancements that players can research to unlock new units, buildings, and other capabilities.[7][9]Technology trees are quite large in some games, and4Xstrategy games are known for having the largest.[9][10]

A build order is a linear pattern of production, research, and resource management aimed at achieving a specific and specialized goal. They are analogous tochess openings,in that a player will have a specific order of play in mind, however, the amount of 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

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Early strategy games featured a top-down perspective, similar in nature to a board game or paper map. Many later games adopted an isometric perspective. Even with the rise of 3D graphics and the potential to manipulate the camera, games usually feature 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.[2]

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 thefog of war,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.[2]

Real-time versus turn-based

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Bos Warsis areal-time strategygame, where events unfold continuously.

Strategy video games are categorized based on whether they offer the continuous gameplay ofreal-time strategy,or the discrete phases ofturn-based strategy.[3][11]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.[3]Overall, real-time strategy games are more action-oriented, as opposed to the abstract planning emphasized in turn-based strategy.[3]

The relative popularity of real-time strategy has led some critics to conclude that more gamers prefer action-oriented games.[3]Fans of real-time strategy have criticized the wait times associated with turn-based games,[12]and praised the challenge and realism associated with making quick decisions in real-time.[8][12]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.[12]Game theorists have noted that strategic thinking does not lend itself well to real-time action,[1]and turn-based strategy purists have criticized real-time strategy games for replacing "true strategy" with gameplay that rewards "rapid mouse-clicking".[13]Overall, reviewers have been able to recognize the advantages associated with both of the main types of strategy games.[3][14]

Strategy versus tactics

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Most strategy video games involve a mix of bothstrategyandtactics."Tactics" usually refer to how troops are utilized in a given battle, whereas "strategy" describes the mix of troops, the location of the battle, the commander's larger goals ormilitary doctrine,as well as the act of building up something (a base, economy, etc.).[15]However, there is also a growing subgenre of purely tactical games,[16]which are referred to asreal-time tactics,[13]andturn-based tactics.[17]These types of games are sometimes categorized as "strategy" games. Game reviewers and scholars sometimes debate whether they are using terminology such as "tactics" or "strategy" appropriately.[18][19]Chris Taylor,the designer ofTotal AnnihilationandSupreme Commander,has gone so far as to suggest that real-time strategy titles are more about tactics than strategy.[20]But releases that are considered pure tactical games usually provide players with a fixed set of units,[3][16]and downplay other strategic considerations such as manufacturing, and resource management.[13][16]Tactical games are strictly about combat,[21]and typically focus on individual battles,[13]or other small sections in a larger conflict.[22]

Settings and themes

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Strategy games can take place in a number of settings. Depending on thetheatre of warfare,releases may be noted asnaval strategygames,[23]or space strategy games.[24]A title may be noted for itsgrand strategicscale, whether the game is real-time,[25][26]or turn-based.[27][28]Strategy games also draw on a number ofhistorical periods,includingWorld War II,[29]themedievalera,[30]or theNapoleonic era.[31]Some examples of these are:Hearts of Iron IV,Europa Universalis IV,andVictoria II.Some strategy games are even based in analternate history,by manipulating and rewriting certain historical facts.[32]It is also common to see games based in science fiction or futuristic settings, as well as fantasy settings.[2]

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.[2]

Single player, multiplayer, and massively multiplayer

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Strategy games includesingle-playergameplay,multiplayergameplay, or both.[33]Single player games will sometimes feature acampaign mode,which involves a series of matches against severalartificial intelligenceopponents.[7]Finishing each match or mission will advance the game's plot, often withcut scenes,and some games will reward a completed mission with new abilities or upgrades.[34]Hardcore strategy gamers tend to prefer multiplayer competition,[33]where human opponents provide more challenging competition than the artificial intelligence.[35]Artificial intelligence opponents often need hidden information or bonuses to provide a challenge to players.[2]

More recently, massively multiplayer online strategy games have appeared such asShattered Galaxyfrom 2001.[33]However, these games are relatively difficult to design and implement compared to othermassively multiplayer online games,as the numerous player-controlled units create a larger volume of online data.[36]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.[16]However, more recent developers have tried to learn from past mistakes, resulting inDreamlordsfrom 2007,[37]andSagafrom 2008.[38]In 2012,SupercellreleasedClash of Clans,amobilestrategy video game.[39][40]

History

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The origin of strategy video games is rooted in traditional tabletopstrategy gameslikeChess,CheckersandGo,as well as board and miniaturewargaming.[1]The Sumerian Game,anearly mainframe gamewritten byMabel Addis,based on the ancientSumeriancity-state ofLagash,was aneconomic simulationstrategy game.[41]

The firstconsolestrategy game was aRisk-like game calledInvasion,released in 1972 for theMagnavox Odyssey.Strategic Simulations(SSI)'sComputer Bismarck,released in 1980, was the first historical computer wargame. Companies such as SSI,Avalon Hill,MicroProse,andStrategic Studies Groupreleased many strategy titles throughout the 1980s.[3]Reach for the Starsfrom 1983 was one of the first4Xstrategy games, which expanded upon the relationship between economic growth, technological progress, and conquest.[3][42]That same year,Nobunaga's Ambitionwas a conquest-orientedgrand strategy wargamewith historicalsimulationelements.[43]The Lords of Midnightcombined elements of adventure, strategy and wargames, and won theCrash magazineaward for Best Adventure game of 1984,[44]as well as Best Strategy Game of the Year at theGolden Joystick Awards[45]

1989'sHerzog Zweiis often considered the firstreal-time strategygame,[46][47]although real-time strategy elements can be found in several earlier games, such asDan Bunten'sCytron MastersandDon Daglow'sUtopiain 1982; Kōji Sumii'sBokosuka Wars[48]in 1983; D. H. Lawson and John Gibson'sStonkersand Steven Faber'sEpidemic!in 1983; and Evryware'sThe Ancient Art of Warin 1984.

The genre was popularized byDune IIthree years later in 1992.[8]Brett Sperry, the creator ofDune II,coined the name "real-time strategy" to help market the new game genre he helped popularize.[8]Real-time strategy games changed the strategy genre by emphasizing the importance of time management, with less time to plan.[8]Real-time strategy games eventually began to outsell turn-based strategy games.[3]With more than 11 million copies sold worldwide by February 2009,StarCraft(1998) became one of the best-selling games for the personal computer.[49]It has been praised for pioneering the use of unique "factions" in RTS gameplay, and for having a compelling story.[50][51]

2002'sWarcraft III: Reign of Chaoshas been an influence on real-time strategy games, especially the addition ofrole-playingelements and heroes as units.[52]More than the game itself,modscreated with theWorld Editorled to lasting changes and inspired many future strategy games.[53][54]Defense of the Ancients(DotA),a community-created mod based onWarcraft III,is largely attributed as being the most significant inspiration for themultiplayer online battle arena(MOBA) format.[55][56]Since the format was tied to theWarcraftproperty, developers began to work on their own "DOTA-style "games, includingHeroes of Newerth(2009),League of Legends(2010), and the mod's standalone sequel,Dota 2(2013).[57][58]Blizzard Entertainment,the owner ofWarcraftproperty, developed a game inspired byDotAtitledHeroes of the Storm(2015), which features an array of heroes from Blizzard's franchises, including numerous heroes fromWarcraft III.[59][60]Former game journalistLuke SmithcalledDotA"the ultimate RTS".[61]

Since itsfirst titlewas released in 2000, theTotal Warseries by theCreative Assemblyhas sold over 20 million copies,[62]becoming one of the most successful series of strategy games of all time.

Subgenres

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4X

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4Xgames are a genre of strategy video game in which players control anempireand "explore, expand, exploit, and exterminate".The term was first coined byAlan Emrichin his September 1993 preview ofMaster of OrionforComputer Gaming World.Since then, others have adopted the term to describe games of similar scope anddesign.

4X games are noted for their deep, complexgameplay.Emphasis is placed upon economic and technological development, as well as a range of non-military routes to supremacy. Many 4X games also fit into the category ofgrand strategy.Games can take a long time to complete since the amount ofmicromanagementneeded 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 fromboard gamesand 1970stext-basedcomputer games. The first 4X games wereturn-based,butreal-time4X 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'sCivilizationand theTotal War seriesare important examples from this formative era, and popularized the level of detail that would later become a staple of the genre. In the new 2000 millennium, several 4X releases have become critically and commercially successful.

Grand Strategy

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Grand Strategy games emphasize the management of a nation and the coordination of its resources. Diplomacy and war interact with each other and become the primary means of reshaping the world map consisting of various states. Players use their nation's resources to achieve national goals such as world domination, whether through military might, diplomacy, or economics.[63]Unlike 4X games, Grand Strategy games might not include such elements as exploration, but it still can be there. Great examples of Grand Strategy games are the following series of games: Europa Universalis, Hearts of Iron, Crusader Kings.

Artillery

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Scorched 3Dis an artillery game.

Artilleryis the generic name for either early two- or three-player (usuallyturn-based)computer gamesinvolvingtanksfighting 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 ofturn-based tacticsgame, though they have also been described as a type of "shooting game."[64]Examples of this genre arePocket Tanks,Hogs of War,Scorched 3Dand theWormsseries.

Early precursors to the modern artillery-type games were text-only games that simulated artillery entirely with input data values. ABASICgame known simply asArtillerywas written by Mike Forman and was published inCreative Computingmagazine in1976.[64]This seminal home computer version of the game was revised in1977by M. E. Lyon and Brian West and was known asWar 3;War 3was revised further in1979and published asArtillery-3.[65]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.

Auto battler (auto chess)

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Auto battler,also known asauto chess,is a type of strategy game that featureschess-like elements where players place characters on a grid-shaped battlefield during a preparation phase, who then fight the opposing team's characters without any further direct input from the player.[66]It was created and popularized byDota Auto Chessin early 2019, and saw more games in the genre by other studios, such asTeamfight Tactics,Dota Underlords,andHearthstone Battlegroundsreleasing soon after.[67][68][69]

Multiplayer online battle arena (MOBA)

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Vaingloryis a multiplayer online battle arena game designed for smartphones and tablets.

Multiplayer online battle arena (MOBA)is a genre of strategy video games in which each player controls a single character with a set of unique abilities that improve over the course of a game and which contribute to the team's overall strategy.[70]Players work together as a team to achieve a victory condition which is to destroy the opposing team's main structure whilst protecting their own.Player characters,typically called "heroes" or "champions", are assisted bycomputer-controlledunits that periodicallyspawnin groups and march forward along set paths (called "lanes" ) toward their enemy's base. Defensive structures, which are usually automatic "towers", are in place to prevent this. The first team to destroy the opponents' main structure wins the match.[71]The genre is seen as a fusion ofreal-time strategy games,role-playing games,andaction games,however, players usually do not construct either buildings or units.[72]

This type of multiplayer online video games gained popularity in early 2010s, withDefense of the Ancientsmod forWarcraft III,League of Legends,Dota 2,Heroes of the Storm,andSmitebeing popular.[53][56][57][73]MOBA games are well-represented inesportsas well. In 2018, prize pools reached over US$60 million, 40% of the year's total esports prize pools.[74]

Construction and Management simulation games

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In management simulation games, players build, expand or manage fictional communities or projects with limited resources. Tycoons, city-building, business simulation and transport management games are considered by some authors as a part of wider subgenre of strategy games,[75][4][5][6][76]while others consider them as a separate video game genre. Some games of this subgenre, like The Settlers, can include warfare, but this is not an essential element in them. Other strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. For example, base building and resource management inXCOMseries.

Real-time strategy (RTS)

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Usually applied only to certain computer strategy games, the monikerreal-time strategy(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 isIcehouse.

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."[77]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".[1]

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 (MMOG or MMO) in particular have had a difficult time implementing strategy since having strategy implies some mechanism for "winning". MMO games, 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.[78]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".

WhileHerzog Zweiis regarded as the first trueRTSgame,[46]the defining title for the genre wasWestwood Studios'sDune II,which was followed by their seminalCommand & Conquergames. Cavedog'sTotal Annihilation(1997),Blizzard'sWarcraft(1994) series,StarCraft(1998) series, andEnsemble Studios'Age of Empires(1997) series are some of the most popular RTS games.[citation needed]

MMORTS

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Massively multiplayer online real-time strategy games,also known asMMORTS,combinereal-time strategy(RTS) with apersistent world.Players often assume the role of a general, king, or other type of figurehead leading an army into battle while maintaining the resources needed for such warfare. The titles are often based in asci-fiorfantasyuniverse and are distinguished from single or small-scale multiplayer RTS games by the number of players and common use of apersistent world,generally hosted by the game's publisher, which continues to evolve even when the player is offline.

Real-time tactics (RTT)

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Real-time tactics(abbreviatedRTT[79]and less commonly referred to asfixed-unit real-time strategy[80]) is asubgenreoftactical wargamesplayed inreal-timesimulating the considerations and circumstances ofoperational warfareandmilitary tactics.It is also sometimes considered a subgenre ofreal-time strategy,and thus may in this context exist as an element of gameplay or as a basis for the whole game. It is differentiated fromreal-time strategygameplay by the lack of resourcemicromanagementand base or unit building, as well as the greater importance of individual units[79][81]and a focus on complex battlefield tactics. Example titles includeWarhammer: Dark Omen,World In Conflict,theClose Combatseries, and earlytactical role-playing gamessuch asBokosuka Wars,andSilver Ghost.

Tower defense

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Tower defensegames have a very simple layout. Usually, computer-controlled monsters calledcreepsmove along a set path, and the player must place, or "build" towers along this path to kill the creeps. In some games, towers are placed along a set path for creeps, while in others towers can interrupt creep movement and change their path. In most tower defense games different towers have different abilities such as poisoning enemies or slowing them down. The player is awarded money for killing creeps, and this money can be used to buy more towers, or buy upgrades for a tower such as increased power or range. A good example of a game of this genre isClash Royalemade byFinnishdevelopersSupercell.

Turn-based strategy (TBS)

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The Battle for Wesnothis a turn-based strategy game.

The termturn-based strategy(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 theCivilization,Heroes of Might and Magic,Making History,Advance WarsandMaster of Orion.

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, withDiplomacya 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 around-robinpolicy. With (c),random,the first player is, of course, randomly selected.

Almost all non-computer strategy games are turn-based; however, thepersonal computer gamemarket trend has lately inclined more towards real-time games. Some recent games feature a mix of both real-time andturn-basedelements thrown together.

Turn-based tactics (TBT)

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Turn-based tactics[82][83](TBT), ortactical turn-based[84](TTB), is a genre of strategy video games that through stop-action simulates the considerations and circumstances ofoperational warfareandmilitary tacticsin generally small-scale confrontations as opposed to more strategic considerations ofturn-based strategy(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 theWarsandX-COMseries, as well astactical role-playing gamessuch as theJagged Alliance series,Fire Emblem seriesandFinal Fantasy Tactics.

Wargames

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Wargamesare asubgenreof strategy video games that emphasize strategic or tactical warfare on a map, as well as historical (or near-historical) accuracy.[85]

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.[2]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.[2]

Examples of wargames includeKoei'sNobunaga's AmbitionandRomance of the Three Kingdomsseries,Longbow'sHegemonyseries and several titles byStrategic Simulations, Inc.(SSI) andStrategic Studies Group(SSG).

Genre Hybrids

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Hybrid strategy games can be viewed as distinct from strategy subgenres in the fact they are not so much iterations or combinations of existing subgenres, but instead seek to combine the strategy genre with completely different genres. Efforts to create such strategy game hybrids were most active in the late 1990s to early 2000's, when first-person shooter (FPS) and real-time strategy (RTS) games were both massively popular. Leading to several notable FPS/RTS hybrid games.

See also

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References

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