Strategy Video Games
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Strategy Video Games
Strategy is a major video game genre that emphasizes thinking and planning over direct instant action in order to achieve victory. Although many types of video games can 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-based and real-time, but there are also many strategy cross/sub-genres that feature additional elements such as tactics, diplomacy, economics and exploration. Typical experience 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 ...
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Video Game Genres
A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once. History Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for the Atari VCS uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center. ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 book ''How to Master the Video Games'', he divides the games into broad categories in the table of contents: ''Space Invaders''-type, ''Asteroids''-type, maze, ref ...
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Real-time Strategy
Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that do not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time". By contrast, in Turn-based strategy, turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market ''Dune II'' in the early 1990s. In a real-time strategy game, each participant positions structures and maneuvers multiple units under their indirect control to secure areas of the map and/or destroy their opponents' assets. In a typical RTS game, it is possible to create additional units and structures, generally limited by a requirement to Resource management (gaming), 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 in the RTS genre features ...
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Historical Periods
Human history, also called world history, is the narrative of humanity's past. It is understood and studied through anthropology, archaeology, genetics, and linguistics. Since the invention of writing, human history has been studied through primary and secondary source documents. Humanity's written history was preceded by its prehistory, beginning with the Paleolithic ("Old Stone Age") era. This was followed by the Neolithic ("New Stone Age") era, which saw the Agricultural Revolution begin in the Middle East around 10,000 BCE. During this period, humans began the systematic husbandry of plants and animals. As agriculture advanced, most humans transitioned from a nomadic to a settled lifestyle as farmers in permanent settlements. The relative security and increased productivity provided by farming allowed communities to expand into increasingly larger units, fostered by advances in transportation. The earliest complex societies appeared in fertile river valleys. A ...
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Grand Strategy
Grand strategy or high strategy is a state's strategy of how means can be used to advance and achieve national interests. Issues of grand strategy typically include the choice of primary versus secondary theaters in war, distribution of resources among the various services, the general types of armaments manufacturing to favor, and which international alliances best suit national goals. With considerable overlap with foreign policy, grand strategy focuses primarily on the military implications of policy. A country's political leadership typically directs grand strategy with input from the most senior military officials. Development of a nation's grand strategy may extend across many years or even multiple generations. While the grand strategy scholarship is dominated by the conception that only great powers can have grand strategies, some scholars argue that middle powers and even small states can have grand strategies. The concept of grand strategy has been extended to describe ...
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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 disposition of naval forces by which a commander secures the advantage of fighting at a place convenient to themselves, and the deception of the enemy. Naval tactics deal with the execution of plans and manoeuvring of ships or fleets in battle. Principles The great aims of a fleet in war must be to keep the coast of its own country free from attack, to secure the freedom of its trade, and to destroy the enemy’s fleet or confine it to port. The first and second of these aims can be attained by the successful achievement of the third – the destruction or paralysis of the hostile fleet. A fleet that secures the freedom of its own communications from attack is said to have command of ...
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Theater (warfare)
In warfare, a theater or theatre is an area in which important military events occur or are in progress. A theater can include the entirety of the airspace, land and sea area that is or that may potentially become involved in war operations. Theater of war In his book ''On War'', Carl von Clausewitz defines the term ''Kriegstheater'' (translating the older, 17th-century Latin term ''theatrum belli'') as one that: Theater of operations ''Theater of operations'' (TO) is a sub-area within a theater of war. The boundary of a TO is defined by the commander who is orchestrating or providing support for specific combat operations within the TO. Theater of operations is divided into strategic directions or military regions depending on whether it is a war or peacetime. The United States Armed Forces split into Unified Combatant Commands (regions) that are assigned to a particular theater of military operations. A strategic direction is a group of armies also known as a task (fie ...
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Supreme Commander (game)
''Supreme Commander'' (sometimes ''SupCom'') is a 2007 real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games. The game is considered to be a spiritual successor, not a direct sequel, to Taylor's 1997 game ''Total Annihilation'', and also the ''Spring'' remake. First announced in the August 2005 edition of ''PC Gamer'' magazine, the game was released in Europe on February 16, 2007, and in North America on February 20. The standalone expansion '' Supreme Commander: Forged Alliance'' was released on November 6 of the same year. The sequel, '' Supreme Commander 2'', was released in 2010. Nowadays, the original ''Supreme Commander'' is played through the community client called Forged Alliance Forever; the game has been further developed and balanced, and offers a wide variety of community mods. The gameplay of ''Supreme Commander'' focuses on using a giant bipedal mech called an Armored Command Unit (ACU), the so-called "Supreme ...
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Total Annihilation
''Total Annihilation'' is a real-time strategy video game created by Cavedog Entertainment, a sub-division of Humongous Entertainment, and was released on September 26, 1997 by GT Interactive for Microsoft Windows and Mac OS. Two expansion packs were released, ''Total Annihilation: The Core Contingency, The Core Contingency'' on April 28, 1998 and ''Total Annihilation: Battle Tactics, Battle Tactics'' on June 30. After the closure of the Cavedog Entertainment in 1999, the intellectual property fell to Infogrames (now Atari). ''Total Annihilation'' is no longer officially supported, due to the closure of Cavedog. Former lead designer Chris Taylor went on with Gas Powered Games to create ''Supreme Commander (video game), Supreme Commander'' in 2007, considered the "spiritual successor" of ''Total Annihilation''. The creators of XTA, a mod for ''Total Annihilation'', independently developed the open-source software, open-source 3D graphics Spring (game engine), Spring game engine. T ...
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Chris Taylor (game Designer)
Chris Taylor is a Canadian video game designer best known for ''Total Annihilation'' and the '' Dungeon Siege'' and '' Supreme Commander'' series and co-founding the now-defunct studio Gas Powered Games. In 2002, GameSpy named him the "30th most influential person in gaming." In 2019, he revealed he has been working on Kanoogi, a cloud-based gaming platform, and developing his next game, ''Intergalactic Space Empire''. Career Chris Taylor was born in British Columbia and started in the video game industry in the late 1980s at Distinctive Software in Burnaby. His first game was ''Hardball II'' released in 1989. Taylor moved to Seattle, Washington in January 1996 when he joined Cavedog Entertainment as the designer and project leader for the real-time strategy video game ''Total Annihilation'' and its first expansion, '' Total Annihilation: The Core Contingency''.He left Cavedog in March 1998 and later founded Gas Powered Games two months later in May where he designed the action ...
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Turn-based Tactics
Turn-based tactics (TBT), or tactical turn-based (TTB), 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 considerations of turn-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. Genre characteristics The gameplay of turn-based tactics game is the stop-action counterpart to that found in the real-time tactics genre, and as such contrasts with other current wargame genres. For instance, in large-scale turn-based strategy games battles are generally abstracted and the gameplay close to that of related board games, and real-time strategy games de-emp ...
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Real-time Tactics
Real-time tactics (RTT)(Article at IGN discussing their perception of RTS and related genres as of 2006. RTT is discussed as a new and not yet established genre from the publisher's perspective, so currently all RTT possible titles are still considered RTS.) is a subgenre of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the lack of classic resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics. Characteristics Typical real-time strategy titles encourage the player to focus on logistics and production as much as or more than combat, whereas real-time tactics games commonly do not feature resource-gathering, production, base-building or economic management, instead focusing on tactical and operational aspects of warfare such as unit formations or ...
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Military Doctrine
Military doctrine is the expression of how military forces contribute to campaigns, major operations, battles, and engagements. It is a guide to action, rather than being hard and fast rules. Doctrine provides a common frame of reference across the military. It helps standardize operations, facilitating readiness by establishing common ways of accomplishing military tasks. Doctrine links theory, history, experimentation, and practice. Its objective is to foster initiative and creative thinking. Doctrine provides the military with an authoritative body of statements on how military forces conduct operations and provides a common lexicon for use by military planners and leaders. Defining doctrine NATO's definition of doctrine, used unaltered by many member nations, is: :"Fundamental principles by which the military forces guide their actions in support of objectives. It is authoritative but requires judgement in application". The Canadian Army states: "Military doctrine is a ...
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