Real-time Tactics
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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 video game genre, subgenre of tactical wargames played in Real-time game, real-time, simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the absence of classic resource Micromanagement (gameplay), micromanagement and base or unit building, and by 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 an ...
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Video Game Genre
A video game genre is an informal classification of a video game based on how it is played rather than Computer graphics, visual or narrative elements. This is independent of setting (fiction), 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 2600, Atari Video Computer System 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 ...
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Turn-based Strategy
Strategy video game is a major video game genre that focuses on analyzing and strategizing over direct quick reaction in order to secure success. Although many types of video games can contain strategic elements, the strategy genre is most commonly defined by 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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Chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arranged in an 8×8 grid. The players, referred to as White and Black in chess, "White" and "Black", each control sixteen Chess piece, pieces: one king (chess), king, one queen (chess), queen, two rook (chess), rooks, two bishop (chess), bishops, two knight (chess), knights, and eight pawn (chess), pawns, with each type of piece having a different pattern of movement. An enemy piece may be captured (removed from the board) by moving one's own piece onto the square it occupies. The object of the game is to "checkmate" (threaten with inescapable capture) the enemy king. There are also several ways a game can end in a draw (chess), draw. The recorded history of chess goes back to at least the emergence of chaturanga—also thought to be an ancesto ...
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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 "Supr ...
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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 (video game), 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 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 (state), 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 mont ...
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