Real-time+strategy

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=Introduction=

Real-time strategy (RTS) is a popular computer game genre. It “…normally features numerous objects, incomplete information, micro-actions, actions and fast-paced action” (Cheng). RTS are the descendents of traditional strategic board games and turn-based strategy game (Tye), but would be mistaken to believe that they are the same. In turn-based games like Risk, the player and his opponent take turn for every action. In RTS, as the term “real time” coined it takes place in a continuous time like real life. The opponent of the game will continuously grow stronger as time progresses regardless of what the player is doing. Time is an important factor in the formation of strategy, so the player must react fast to stay ahead of the game (Tye).

The defining element of the RTS genre is the inclusion of resource management. This aspect of the game introduces another level of strategy that must be taken into consideration. Games usually take place on either standard or user created maps. These maps contain a fixed amount of resources that the players must fight for control over and use to contruct buildings and units that will be used during the game. These fixed resource points are a key element in any player's strategy and create poitns of contention between opposing players and force them to fight for control of parts of the map and eventual victory.

For example in Blizzard's Starcraft the two main resources are Energy Crystals and Vespene Gas. The last constraint - while not a resource does impact your strategy - is the Unit or Population Cap which places a limit on the number of units you can command at one time.

=History of Real-time strategy games=

RTS is a genre with an extensive history and is still evolving and changing as of today. RTS games started with Herzog Zwei for Sega Genesis in 1989 which introduced the idea of controlling the units. This game outlined some of the criteria of an RTS, with the characteristics of build units that cost resources to build up an army (Shaka). As for this, some gamers might consider Herzog Zwei the first RTS. However many others considered that Dune II (1992) by Westwood Studio is the first RTS because this is the first RTS on computer and it contains the element that defines the RTS genre.

Dune II is based upon [|David Lynch]'s 1984 movie [|Dune]. The emperor of House Corrino is desperate for the harvesting of valuable spices to pay off his debt which are only available on the planet Arrakis (Wikipedia). To accomplish this, he offers the house that acquires the most spice to control this planet. And this is where the war begun among the three houses: Atreides, Hakonnen and Ordos.

Dune II has all the basics of RTS. There are more than two factions that fight for a territory for resources. The resources in this game are the spices; once it is harvested, it can be turn into credits that enable the player to build structures and army units. To increase the strategic element in the game, each house has its own unique weapon and/or units and differences for players to explore. For instance, the house of Hakonnen has the advance weapon of a death hand like a destructive missile. In this game, the player will get to select one house to play with to start the game and advance to higher level by fulfilling different mission objectives. As the game progresses, the types of structure and units available will expand.



Dune II has the typical interface of RTS and is still in use today. The interface in Dune II divides the screen into many areas in a birds-eyes view of the game terrain units and buildings. On one side of the screen, there is a mini-map that displays the entire map, the commands and operations for buildings and units and a display of units being selected. Dune II is the first RTS that uses a mouse to command and to scroll around the map. The use of a mouse allows faster operation of the game and has greatly increased the pace of RTS. At this period, Dune II would be considered to be a new innovation developed from a movie to a successful RTS game and form today’s format or prototype of RST. However, there are many limitations in Dune II. It only allows the player to control one unit at a time and the graphic and interface are poorly made due to the limitations of computer technology.

The great success of Dune II has great influences on the development of this genre and allows other companies understand the great potential of the game genre. Blizzard Entertainment released the famous Warcraft series: Warcraft: Orcs & Humans (1994) and Warcraft II: Tides of Darkness (1995) and Starcraft (1998) that expand on the concept in Dune II and further establishes the form and content of RTS with huge popularity (Wikipedia). The release of the Command & Conquer series: Command & conquer (1995) and Command & Conquer: Red Alert (1996) from Westwood was also a great success. Throughout the history, we can see companies like Westwood and Blizzard are in war with each other to solidify and shape the RTS genre that we understand today. As technologies advance, the game-play experience also improved. The game graphic and interface also improved as this is shown in the Starcraft screenshots. For instance, it allows players to select multiple units at one time and it incorporates the ability for players to play against other player. This was not possible in Dune 2. Furthermore, it also allows more units, buildings, more realistic terrain and larger maps.

As time progresses, RTS games tend to move toward the three-dimension (3D) graphic world. In 1998 Electronic Arts released Populous: The Beginning with the first 3D RTS game and in 1999 Sierra Entertainment published Homeworld (Wikipedia). In 2002, Blizzard published Warcraft III in 3D; it was one of the most popular 3D RTS during this period. In 2006, most of the RTS games are in 3D like Rise of Nations: Rise of Legends (2006) and Company of Heroes (2006). The 3D environment has enhanced our experience of game-play with a more realistic virtual world; however it also increased the complexity of the game with different camera views available.



Real-time strategy games is an ever expanding genre, as the technological advances, it refines the RTS genre for the better or worse. Technology allowed Company of Heroes the use real-time physic game engine and a complete destructible environment enhanced of interactivity to the game environment. In 2007, Electronic Arts/ Westwood will release Command & Conquer 3 Tiberium Wars with the new features of adaptive Artificial Intelligence (AI) to let the AI use its own tactics to challenge the user with a new intuitive, evolved interface that will increase the pace of the game and the state-of-art graphic effects. As noted by Adam Dan “[t]here's obviously a lot to look forward to in the future of real-time strategy.”

=Popular Real-time strategy Games=

Age of Empires Series: [|Age of Mythology] [|Axis & Allies] Command & Conquer Series: Empire Earth: [|Rise of Nations] [|Rome Total War] [|StarCraft] [|Star Wars: Empire at War] Stronghold
 * [|The Age of Empires Expansion: The Rise of Rome]
 * [|Age of Empires II]
 * [|Age of Empires III]
 * [|Command & Conquer]
 * [|Command & Conquer: Red Alert 2]
 * [|Command & Conquer: Renegade]
 * [|Command & Conquer Tiberian Sun]
 * [|Command & Conquer: Generals]
 * [|Command & Conquer 3 Tiberium Wars] (2007)
 * [|Empire Earth I]
 * [|Empire Earth II]
 * [|Stronghold]
 * [|Stronghold: Crusader]

[|Supreme Commander] (New) [|Sudden Strike 3: Arms for Victory] (New) [|Total Annihilation] Warcraft Series:
 * [|Warcraft: Orcs and Humans]
 * [|Warcraft II: Tides of Darkness]
 * [|Warcraft III: Reign of Chaos]

=Bibliography=

Cheng, Danny and Ruck Thawonma. "CASE-BASED PLAN RECOGNITION FOR REAL-TIME STRATEGY GAMES ." __CGAIDE__ Nov 2004 1-5. 2 Nov. 2006. = = Dan, Adams. "The State of the RTS." __IGN__. April 7 2006. IGN Entertainment. 8 Nov. 2006 <[|http://pc.ign.com/articles/700/700747p1.html>.]

Geryk, Bruce. "Gamespot presents: A History of Real-time strategy Games." __Introduction__. Gamespot. 5 Nov 2006 <[|http://www.gamespot.com/gamespot/features/all/real_time/index.html>.]

Shaka, "Are Real Time Strategy Games At Their Peak? ." __StrategyPlanet - News, Screenshots, Previews, Reviews, Guides__. 9 May 2001. IGN Entertainment. 3 Nov. 2006 <[|http://www.strategyplanet.com/features/articles/strategypeak/>.]

Tye, Jason Lenord. "METHODS & CONSIDERATIONS IN DESIGNING WEB-BASED REAL-TIME ." __Department of Telecommunication, Information Studies and Media__ 2004 1-77. 1 Nov. 2006 <[|http://woz.commtechlab.msu.edu/courses/theses/mudcraft/thesis.pdf>.]

Wikipedia, "Dune II." __Wikipedia the free encyclopedia__. 3 Nov 2006. Wiki. 11 Nov 2006 http://en.wikipedia.org/wiki/Dune_II.

Images:
Blizzard. "Blizzard Entertainment - StarCraft." 2006. Blizzard Entertainment. 3 Dec. 2006 .

" Populous3" 2002. PC Cheats. 5 Dec. 2006 .

"Wendros AB 2.0." 2006. Wendros AB. 2 Dec. 2006 <[|http://www.wendros.se/products/Homeworld/HomeWorld_scre3.jpg>.]

" Warcraft III: Reign of Chaos." 2006. SG.hu Kiadói Kft. - Minden jog fenntartva. 2 Dec. 2006 < http://www.sg.hu/kep/2002_06/warcraft3_hir0614_09.jpg>

GameSpy." Company of Heroes." 2006. IGN Entertainment, Inc. 3 Dec. 2006 .

GameSpy." Company of Heroes." 2006. IGN Entertainment, Inc. 3 Dec. 2006 .

"Command and Conquer 3 Tiberium Wars." 2006. Electronic Arts Inc. 8 Dec. 2006 <[|http://images.ea.com/e3_2006/screenshots/candc3/_img/1.jpg>.]