(Redirected from Strategy games)
Chess is one of the most well-known and played 'strategy games' of all time.
A 'strategy game' is a
game (e.g.
computer,
video or
board game) in which the players' decision-making skills have a high significance in determining the outcome. Many games include this element to a greater or lesser degree, making demarcation difficult. It is therefore more accurate to describe a particular game as having a certain ''degree'' of strategic elements, as in being mainly based around strategic principles.
The crucial factor that separates this type of game from all others is that there is relatively little chance involved. All players have equal degree of knowledge of the elements of the game. There is no physical skill required other than that necessary to interact with the game pieces.
Its benefit is the open interaction with other people. The game partners have similar starting points and evaluate how other humans may react under same conditions. So game strategies evolve with more or less spirit involved to get advantages and/or protect artfully.
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Board games like
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Arimaa
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Checkers
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Chess
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Chinese checkers
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Go
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Nine Men's Morris (Mills)
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Mastermind
Strategy (and
tactics) are usually contrasted with
luck, the outcome of luck-based games relying on probability. Games exist on a continuum from pure skill to pure chance, with strategic games usually towards the skill end of the spectrum. The word "strategy" is borrowed from a military jargon. It originally refers to a planning at a very high level and often strategy games deal rather planning in smaller scale for which a word "tactics" is used in military context.
Types
Abstract strategy
In
abstract strategy games, the game is only loosely tied to a real-world theme, if at all.
The mechanics do not attempt to simulate reality, but rather serve the internal logic of the game.
To win, the player must think about the problem, rather than the graphical representation of the situation.
Chess,
Checkers and
Go are excellent examples.
Simulation
This type of game is an attempt to capture the decisions and processes inherent to some real-world situation. Most of the mechanics are chosen to reflect what the real-world consequences would be of each player action and decision.
Abstract games cannot be cleanly divided from simulations and so games can be thought of as existing on a continuum of almost pure abstraction (like
Abalone) to almost pure simulation (like
Strat-o-Matic Baseball).
Wargame
Wargames are simulations of historical or hypothetical military battles, campaigns or entire wars. Players will have to consider situations that are analogous to the situations faced by leaders of historical battles. As such, war games are usually heavy on simulation elements, and while they are all 'strategy games', they can also be 'strategic' or 'tactical' in the military jargon sense.
Traditionally, wargames have been played either with
miniatures, using physical models of detailed terrain and miniature representations of people and equipment to depict the game state; or on a board, which commonly uses cardboard
counters on a
hex map.
Currently, the most popular miniature wargame would probably be ''
Warhammer 40,000''. A popular strategic board wargame would be ''
Axis and Allies'', and ''
Diplomacy'' has been a successful one for decades. ''
Advanced Squad Leader'' is a successful tactical scale wargame. A successful translation of the traditional genre into a computer game would be
SSI's
Panzer General series.
Computer wargames
Wargames instantiated on computers generally take one of four archetypal forms, depending on whether the game is turn-based or real-time and whether the game's focus is upon military strategy or tactics.
Turn-based strategy
The term "
turn-based strategy game" (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 the ''
Civilization'', ''
Heroes of Might and Magic'' and ''
Master of Orion'' series.
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, with ''
Diplomacy'' a 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 a
round-robin policy. With (c),
random, the first player is, of course, randomly selected.
Almost all non-computer strategy games are turn-based; however, the
personal computer game market trend has lately inclined more towards real-time games.
Some recent games have mixed both real-time and
turn-based elements together, an example being
Tarsus Empire. In this game players are given 100 moves a day. Moves can be taken at anytime in that day whether or not other player have taken theirs.
Because users are not required to install files or even pay for a game, Online, browser-based games, like ''
War of Empires'' and ''
Tarsus Empire'' are becoming ever more popular.
Turn-based tactics
:''Main article
Turn-based tactics''
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 are the ''
Jagged Alliance'' and ''
X-COM'' series, as well as
tactical role-playing games such as the ''
Final Fantasy Tactics'' series and
Nippon Ichi games.
Real-time strategy
Usually applied only to certain computer strategy games, the moniker "
real-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 is
Icehouse.
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. '' "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." , Troy Dunniway. ''
[1]
The game considered the father of
RTS games is ''
Dune II'', by
Westwood Studios, and was followed by their seminal ''
Command & Conquer''. Cavedog's ''
Total Annihilation'' (
1997),
Blizzard's ''
Warcraft'' (
1994) series and ''
StarCraft'' (1998), and
Ensemble Studios' ''
Age of Empires'' (
1997) series and ''
Age of Mythology'' (
2002) are some of the most popular RTS games, also online games as
NukeZone can be considered belonging in this genre.
Real-time tactics
Sharing feature of the simulation and war game categories,
real-time tactical computer game titles focus on operational aspects and control of warfare. Unlike in real-time strategy games, resource and economical management and building plays no part of the battle gameplay. Example titles include , the
Close Combat series, and the
Total War series.
Artillery
Main articles: Artillery (computer game)
'Artillery' is the generic name for either early two or three-player (usually
turn-based)
computer games involving
tanks fighting 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. A popular example of this kind of game is ''Pocket Tanks''.
Grand strategy
:''Main article:
Grand strategy game''
A 'grand strategy game', is a
wargame that places focus on a war or series of wars, often over a long period of time. Individual units, even armies, may not be represented; instead, attention is given to theaters of operation. All of the resources of the nations involved may be mobilized as part of a long-term struggle. The simulation typically involves political and economic as well as military conflict. At the most extreme end of this is the branch of strategy games in which the player assumes the role of the
government of an entire
nation-state and in which ''not'' conducting war is a possibility. Due to its complexity, this is rarely seen outside of computer games. Some of the best examples of grand strategy games are
Europa Universalis, , and
Hearts of Iron by
Paradox Entertainment.
4X
:''Main article:
4X''
'4X' refers to a
genre of
strategy game, usually a
computer game, with four primary goals: eXplore, eXpand, eXploit and eXterminate. A 4x game can be
turn-based or
real-time. The best known example of this genre is Sid Meier's ''
Civilization'' series.
God game
In
God games the player is in more or less absolute control of the world and his subjects. There are usually challenges set to overcome with the power wielded by the player. Examples are
Populous,
Spore,
SimEarth, and
Black & White.
Economic simulation
Economic simulation games are simulations of businesses or economies. Examples are
Railroad Tycoon,
Transport Tycoon,
Capitalism,
Industryplayer and
Supreme Ruler 2010.
City building
City-building games are a specialised but prominent subset of economic simulation games, where players, normally from a point-of-view high in the sky, can build and manage a simulated city. City building games normally do not support online or
hotseat play. The most notable games of this genre are the ''
Simcity'' by
Maxis and the
City Building Series by
Impressions Games. City building games do not usually have objectives, except those set in the player's mind by the game; this has led some theorists (such as
Chris Crawford) to declare that they should be considered 'toys' instead of games.
Sports management
:''Main article:
Sports game''
Sports management games put players into the role of
team manager. Players are expected to handle strategy, tactics, transfers, and financial issues.
See also
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List of strategy video games
External Links
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Miniatures en métal, soldats & miniatures de plomb, Strategy & collection game