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Real-time tactics

Real-time tactics (RTT) 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 absence of classic resource micromanagement and base or unit building, and by the greater importance of individual units and a focus on complex battlefield tactics.

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 the exploitation of terrain for tactical advantage. Real-time tactical gameplay is also 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.

This contrasts with other current strategy game genres. For instance, in large-scale turn-based strategy games battles are generally abstracted and the gameplay close to that of related board games. Real-time strategy games de-emphasize realism and focus on the collection and conversion of resources into production capacities which manufacture combat units thereafter used in generally highly stylized confrontations. In contrast, real-time tactics games' military tactical and realistic focus and comparatively short risk/reward cycle usually provide a distinctly more immediate, intense and accessible experience of battlefield tactics and mêlée than strategy games of other genres.[citation needed]

As suggested by the genre's name, also fundamental to real-time tactics is real-time gameplay. The genre has its roots in tactical and miniature wargaming,[citation needed] where battle scenarios are recreated using miniatures or even simple paper chits. These board and table-top games were out of necessity turn-based. Only with computer support was turn-based play and strategy successfully transposed into real-time. Turn-based strategy and turn-based tactics were obvious first candidates for computer implementation [citation needed]; but as computer implementation eventually allowed for ever more complex rule sets, some games became less timeslice-focused and more continuous until eventually "real-time" play was achieved.

While some publications do refer to "RTT" as a distinct subgenre of real-time strategy or strategy, not all publications do so. Further, precise terminology is inconsistent. Nonetheless, efforts have been made to distinguish RTT games from RTSs.[citation needed] For instance, GameSpy described Axis & Allies (the 2004 video game) as a "true RTS", but with a high level of military realism with such features as battlefield command organization and supply lines. A developer for Close Combat said their game never aspired to be an RTS in the "classic sense", but was rather a "real time tactical simulation", lacking such features as resource collection. A developer of Nexus: The Jupiter Incident remarked on his game being called a "tactical fleet simulator" rather than a "traditional RTS", citing its focus on tactical gameplay and fixed units at the start of each mission.

In general terms, military strategy refers to the use of a broad arsenal of weapons including diplomatic, informational, military, and economic resources, whereas military tactics is more concerned with short-term goals such as winning an individual battle. In the context of strategy video games, however, the difference often comes down to the more limited criteria of either a presence or absence of base building and unit production.

Real-time strategy games have been criticized for an overabundance of tactical considerations when compared to the amount of strategic gameplay found in such games.[citation needed] According to Chris Taylor, lead designer of Supreme Commander, "[My first attempt at visualizing RTSs in a fresh and interesting new way] was my realizing that although we call this genre 'Real-Time Strategy,' it should have been called 'Real-Time Tactics' with a dash of strategy thrown in." Taylor then went on to say that his own game featured added elements of a broader strategic level.

In an article for GameSpy, Mark Walker said that developers need to begin looking outside the genre for new ideas in order for strategy games to continue to be successful in the future.

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