Recent from talks
Nothing was collected or created yet.
Strategy video game
View on Wikipedia| Part of a series on |
| Strategy video games |
|---|
| Video games |
|---|
Strategy video game is a major video game genre that focuses on analyzing and strategizing over direct quick reaction in order to secure success.[1]
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
[edit]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.[2] In most strategy video games, the player is given a godlike view of the game world, and indirectly controls game units under their command.[1] Thus, most strategy games involve elements of warfare to varying degrees,[2] and feature a combination of tactical and strategic considerations.[3] In addition to combat, these games often challenge the player's ability to explore or manage an economy.[2]
Relationship to other genres
[edit]Even though there are many action games that involve strategic thinking, they are seldom classified as strategy games.[3] A strategy game is typically larger in scope, and its main emphasis is on the player's ability to outthink their opponent.[3] Strategy games rarely involve a physical challenge, and tend to annoy strategically minded players when they do.[2] Compared to other genres such as action or adventure games where one player takes on many enemies, strategy games usually involve some level of symmetry between sides. Each side generally has access to similar resources and actions, with the strengths and weaknesses of each side being generally balanced.[2]
Although strategy games involve strategic, tactical, and sometimes logistical challenges, they are distinct from puzzle games. A strategy game calls for planning around a conflict between players, whereas puzzle games call for planning in isolation. Strategy games are also distinct from construction and management simulations, which include economic challenges without any fighting. These games may incorporate some amount of conflict, but are different from strategy games because they do not emphasize the need for direct action upon an opponent.[2] Nevertheless, some authors consider construction and management simulation games, in particular city-building games, as a part of the wider strategy game genre.[4][5][6]
Although strategy games are similar to role-playing video games in that the player must manage units with a variety of numeric attributes, RPGs tend to be about a smaller number of unique characters, while strategy games focus on larger numbers of fairly similar units.[2]
Game design
[edit]Units and conflict
[edit]
The player commands their forces by selecting a unit, usually by clicking it with the mouse, and issuing an order from a menu. Keyboard shortcuts become important for advanced players, as speed is often an important factor. Units can typically move, attack, stop, hold a position, although other strategy games offer more complex orders. Units may even have specialized abilities, such as the ability to become invisible to other units, usually balanced with abilities that detect otherwise invisible things. Some strategy games even offer special leader units that provide a bonus to other units. Units may also have the ability to sail or fly over otherwise impassable terrain, or provide transport for other units. Non-combat abilities often include the ability to repair or construct other units or buildings.[2]
Even in imaginary or fantastic conflicts, strategy games try to reproduce important tactical situations throughout history. Techniques such as flanking, making diversions, or cutting supply lines may become integral parts of managing combat. Terrain becomes an important part of strategy, since units may gain or lose advantages based on the landscape. Some strategy games such as Civilization III and Medieval 2: Total War involve other forms of conflict such as diplomacy and espionage. However, warfare is the most common form of conflict, as game designers have found it difficult to make non-violent forms of conflict as appealing.[2]
Economy, resources and upgrades
[edit]Strategy games often involve other economic challenges.[2] These can include building construction, population maintenance,[3] and resource management.[7] Strategy games frequently make use of a windowed interface to manage these complex challenges.[2]
Most strategy games allow players to accumulate resources which can be converted to units, or converted to buildings such as factories that produce more units. The quantity and types of resources vary from game to game. Some games will emphasize resource acquisition by scattering large quantities throughout the map, while other games will put more emphasis on how resources are managed and applied by balancing the availability of resources between players. To a lesser extent, some strategy games give players a fixed quantity of units at the start of the game.[2]
Strategy games often allow the player to spend resources on upgrades or research. Some of these upgrades enhance the player's entire economy. Other upgrades apply to a unit or class of units, and unlock or enhance certain combat abilities.[2] Sometimes enhancements are enabled by building a structure that enables more advanced structures.[8] Games with a large number of upgrades often feature a technology tree,[2] which is a series of advancements that players can research to unlock new units, buildings, and other capabilities.[7][9] Technology trees are quite large in some games, and 4X strategy games are known for having the largest.[9][10]
A build order is a linear pattern of production, research, and resource management aimed at achieving a specific and specialized goal. They are analogous to chess openings, in that a player will have a specific order of play in mind, however, the amount of the build order, the strategy around which the build order is built or even which build order is then used varies on the skill, ability and other factors such as how aggressive or defensive each player is.
Map and exploration
[edit]Early strategy games featured a top-down perspective, similar in nature to a board game or paper map. Many later games adopted an isometric perspective. Even with the rise of 3D graphics and the potential to manipulate the camera, games usually feature some kind of aerial view. Very rarely do strategy games show the world from the perspective from an avatar on the ground. This is to provide the player with a big-picture view of the game world, and form more effective strategies.[2]
Exploration is a key element in most strategy games. The landscape is often shrouded in darkness, and this darkness is lifted as a player's units enters the area. The ability to explore may be inhibited by different kinds of terrain, such as hills, water, or other obstructions. Even after an area is explored, that area may become dim if the player does not patrol it. This design technique is called the fog of war, where the player can see the terrain but not the units within the explored area. This makes it possible for enemies to attack unexpectedly from otherwise explored areas.[2]
Real-time versus turn-based
[edit]
Strategy video games are categorized based on whether they offer the continuous gameplay of real-time strategy, or the discrete phases of turn-based strategy.[3][11] These differences in time-keeping lead to several other differences. Typically, turn-based strategy games have stronger artificial intelligence than real-time strategy games, since the turn-based pace allows more time for complex calculations. But a real-time artificial intelligence makes up for this disadvantage with its ability to manage multiple units more quickly than a human.[3] Overall, real-time strategy games are more action-oriented, as opposed to the abstract planning emphasized in turn-based strategy.[3]
The relative popularity of real-time strategy has led some critics to conclude that more gamers prefer action-oriented games.[3] Fans of real-time strategy have criticized the wait times associated with turn-based games,[12] and praised the challenge and realism associated with making quick decisions in real-time.[8][12] In contrast, turn-based strategy fans have criticized real-time strategy games because most units do not behave appropriately without orders, and thus a turn-based pace allows players to input more realistic and detailed plans.[12] Game theorists have noted that strategic thinking does not lend itself well to real-time action,[1] and turn-based strategy purists have criticized real-time strategy games for replacing "true strategy" with gameplay that rewards "rapid mouse-clicking".[13] Overall, reviewers have been able to recognize the advantages associated with both of the main types of strategy games.[3][14]
Strategy versus tactics
[edit]Most strategy video games involve a mix of both strategy and tactics. "Tactics" usually refer to how troops are utilized in a given battle, whereas "strategy" describes the mix of troops, the location of the battle, the commander's larger goals or military doctrine, as well as the act of building up something (a base, economy, etc.).[15] However, there is also a growing subgenre of purely tactical games,[16] which are referred to as real-time tactics,[13] and turn-based tactics.[17] These types of games are sometimes categorized as "strategy" games. Game reviewers and scholars sometimes debate whether they are using terminology such as "tactics" or "strategy" appropriately.[18][19] Chris Taylor, the designer of Total Annihilation and Supreme Commander, has gone so far as to suggest that real-time strategy titles are more about tactics than strategy.[20] But releases that are considered pure tactical games usually provide players with a fixed set of units,[3][16] and downplay other strategic considerations such as manufacturing, and resource management.[13][16] Tactical games are strictly about combat,[21] and typically focus on individual battles,[13] or other small sections in a larger conflict.[22]
Settings and themes
[edit]Strategy games can take place in a number of settings. Depending on the theatre of warfare, releases may be noted as naval strategy games,[23] or space strategy games.[24] A title may be noted for its grand strategic scale, whether the game is real-time,[25][26] or turn-based.[27][28] Strategy games also draw on a number of historical periods, including World War II,[29] the medieval era,[30] or the Napoleonic era.[31] Some examples of these are: Hearts of Iron IV, Europa Universalis IV, and Victoria II. Some strategy games are even based in an alternate history, by manipulating and rewriting certain historical facts.[32] It is also common to see games based in science fiction or futuristic settings, as well as fantasy settings.[2]
Some strategy games are abstract, and do not try to represent a world with high fidelity. Although many of these may still involve combat in the sense that units can capture or destroy each other, these games sometimes offer non-combat challenges such as arranging units in specific patterns. However, the vast majority of computerized strategy games are representational, with more complex game mechanics.[2]
Single player, multiplayer, and massively multiplayer
[edit]Strategy games include single-player gameplay, multiplayer gameplay, or both.[33] Single player games will sometimes feature a campaign mode, which involves a series of matches against several artificial intelligence opponents.[7] Finishing each match or mission will advance the game's plot, often with cut scenes, and some games will reward a completed mission with new abilities or upgrades.[34] Hardcore strategy gamers tend to prefer multiplayer competition,[33] where human opponents provide more challenging competition than the artificial intelligence.[35] Artificial intelligence opponents often need hidden information or bonuses to provide a challenge to players.[2]
More recently, massively multiplayer online strategy games have appeared such as Shattered Galaxy from 2001.[33] However, these games are relatively difficult to design and implement compared to other massively multiplayer online games, as the numerous player-controlled units create a larger volume of online data.[36] By 2006, reviewers expressed disappointment with the titles produced thus far. Critics argued that strategy games are not conducive to massively multiplayer gameplay. A single victory cannot have much impact in a large persistent world, and this makes it hard for a player to care about a small victory, especially if they are fighting for a faction that is losing an overall war.[16] However, more recent developers have tried to learn from past mistakes, resulting in Dreamlords from 2007,[37] and Saga from 2008.[38] In 2012, Supercell released Clash of Clans, a mobile strategy video game.[39][40]
History
[edit]This section needs expansion. You can help by adding to it. (December 2020) |
The origin of strategy video games is rooted in traditional tabletop strategy games like Chess, Checkers and Go, as well as board and miniature wargaming.[1] The Sumerian Game, an early mainframe game written by Mabel Addis, based on the ancient Sumerian city-state of Lagash, was an economic simulation strategy game.[41]
The first console strategy game was a Risk-like game called Invasion, released in 1972 for the Magnavox Odyssey. Strategic Simulations (SSI)'s Computer Bismarck, released in 1980, was the first historical computer wargame. Companies such as SSI, Avalon Hill, MicroProse, and Strategic Studies Group released many strategy titles throughout the 1980s.[3] Reach for the Stars from 1983 was one of the first 4X strategy games, which expanded upon the relationship between economic growth, technological progress, and conquest.[3][42] That same year, Nobunaga's Ambition was a conquest-oriented grand strategy wargame with historical simulation elements.[43] The Lords of Midnight combined elements of adventure, strategy and wargames, and won the Crash magazine award for Best Adventure game of 1984,[44] as well as Best Strategy Game of the Year at the Golden Joystick Awards[45]
Utopia (1981) is generally considered the first real-time strategy game,[46] and real-time strategy elements can be found in several later games, such as Dan Bunten's Cytron Masters (1982), Kōji Sumii's Bokosuka Wars (1983),[47] D. H. Lawson and John Gibson's Stonkers and Steven Faber's Epidemic! (both 1983), and Evryware's The Ancient Art of War (1984). However, the genre did not become popular until releases of Herzog Zwei in 1989[48][49] and Dune II three years later in 1992.[8] Brett Sperry, the creator of Dune II, coined the name "real-time strategy" to help market the new game genre he helped popularize.[8] Real-time strategy games changed the strategy genre by emphasizing the importance of time management, with less time to plan.[8] Real-time strategy games eventually began to outsell turn-based strategy games.[3] With more than 11 million copies sold worldwide by February 2009, StarCraft (1998) became one of the best-selling games for the personal computer.[50] It has been praised for pioneering the use of unique "factions" in RTS gameplay, and for having a compelling story.[51][52]
2002's Warcraft III: Reign of Chaos has been an influence on real-time strategy games, especially the addition of role-playing elements and heroes as units.[53] More than the game itself, mods created with the World Editor led to lasting changes and inspired many future strategy games.[54][55] Defense of the Ancients (DotA), a community-created mod based on Warcraft III, is largely attributed as being the most significant inspiration for the multiplayer online battle arena (MOBA) format.[56][57] Since the format was tied to the Warcraft property, developers began to work on their own "DOTA-style" games, including Heroes of Newerth (2009), League of Legends (2010), and the mod's standalone sequel, Dota 2 (2013).[58][59] Blizzard Entertainment, the owner of Warcraft property, developed a game inspired by DotA titled Heroes of the Storm (2015), which features an array of heroes from Blizzard's franchises, including numerous heroes from Warcraft III.[60][61] Former game journalist Luke Smith called DotA "the ultimate RTS".[62]
Since its first title was released in 2000, the Total War series by the Creative Assembly has sold over 20 million copies,[63] becoming one of the most successful series of strategy games of all time.
Subgenres
[edit]4X
[edit]4X games are a genre of strategy video game in which players control an empire and "explore, expand, exploit, and exterminate". The term was first coined by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World. Since then, others have adopted the term to describe games of similar scope and design.
4X games are noted for their deep, complex gameplay. Emphasis is placed upon economic and technological development, as well as a range of non-military routes to supremacy. Many 4X games also fit into the category of grand strategy. Games can take a long time to complete since the amount of micromanagement needed to sustain an empire scales as the empire grows. 4X games are sometimes criticized for becoming tedious for these reasons, and several games have attempted to address these concerns by limiting micromanagement.
The earliest 4X games borrowed ideas from board games and 1970s text-based computer games. The first 4X games were turn-based, but real-time 4X games are also not uncommon. Many 4X games were published in the mid-1990s, but were later outsold by other types of strategy games. Sid Meier's Civilization and the Total War series are important examples from this formative era, and popularized the level of detail that would later become a staple of the genre. In the new 2000 millennium, several 4X releases have become critically and commercially successful.
Grand Strategy
[edit]Grand strategy games emphasize the management of a nation and the coordination of its resources. Diplomacy and war interact with each other and become the primary means of reshaping the world map consisting of various states. Players use their nation's resources to achieve national goals such as world domination, whether through military might, diplomacy, or economics.[64] Unlike 4X games, Grand strategy games might not include such elements as exploration, but it still can be there. Great examples of Grand Strategy games are the following series of games: Europa Universalis, Hearts of Iron, Crusader Kings.
Artillery
[edit]
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. Artillery games have been typically described as a type of turn-based tactics game, though they have also been described as a type of "shooting game."[65] Examples of this genre are Pocket Tanks, Hogs of War, Scorched 3D and the Worms series.
Early precursors to the modern artillery-type games were text-only games that simulated artillery entirely with input data values. A BASIC game known simply as Artillery was written by Mike Forman and was published in Creative Computing magazine in 1976.[65] This seminal home computer version of the game was revised in 1977 by M. E. Lyon and Brian West and was known as War 3; War 3 was revised further in 1979 and published as Artillery-3.[66] These early versions of turn-based tank combat games interpreted human-entered data such as the distance between the tanks, the velocity or "power" of the shot fired and the angle of the tanks' turrets.
Auto battler (auto chess)
[edit]Auto battler, also known as auto chess, is a type of strategy game that features chess-like elements where players place characters on a grid-shaped battlefield during a preparation phase, who then fight the opposing team's characters without any further direct input from the player.[67] It was created and popularized by Dota Auto Chess in early 2019, and saw more games in the genre by other studios, such as Teamfight Tactics, Dota Underlords, and Hearthstone Battlegrounds releasing soon after.[68][69][70]
Multiplayer online battle arena (MOBA)
[edit]
Multiplayer online battle arena (MOBA)[54] is a genre of strategy video games where two teams of players compete to destroy the opposing team's main structure while defending their own. Players control characters called "heroes" or "champions" with unique abilities, and are aided by computer-controlled units that march along set paths (called "lanes") toward the enemy base. The first team to destroy the enemy's base wins.[71][72] MOBA games combine elements of real-time strategy, role-playing, and action games, focusing on team coordination, character progression, and fast-paced combat. Unlike traditional real-time strategy games, players do not build structures or units.[73]
The genre gained popularity in the early 2010s, with Defense of the Ancients mod for Warcraft III, League of Legends, Dota 2, Heroes of the Storm, and Smite.[74][75][76][77] MOBA games are well-represented in esports, with prize pools reaching tens of millions of dollars.[78]
Construction and management simulation games
[edit]In management simulation games, players build, expand or manage fictional communities or projects with limited resources. Tycoons, city-building, business simulation and transport management games are considered by some authors as a part of wider subgenre of strategy games,[4][5][6][79][80] while others consider them as a separate video game genre. Some games of this subgenre, like The Settlers, can include warfare, but this is not an essential element in them. Other strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. For example, base building and resource management in XCOM series.
Real-time strategy (RTS)
[edit]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. According to Troy Dunniway, "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."[81] Ernest Adams goes so far as to suggest that real-time gameplay interferes with strategy. "Strategic thinking, at least in the arena of gameplay, does not lend itself well to real-time action".[1]
Many strategy players claim that many RTS games really should be labeled as "real-time tactical" (RTT) games since the game play revolves entirely around tactics, with little or even no strategy involved. Massively Multiplayer Online Games (MMOG or MMO) in particular have had a difficult time implementing strategy since having strategy implies some mechanism for "winning". MMO games, by their nature, are typically designed to be never-ending. Nevertheless, some games are attempting to "crack the code," so-to-speak, of the true real-time strategy MMOG.[82] One method by which they are doing so is by making defenses stronger than the weapons, thereby slowing down combat considerably and making it possible for players to more carefully consider their actions during a confrontation. Customizable units are another way of adding strategic elements, as long as players are truly able to influence the capabilities of their units. The industry is seeking to present new candidates worthy of being known for "thought strategy" rather than "dexterity strategy".
While Herzog Zwei is regarded as the first true RTS game,[48] the defining title for the genre was Westwood Studios's Dune II, which was followed by their seminal Command & Conquer games. Cavedog's Total Annihilation (1997), Blizzard's Warcraft (1994) series, StarCraft (1998) series, and Ensemble Studios' Age of Empires (1997) series are some of the most popular RTS games.[citation needed]
MMORTS
[edit]Massively multiplayer online real-time strategy games, also known as MMORTS, combine real-time strategy (RTS) with a persistent world. Players often assume the role of a general, king, or other type of figurehead leading an army into battle while maintaining the resources needed for such warfare. The titles are often based in a sci-fi or fantasy universe and are distinguished from single or small-scale multiplayer RTS games by the number of players and common use of a persistent world, generally hosted by the game's publisher, which continues to evolve even when the player is offline.
Real-time tactics (RTT)
[edit]Real-time tactics (abbreviated RTT[83] and less commonly referred to as fixed-unit real-time strategy[84]) is a subgenre of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics. It is also sometimes considered a subgenre of real-time strategy, and thus may in this context exist as an element of gameplay or as a basis for the whole game. It is differentiated from real-time strategy gameplay by the lack of resource micromanagement and base or unit building, as well as the greater importance of individual units[83][85] and a focus on complex battlefield tactics. Example titles include Warhammer: Dark Omen, World In Conflict, the Close Combat series, and early tactical role-playing games such as Bokosuka Wars, and Silver Ghost.
Tower defense
[edit]Tower defense games have a very simple layout. Usually, computer-controlled monsters called creeps move along a set path, and the player must place, or "build" towers along this path to kill the creeps. In some games, towers are placed along a set path for creeps, while in others towers can interrupt creep movement and change their path. In most tower defense games different towers have different abilities such as poisoning enemies or slowing them down. The player is awarded money for killing creeps, and this money can be used to buy more towers, or buy upgrades for a tower such as increased power or range.
Turn-based strategy (TBS)
[edit]
The term turn-based strategy (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 include Civilization, Heroes of Might and Magic, Making History, Advance Wars and Master of Orion.
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 feature a mix of both real-time and turn-based elements thrown together.
Turn-based tactics (TBT)
[edit]Turn-based tactics[86][87] (TBT), or tactical turn-based[88] (TTB), is a 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. Examples of this genre include the Wars and X-COM series, as well as tactical role-playing games such as the Jagged Alliance series, Fire Emblem series and Final Fantasy Tactics.
Wargames
[edit]Wargames are a subgenre of strategy video games that emphasize strategic or tactical warfare on a map, as well as historical (or near-historical) accuracy.[89]
The primary gameplay mode in a wargame is usually tactical: fighting battles. Wargames sometimes have a strategic mode where players may plan their battle or choose an area to conquer, but players typically spend much less time in this mode and more time actually fighting.[2] Because it is difficult to provide an intelligent way to delegate tasks to a subordinate, war games typically keep the number of units down to hundreds rather than hundreds of thousands.[2]
Examples of wargames include Koei's Nobunaga's Ambition and Romance of the Three Kingdoms series, Longbow's Hegemony series and several titles by Strategic Simulations, Inc. (SSI) and Strategic Studies Group (SSG).
Genre hybrids
[edit]Hybrid strategy games can be viewed as distinct from strategy subgenres in the fact they are not so much iterations or combinations of existing subgenres, but instead seek to combine the strategy genre with completely different genres. Efforts to create such strategy game hybrids were most active in the late 1990s to early 2000's, when first-person shooter (FPS) and real-time strategy (RTS) games were both massively popular. Leading to several notable FPS/RTS hybrid games.
Construction and management simulation games
[edit]In management simulation games, players build, expand or manage fictional communities or projects with limited resources. These games differ from other strategy games, in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process."[90] Games in this category are similar to simulation games and are sometimes also called "management games".[91][92][93] Such games; including Business simulation games, city-building, and transport management games are considered by some authors as a part of wider subgenre of strategy games,[4][5][6][79][80] while others consider them as a separate video game genre. Some games of this subgenre, like The Settlers, can include warfare, but this is not an essential element in them. Other strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. For example, base building and resource management in XCOM series.
See also
[edit]References
[edit]- ^ a b c d e Rollings, Andrew; Ernest Adams (2003). Andrew Rollings and Ernest Adams on Game Design. New Riders Publishing. pp. 321–345. ISBN 1-59273-001-9. Archived from the original on 2008-10-07. Retrieved 2007-12-25.
- ^ a b c d e f g h i j k l m n o p q r s t u Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. Archived from the original on 2017-12-31. Retrieved 2009-02-10.
- ^ a b c d e f g h i j k l m Mark H. Walker (2002-02-01). "Strategy Gaming". GameSpy. Retrieved 2008-12-28.
- ^ a b c Alessandro Gabbiadini, Tobias Greitemeyer (2017-01-01). "Uncovering the association between strategy video games and self-regulation: A correlational study". Personality and Individual Differences. 104: 129–136. doi:10.1016/j.paid.2016.07.041. Retrieved 2022-10-14.
- ^ a b c Dominic Machado (2010). "Video Games and Classical Antiquity". Academia. Retrieved 2022-10-14.
- ^ a b c Aroutis N. Foster (2009). "Gaming their way: Learning in simulation strategy video games". Archived (PDF) from the original on 2021-05-11. Retrieved 2022-10-14.
- ^ a b c Todd Barron (2003). Strategy Game Programming with DirectX 9. Wordware Publishing, Inc.
- ^ a b c d e Bruce Geryk (2001-03-30). "A History of Real-Time Strategy Games - Dune II". GameSpot. Retrieved 2008-07-26.
- ^ a b Jason Dobson (2008-02-01). "Joystiq interview: Ironclad talks 4X strategy with Sins of a Solar Empire". Joystiq. Retrieved 2008-06-23.
- ^ Sean Molloy. "Sins of a Solar Empire Preview". 1UP.com. Archived from the original on 2013-01-01. Retrieved 2008-06-23.
- ^ "Strategy Games". Strategy Gamer. Archived from the original on 2025-10-20. Retrieved 2025-10-20.
- ^ a b c Strategy Planet (2001-06-27). "Point - CounterPoint: Turn Based vs. Real Time Strategy". IGN. Archived from the original on 2007-02-26. Retrieved 2008-12-28.
- ^ a b c d Edge Staff (2007-11-01). "50 greatest game design innovations". Edge. Archived from the original on 2010-09-24. Retrieved 2008-12-28.
- ^ Marc Saltzman (2003-07-01). "'Nations' offers 2 types of game play". CNN. Retrieved 2008-12-28.
- ^ Dave Morris, Leo Hartas (2004). Strategy Games. Thomson Course Technology. p. 10.
- ^ a b c d Dan Adams (2006-05-07). "The State of the RTS". IGN. Archived from the original on April 9, 2006. Retrieved 2008-12-29.
- ^ Susan Arendt (2007-06-28). "Review: Band of Bugs is a Garden-Variety Tactics Game". Wired. Archived from the original on 2009-01-10. Retrieved 2008-12-28.
- ^ Nathan Toronto (2008-01-24). "The Future Of The Real-Time Strategy Game". GamaSutra. Retrieved 2008-12-28.
- ^ Troy Goodfellow (2008-01-28). "The Future Of The RTS - A Counter-Opinion". Gamasutra. Archived from the original on January 2, 2013. Retrieved 2008-12-28.
- ^ John 'Warrior' Keefer (2005-07-08). "Supreme Commander Interview (PC)". GameSpy. Retrieved 2008-12-28.
- ^ Erik Bethke (2003). Game Development and Production. Wordware Publishing, Inc. p. 23.
- ^ Bendik Stang (2006). The Book of Games Volume 1. Book of Games. p. 326.
- ^ Jeff Haynes (2007-07-02). "Steel Horizon Review". IGN. Retrieved 2008-12-28.
- ^ Jason Ocampo (2008-08-30). "PAX 2008: Stardock Plans Micro Expansions for Sins". IGN. Archived from the original on September 1, 2008. Retrieved 2008-12-28.
- ^ Dave Kosak (2004-09-22). "Rome: Total War Review (PC)". GameSpy. Retrieved 2008-12-28.
- ^ Scott Alan Marriott (2008-02-13). "Sins Of A Solar Empire". G4TV. Retrieved 2008-12-28.
- ^ Peter Cohen (2008-07-17). "Europa Universalis strategy game to come to iPhone". MacWorld. Retrieved 2008-12-28.
- ^ Adam Swiderski (2007-02-14). "Galactic Civilizations II Dark Avatar Review". UGO. Archived from the original on 2007-02-25. Retrieved 2008-12-28.
- ^ Steve Butts (2005-01-07). "IGN: Hearts of Iron 2 Review". GameSpy. Archived from the original on January 10, 2005. Retrieved 2008-12-28.
- ^ Jason Ocampo (2006-10-13). "Medieval 2: Total War Exclusive Hands-on - Conquering Europe One Territory at a Time". GameSpot. Retrieved 2008-12-28.
- ^ Zakk the Intern (2002-09-23). "Empires in Arms to be Adapted to PC". IGN. Archived from the original on October 12, 2002. Retrieved 2008-12-28.
- ^ Staffan Bjork, Jussi Holopainen (2005). Patterns in Game Design. Charles River Media. p. 67.
- ^ a b c "The Best and Worst of 2001". GameSpot. 2001. Retrieved 2008-12-29.
- ^ Soren Johnson (2008-10-08). "Opinion: 7 Deadly Sins For Strategy Games". Gamasutra. Retrieved 2008-12-29.
- ^ "Best and Worst of 2002". GameSpot. 2002. Retrieved 2008-12-29.
- ^ Ramon Axelrod and Gideon Amir (2005-06-13). "Massively Multiplayer Game Development 2: Architecture and Techniques for an MMORTS". Gamasutra. Archived from the original on December 5, 2007. Retrieved 2008-12-29.
- ^ Richard Aihoshi (2006-05-28). "Dreamlords Interview - Part 1". IGN. Archived from the original on 2009-07-21. Retrieved 2008-12-29.
- ^ Michael Lafferty (2007-06-29). "Producer Jason Faller talks about the persistent-world RTS,Saga". GameZone. Archived from the original on 2008-12-24. Retrieved 2008-12-29.
- ^ Grundberg, Sven; Rossi, Juhana (March 8, 2013). "Finland's Newest Hit Maker: Supercell". The Wall Street Journal. Retrieved October 20, 2013.
- ^ Squires, Jim (October 1, 2013). "Clash of Clans: Now on Android (in Canada and Finland)". Gamezebo. Archived from the original on June 9, 2014. Retrieved June 9, 2014.
- ^ Henley, Stacey (8 March 2020). "Remembering Mabel Addis, the first video game writer, on International Women's Day". GamesRadar. Retrieved 25 April 2021.
- ^ Bruce Geryk (2001-08-08). "History of Space Empire Games - The Early Years 1980-1992". GameSpot. Retrieved 2008-07-26.
- ^ Philip Kollar (2007-11-08). "Nobunaga's Ambition Rekindled for PS2: Rise to Power campaigns across Feudal Japan". 1UP.com. Archived from the original on 2011-06-29. Retrieved 2011-03-02.
- ^ "CRASH 12 - Readers' Awards". www.crashonline.org.uk.
- ^ "World of Spectrum - Forced Redirect". www.worldofspectrum.org.
- ^ "The evolution of gaming: computers, consoles, and arcade". Ars Technica. 2005-10-11.
- ^ "Dru Hill: The Chronicle of Druaga". 1UP. Archived from the original on 2005-01-19.
- ^ a b Zzap! Issue 68, December 1990, p.45 - "Amiga Reviews: Battlemaster". Archived from the original on 11 February 2006. Retrieved 17 December 2006.
- ^ "Are Real Time Strategy Games At Their Peak?". Archived from the original on 15 November 2010. Retrieved 2 September 2006.
- ^ Kris Graft (February 11, 2009). "Blizzard Confirms One "Frontline Release" for '09". Edge. Archived from the original on August 25, 2010. Retrieved May 12, 2009.
- ^ "The Greatest Games of All Time". GameSpot. 2006-07-05. Archived from the original on 2006-07-05. Retrieved 2020-12-03.
- ^ "Starcraft - IGN". archive.vn. 2017-02-23. Archived from the original on 2017-02-23. Retrieved 2020-12-03.
- ^ Zacny, Rob (March 7, 2018). "The Monstrous Timelessness of Warcraft 3". Waypoint. Archived from the original on March 13, 2018. Retrieved July 17, 2018.
- ^ a b "How Warcraft 3's modding community paved the way for League of Legends and Dota 2". PCGamesN. 27 March 2018. Retrieved 2020-09-15.
- ^ Staff, Ars (2020-01-27). "How Warcraft III birthed a genre, changed a franchise, and earned a Reforge-ing". Ars Technica. Retrieved 2020-10-05.
- ^ Walbridge, Michael (12 June 2008). "Analysis: Defense of the Ancients - An Underground Revolution". www.gamasutra.com. Archived from the original on May 10, 2012. Retrieved 2020-09-07.
- ^ Funk, John (2013-09-02). "MOBA, DOTA, ARTS: A brief introduction to gaming's biggest, most impenetrable genre". Polygon. Retrieved 2020-09-15.
- ^ "The history of MOBAs: From mod to sensation". VentureBeat. 2014-09-01. Retrieved 2020-09-15.
- ^ Nemikan (21 September 2009). "DOTA reborn: Three games inspired by the legendary WC3 mod". Icrontic.com. Archived from the original on 26 August 2012. Retrieved 17 November 2010.
- ^ "From Warcraft III to Heroes of the Storm, Talking Art and Blizzard's Long History with Samwise Didier - AusGamers.com". www.ausgamers.com. Retrieved 2020-01-08.
- ^ "Heroes Of The Storm Proves That A New Warcraft Strategy Game Could Work". Kotaku. 30 June 2015. Retrieved 2020-09-09.
- ^ O'Connor, Frank; Smith, Luke (February 19, 2008). "The Official Bungie Podcast". Bungie. Archived from the original on April 11, 2008. Retrieved February 27, 2008.
- ^ Yin-Poole, Wesley (4 August 2016). "Sega has quietly become one of the world's best PC strategy game companies". Eurogamer. Gamer Network. Retrieved 4 August 2016.
- ^ Loban, Rhett (14 September 2021). "The transformation from physical wargames to grand strategy video games, and the opportunities for deep and efficient historical wargaming experiences" (PDF). Digital Culture & Education. 13 (1): 83–84. Retrieved 8 August 2024.
- ^ a b Barton, Matt. "Scorched Parabolas: A History of the Artillery Game". Armchair Arcade. Archived from the original on 2007-10-11. Retrieved 2007-11-25.
- ^ "More BASIC Computer Games: Artillery-3". www.atariarchives.org.
- ^ Cox, Matt (August 2019). "Spawn Point: What on earth is an auto battler?". Rock, Paper, Shotgun. Archived from the original on August 3, 2019. Retrieved 3 August 2019.
- ^ Gilroy, Joab (4 July 2019). "An Introduction to Auto Chess, Teamfight Tactics and Dota Underlords". IGN. Archived from the original on July 4, 2019. Retrieved July 10, 2019.
- ^ Grayson, Nathan (25 June 2019). "A Guide To Auto Chess, 2019's Most Popular New Game Genre". Kotaku. Archived from the original on July 3, 2019. Retrieved July 21, 2019.
- ^ Goslin, Austen (2019-11-01). "Blizzard announces Hearthstone Battlegrounds, a new autobattler set in the Warcraft Universe". Polygon. Retrieved 2019-11-09.
- ^ Cannizzo, Alejandro; Ramírez, Esmitt (2015). "Towards Procedural Map and Character Generation for the MOBA Game Genre". Ingeniería y Ciencia. 11 (22): 95–119. doi:10.17230/ingciencia.11.22.5. hdl:10784/7884. ISSN 1794-9165.
- ^ "How MOBAs Took Over Gaming". IGN Middle East. 2013-08-01. Retrieved 2020-09-15.
- ^ Silva, Victor do Nascimento; Chaimowicz, Luiz (2017-05-30). "MOBA: a New Arena for Game AI". arXiv:1705.10443 [cs.AI].
- ^ "The history of MOBAs: From mod to sensation". VentureBeat. 2014-09-01. Retrieved 2020-09-15.
- ^ Funk, John (2013-09-02). "MOBA, DOTA, ARTS: A brief introduction to gaming's biggest, most impenetrable genre". Polygon. Retrieved 2020-09-15.
- ^ "How Warcraft 3's modding community paved the way for League of Legends and Dota 2". PCGamesN. March 26, 2018. Retrieved 2020-09-15.
- ^ Amstrup, Johannes; ersen (2017-09-15). "Best Modern MOBA Games – LoL, Dota 2, HotS & Smite Compared". Pro Gamer Reviews. Retrieved 2019-10-19.
- ^ Hurst, Taylor (2019-02-12). "Esports Prize Pools: $155.9M (2018)". Medium. Retrieved 2020-04-22.
- ^ a b Ondřej, Lakomý (5 January 2020). Railroad Network Planning in Open Transport Tycoon Deluxe (PDF). Univerzita Karlova, Matematicko-fyzikální fakulta. p. 3. Retrieved 8 August 2024.
- ^ a b Pascal Franciscus, Maria Fouraschen (25 August 2016). Playing with the future – Opportunities and risks of city building simulation and strategy games in spatial and urban planning (PDF). Groningen: University of Groningen. p. 69. Retrieved 8 August 2024.
- ^ "RTS Design". Archived from the original on 2007-09-27. Retrieved 2007-09-13.
- ^ Allen 'Delsyn' Rausch (2008-08-15) "Beyond Protocol (PC)" Archived 2009-04-16 at the Wayback Machine Gamespy. Retrieved on 2009-04-10.
- ^ a b "The State of the RTS". IGN. 7 April 2006. Archived from the original on April 9, 2006. Retrieved 14 September 2006.(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.)
- ^ Walker, Mark. "Strategy Gaming: Part II". GameSpy. Archived from the original on 2010-01-05. Retrieved 2007-10-28.
- ^ "Point - CounterPoint: Resource Collection vs. Fixed Units". StrategyPlanet. Archived from the original on 2007-12-31. Retrieved 2007-11-04.
- ^ Butts, Steve (January 27, 2004). "Silent Storm Review". IGN. Archived from the original on February 2, 2004. Retrieved 2007-11-25.
- ^ Ocampo, Jason (May 12, 2006). "E3 06: Panzer Tactics DS". GameSpot. Retrieved 2007-11-25.
- ^ "Battle Lord". GameSpot. Archived from the original on 2007-10-20. Retrieved 2007-11-25.
- ^ Walker, Mark H. (February 2002). "Strategy Gaming: Part III -- Strategy Gaming". GameSpy. Archived from the original on 2011-05-25. Retrieved 2009-06-28.
- ^ Rollings, Andrew; Ernest Adams (2003). Andrew Rollings and Ernest Adams on Game Design. New Riders Publishing. pp. 417–441. ISBN 1-59273-001-9. Archived from the original on 2008-09-15. Retrieved 2007-11-12.
- ^ "Emperor: Rise of the Middle Kingdom for PC". GameSpot. Retrieved 2007-11-16.
- ^ Beers, Craig (2004-03-18). "School Tycoon for PC Review". GameSpot. Retrieved 2007-11-16.
- ^ Butts, Stephen; Ward, Trent C. (2000-10-02). "IGN: Zeus: Master of Olympus Preview". IGN. Archived from the original on October 3, 2002. Retrieved 2007-11-16.
External links
[edit]
Media related to Strategy video games at Wikimedia Commons
Strategy video game
View on GrokipediaDefinition and Overview
Core Characteristics
Strategy video games constitute a genre centered on long-term planning, resource management, and the pursuit of objectives through indirect control of units, structures, or systems, distinguishing them from genres emphasizing direct, immediate character manipulation.[7][8] In these games, players issue commands to oversee broader operations, such as directing armies or economies, rather than controlling individual actions in real-time like in action titles.[9] This indirect approach fosters tactical and strategic decision-making to outmaneuver opponents or fulfill goals.[10] A hallmark of the genre is its strategic depth, characterized by multiple layers of decision-making that span macro-level planning—such as base construction, resource allocation, and overall campaign strategy—and micro-level execution, including precise unit positioning and combat maneuvers.[11][12] These layers create interconnected systems where high-level choices influence immediate outcomes, demanding players balance foresight with adaptability.[13] Such depth encourages emergent gameplay, where player ingenuity can yield diverse paths to victory.[14] The term "strategy game" traces its roots to traditional board games and wargames, such as chess and Go, which emphasized positional planning and conflict simulation, later adapted into digital formats during the early video game era.[15][9] The genre's transition to computers began in the late 1970s and gained prominence in the 1980s with pioneering titles like Utopia (1981), an Intellivision game introducing real-time resource gathering and kingdom management.[8][16] These early digital adaptations built on analog precedents, evolving wargame mechanics into interactive simulations of command and conquest.[17] Unlike casual games, which prioritize accessibility, short sessions, and simple mechanics for broad appeal, strategy video games emphasize complexity, high replayability through procedural variability and branching decision trees, and substantial player agency in reshaping game states via interdependent choices.[18][19] This focus on depth often results in longer playtimes and steeper learning curves, rewarding mastery over repeated engagements.[20] Strategy games may briefly overlap with simulation genres in their resource and system management elements, but they prioritize competitive or goal-oriented planning.[21]Typical Gameplay Experience
A typical session in a strategy video game begins with an initial setup phase, where players select factions, customize starting resources, or choose difficulty levels before deployment on a map. In real-time strategy (RTS) games, this often involves executing a predetermined build order to establish an economy, such as harvesting resources and constructing basic infrastructure, while scouting for opponent positions to inform early decisions.[22] In turn-based strategy (TBS) games, setup leads directly into alternating turns, where players position initial units on a grid-based map and allocate limited actions, such as movement or recruitment, to lay foundational strategies.[23] The mid-game transitions to expansion and conflict, with players balancing resource gathering, unit production, and engagements; for instance, RTS titles like StarCraft emphasize rapid economy scaling to enable aggressive pushes, while TBS games like those using sequential turns allow deliberate planning of multi-unit maneuvers.[24] End-game resolution hinges on victory conditions, such as achieving total domination by eliminating opponents or meeting timed objectives like territorial control, often culminating in large-scale confrontations that test accumulated preparations.[25] Pacing varies significantly between subgenres, creating distinct experiential rhythms. TBS games incorporate pauses between turns for comprehensive planning, enabling players to evaluate board states, predict opponent responses, and optimize actions without time pressure, which fosters strategic depth but can extend sessions.[23] In contrast, RTS games feature continuous action, where real-time decision-making generates tension through simultaneous management of offense, defense, and economy, as seen in phased escalations from build-up to resolution that prevent early dominance and sustain engagement.[25] This balance often manifests as dramatic uncertainty, with players adapting to evolving conflicts to avoid defeat.[26] Common challenges include resource scarcity, which compels trade-offs between expansion and military buildup, heightening strategic stakes in both RTS and TBS formats.[24] Opponent or AI unpredictability introduces variability, requiring constant adaptation—such as countering rushes in RTS via scouting or anticipating multi-turn setups in TBS—while steep learning curves are mitigated through progressive tutorials that introduce mechanics incrementally.[22] Visibility mechanics, like fog of war, further complicate navigation by concealing unexplored areas, demanding exploration to reveal threats.[24] To enhance immersion amid these complexities, strategy games employ intuitive interfaces such as minimaps for battlefield overviews, unit queues for monitoring production, and hotkeys for rapid commands, allowing efficient management without disrupting the flow of play.[27] These elements reduce cognitive overload, enabling players to focus on high-level strategy while maintaining engagement in the game's macro and micro layers.[27]Relationship to Other Genres
Strategy video games often overlap with simulation genres, particularly in incorporating management and optimization mechanics such as resource allocation and city-building, which model complex systems like urban development or economic growth. For instance, games like Civilization employ simulation-inspired models, such as Christallerian hierarchies for city networks, to simulate territorial expansion and specialization, while SimCity uses cellular automata for gravitational urban effects and social dynamics. However, strategy games distinguish themselves by prioritizing competitive conflict and player-driven territorial control over the pure, non-adversarial optimization found in dedicated simulations, which focus on realistic replication for educational or exploratory purposes rather than victory conditions.[28] Strategy games share progression systems with role-playing games (RPGs), including unit leveling and skill enhancement through experience accumulation, allowing players to upgrade capabilities over time in both genres. This overlap stems from early computer RPGs (CRPGs) integrating strategic combat and procedural world generation into adventure frameworks, creating hybrid mechanics where group coordination enhances individual character arcs. Nonetheless, strategy games emphasize collective control of multiple units and tactical decision-making for group-based outcomes, contrasting with RPGs' focus on individual narratives, character immersion, and role enactment within story-driven contexts.[29][30] Real-time strategy (RTS) subgenres have influenced action games by introducing elements like quick-time decisions and command queuing, blending rapid response mechanics with deeper planning to create hybrid experiences. Early RTS titles such as Utopia (1981) required instantaneous reactions to dynamic events like raids, merging action's pace with strategy's resource management, while Herzog Zwei (1989) pioneered player-controlled units and micromanagement that presaged action-strategy fusions. This influence extends to multiplayer online battle arena (MOBA) games, which combine RTS tactical oversight with action-oriented hero controls. In contrast, strategy games diverge from action genres by favoring deliberate planning over reflex-based execution.[8] Strategy games differ from puzzle and adventure genres in their demand for dynamic adaptation to opponent actions, requiring ongoing tactical adjustments in competitive environments rather than solving isolated logic challenges or following linear narratives. Puzzle games emphasize static problem-solving through deliberate, non-competitive optimization, such as pattern recognition without adversarial interference, whereas adventure games center on exploration and storyline progression with minimal resource conflict. These distinctions highlight strategy's core reliance on interactive, opponent-responsive decision-making, setting it apart from the self-contained resolutions of puzzles or the narrative linearity of adventures.[30][3]Core Game Design Elements
Units and Conflict Resolution
In strategy video games, units are typically categorized into combatants and support roles, each with distinct attributes that define their functionality in conflict. Combatants, such as infantry, vehicles, and aerial units, focus on direct engagement and are characterized by attributes like health (hit points, or HP, representing durability), damage output (melee, ranged, or explosive), and speed (movement rate influencing positioning and evasion). For instance, infantry units often have high health but low speed, making them resilient frontline defenders, while vehicles prioritize damage and mobility for flanking maneuvers. Support units, including builders for constructing defenses and healers for restoring ally health, emphasize utility over aggression; builders may have minimal combat attributes but enhanced speed for rapid deployment, whereas healers possess low damage potential but abilities to regenerate HP over time. These attributes interact through rock-paper-scissors counters, where specific unit types gain bonuses against others—such as infantry outperforming cavalry due to superior close-range damage, while cavalry excels against ranged archers via speed advantages—promoting diverse army compositions.[31][32] Conflict resolution in strategy games revolves around mechanics that simulate tactical engagements, including movement via pathfinding algorithms, area-of-effect (AOE) attacks, morale systems, and outcome determination. Pathfinding employs algorithms like A* variants to navigate units around obstacles and toward targets efficiently, often incorporating hierarchical pathing for group movements in real-time strategy (RTS) titles to handle large-scale battles without performance lag; improvements such as multi-entrance handling reduce computation by finding optimal routes in a single pass. AOE attacks allow units to damage multiple foes within a radius, such as artillery barrages affecting clustered enemies, adding spatial strategy to positioning. Morale systems introduce psychological dynamics, where units under fire suffer performance debuffs—like reduced accuracy or speed—and may rout if morale depletes, as seen in games where leadership stats trigger retreats after sustained losses, forcing players to manage unit cohesion. Resolution methods vary: probabilistic hit points erode health gradually with potential randomness in damage application, while deterministic outcomes, common in turn-based strategy, yield fixed results based on attribute matchups without variance, ensuring predictable tactical depth.[33][34][25] Balance considerations emphasize asymmetrical unit designs across factions, tailoring strengths and weaknesses to encourage unique playstyles while maintaining overall fairness. In StarCraft II, Terran units favor durable, mechanical designs like siege tanks with high AOE damage but slower production, contrasting Zerg's swarming, biological units such as zerglings that excel in speed and numbers for overwhelming rushes yet falter against armored foes; this asymmetry requires Terran players to leverage defensive positioning against Zerg's aggressive expansion, fostering replayability through faction-specific counters. Such designs draw from Blizzard's philosophy of distinct racial identities, where balance emerges from mutual counters rather than identical capabilities.[35] In single-player modes, AI behaviors enhance challenge through sophisticated pathing and threat prioritization, simulating competent opponents without human input. Pathing algorithms guide AI units using potential fields to avoid dangers while converging on objectives, adjusting routes dynamically based on terrain and enemy positions. Threat prioritization employs Bayesian models or evaluation functions to assess high-value targets—like enemy commanders over fodder units—directing attacks to maximize impact, as in AI bots that weigh attack costs against benefits in skirmish scenarios. These systems, often built on reinforcement learning for micro-management, allow AI to mimic tactical decisions, such as flanking weak points or retreating under morale strain, providing scalable difficulty.[36][37]Economy, Resources, and Upgrades
In strategy video games, resources form the foundational backbone of player progression, typically categorized into gatherable, generated, and strategic types. Gatherable resources, such as minerals, vespene gas in StarCraft, or food, wood, and gold in Age of Empires, must be actively harvested by worker units from environmental sources, often starting with scarcity that transitions to abundance through expansion.[38] Generated resources, like passive income over time from buildings or trade routes in games such as Anno 1800, provide steady inflows without direct intervention, simulating economic growth. Strategic resources, including technology points or research outputs in titles like Civilization VI, accumulate to enable unlocks and are distinct from raw materials, emphasizing long-term planning over immediate collection.[39] Economy mechanics revolve around efficient harvesting rates, inter-player trade systems, and deliberate bottlenecks to enforce strategic trade-offs. Harvesting rates vary by resource type and worker efficiency—for instance, villagers in Age of Empires gather berries quickly from finite patches but require investment in renewable farms for sustainability, while SCVs in StarCraft mine minerals at a consistent pace limited by supply deposits. Trade systems, such as markets in Age of Empires allowing resource exchanges at fluctuating rates or cooperative structures in Anno 1800, enable players to mitigate shortages through diplomacy or commerce, adding layers of interaction. Bottlenecks, like population caps on workers or supply limits in StarCraft that prevent overproduction without upgrades, create scarcity that forces prioritization, ensuring economies do not spiral into unchecked growth.[38][39] Upgrade paths are commonly structured as technology trees, which branch into military, economic, or defensive enhancements, with costs escalating exponentially to reflect increasing complexity. In Civilization IV, the vine-like tech tree features over 80 interconnected nodes, where early investments in mysticism yield broad prerequisites for later robotics, branching into military upgrades like unit attack bonuses, economic boosts such as +15% productivity, or defensive improvements to buildings. Similarly, Age of Empires employs linear yet civilization-specific trees with escalating resource and time costs, where basic economic techs enable advanced military paths, often requiring quadratic resource inputs for linear power gains in unit capabilities. These systems tie directly to unit production, where resource allocation determines the feasibility of building armies.[40] Sustainability in strategy game economies demands balancing aggressive expansion with defensive measures to prevent collapse from enemy raids. The classic "guns versus butter" trade-off, as seen in Empire Earth, pits resource diversion toward military production against economic growth, where unchecked expansion leaves bases vulnerable to disruptions that halt harvesting. In Anno 1800, ecological limits and circular economy mechanics encourage sustainable practices, such as waste management, to avoid bottlenecks from overexploitation, while raids can sever trade routes, forcing players to fortify supply lines. This interplay ensures that economic prosperity remains contingent on holistic strategy, averting total collapse from imbalanced priorities.[39][40]Map, Exploration, and Visibility Mechanics
In strategy video games, maps serve as the foundational spatial framework, typically structured as tile-based grids to discretize movement and interactions, enabling precise pathfinding and resource allocation. Tile-based designs divide the game world into discrete units, such as hexagons or squares, which facilitate algorithmic computations for unit navigation and combat resolution.[41] Continuous terrains, by contrast, employ seamless, non-gridded environments that allow fluid movement but increase computational demands for collision detection and visibility calculations.[42] Procedural generation enhances replayability by algorithmically creating varied maps at runtime, often using techniques like wave function collapse to assemble tiles based on adjacency rules and seeds for deterministic yet diverse outputs.[43] This approach ensures maps adapt to player sessions without manual design, as seen in systems that propagate constraints across subdivided chunks for infinite or expandable worlds.[44] Exploration mechanics emphasize the active discovery of the map, primarily through scouting units that reveal hidden areas while incurring costs such as time delays or vulnerability to ambushes. In real-time strategy (RTS) games, players deploy fast, low-health units like workers or dedicated scouts to probe the environment, prioritizing objectives like locating enemy bases or assessing threats.[45] These units operate under constraints modeled as multi-objective problems, balancing speed, sight range, and survival— for instance, a scout with higher velocity might cover more ground but face greater risk in hostile zones.[46] Exploration pacing in real-time contexts demands rapid decisions, contrasting with turn-based systems where methodical scouting minimizes immediate risks. The strategic value lies in information asymmetry, where early discoveries inform build orders and defensive preparations.[47] Visibility systems regulate player knowledge of the map, most notably through the fog of war mechanic, which obscures unrevealed or unmonitored sections to simulate battlefield uncertainty. This system typically employs a grid-based overlay where areas lose visibility once scouting units depart, forcing ongoing investment in surveillance like radar upgrades or persistent observers.[48] In multiplayer settings, alliances enable shared vision, allowing allied players to pool revealed areas for coordinated strategies, while upgrades such as enhanced scout sensors extend sight radii to counter fog encroachment.[49] Implementation often involves efficient rendering techniques, like upscaling low-resolution visibility grids with antialiasing and blurring to create smooth transitions without performance overhead.[48] These mechanics heighten tension by limiting omniscience, compelling players to infer enemy movements from partial intel. The strategic implications of map elements profoundly shape gameplay, with terrain features like mountains or forests altering unit mobility— for example, elevated positions granting attack bonuses or slowing traversal to create natural barriers. Chokepoints, narrow passages between regions, serve as critical control nodes for ambushes or fortifications, detected via algorithms like breadth-first search to identify high-traffic bottlenecks.[42] Neutral zones, unoccupied expanses, offer opportunities for expansion but expose flanks to raids, while procedural variations ensure no two maps feature identical configurations, promoting adaptive tactics over rote memorization.[50] Overall, these elements foster emergent strategies, where terrain analysis via waypoints or influence maps guides decisions on routing attacks through defensible paths or exploiting visibility gaps.[41]Real-Time vs. Turn-Based Systems
Strategy video games primarily employ two temporal structures for gameplay: real-time systems, where actions occur continuously without pauses, and turn-based systems, where players alternate discrete phases of decision-making. These mechanics fundamentally shape player engagement, strategic depth, and accessibility in the genre.[51] In real-time strategy (RTS) systems, gameplay unfolds in continuous time, requiring players to issue commands simultaneously with opponents, often demanding high multitasking and rapid decision-making. This creates a sense of urgency and immersion, as seen in titles like Dune II (1992), which popularized the format by integrating real-time resource gathering and unit control. However, the format's emphasis on speed can disadvantage players with slower reflexes or processing, leading to high actions-per-minute (APM) requirements that favor execution over pure strategy, as exemplified by competitive play in StarCraft (1998). Some RTS games mitigate this through pause features, allowing temporary halts for planning, though this is not universal and can alter the core tension of uninterrupted action.[8][51] Turn-based systems, conversely, divide gameplay into sequential turns, enabling players to deliberate fully without time pressure, which fosters deep analysis and optimization of strategies. This approach enhances accessibility for complex scenarios, as players can explore multiple outcomes at their pace, a hallmark of series like Civilization (1991 onward). Advantages include reduced cognitive overload and greater emphasis on long-term planning, making it suitable for solo or asymmetric play; drawbacks involve potentially slower pacing, which may disengage players seeking immediate feedback or competitive intensity.[51][15] The trade-offs between these systems influence design choices: real-time prioritizes pattern recognition and adaptability under pressure, appealing to competitive multiplayer, while turn-based rewards preparation and precision, often suiting narrative-driven or exploratory experiences. Real-time can overwhelm newcomers due to its relentless flow, whereas turn-based risks tedium if turns drag without meaningful progression. Designers must balance these to avoid alienating audiences, with real-time often requiring streamlined interfaces to manage multitasking demands.[51] Hybrid approaches blend elements of both, such as semi-real-time modes with turn limits or real-time execution following planning phases, to capture benefits like controlled pacing and dynamic action. For instance, the Total War series (2000 onward) uses turn-based strategic oversight on a campaign map paired with real-time tactical battles, allowing broad planning without sacrificing combat intensity. Other examples include X-COM: Apocalypse (1993), which experimented with simultaneous turns in a real-time framework, though such hybrids can struggle with inconsistent pacing if not carefully tuned. These designs aim to broaden appeal by mitigating the extremes of each system.[51] The evolution of these systems reflects technological and market shifts: early strategy games, influenced by board games like chess and Risk (1957), predominantly favored turn-based mechanics for computational feasibility on limited hardware pre-1990s. The rise of real-time gained momentum in the 1990s with improved processing power, culminating in Dune II's breakthrough, which shifted dominance toward real-time for its thrilling immediacy and multiplayer viability, as evidenced by the esports boom around StarCraft. Post-2000s, turn-based persisted in grand strategy subgenres, while hybrids proliferated to reconcile the two paradigms amid diverse player preferences.[8][15]Strategy vs. Tactics Framework
In strategy video games, strategy encompasses the long-term planning and decision-making that shapes a player's overarching path to victory, including establishing campaign objectives, forging alliances with other factions, or prioritizing technological upgrades to gain competitive advantages. This framework draws from formal game design principles, where strategy influences the entire scope of play by allocating resources and anticipating opponent moves over extended periods. For instance, in games like StarCraft, strategic choices involve selecting a faction and building an economy to support sustained expansion.[1] Tactics, in contrast, refer to the short-term, reactive maneuvers executed during immediate gameplay situations, such as positioning units to flank enemy forces or launching opportunistic raids on resource nodes to disrupt opponents. These actions focus on optimizing outcomes in discrete encounters, often through precise control of individual elements like unit micro-management. In the Total War series, tactics manifest in battlefield commands, where players direct formations to exploit terrain or counter specific threats.[1] The interplay between strategy and tactics is essential, as tactical successes enable strategic goals while failures can cascade to undermine them; for example, losing critical units to poor flanking decisions in a battle may prevent the fulfillment of a broader alliance-building objective. Conversely, an ill-conceived strategy, such as overcommitting to early tech upgrades without defensive preparations, can render even flawless tactical executions ineffective by exposing vulnerabilities. This dynamic highlights how strategy provides the blueprint, but tactics determine its real-time viability.[1] Player proficiency evolves along this spectrum, with novices typically emphasizing tactics—honing immediate unit control to survive encounters—while experts master the integration of both, using tactical precision to advance strategic visions like sustained economic dominance. In competitive RTS environments, this progression is evident as beginners prioritize micro-level engagements, whereas advanced players balance macro planning with adaptive tactics to outmaneuver foes holistically.[11]Common Settings and Themes
Strategy video games frequently employ historical and military settings to recreate pivotal eras and conflicts, such as World War I and II or ancient empires, where realism in unit behaviors is emphasized through mechanics simulating manpower limitations, morale fluctuations, and logistical constraints.[52] In titles focused on these periods, players manage asymmetrical forces reflecting real-world disparities, like the industrial might of European powers versus indigenous resistances during colonial expansions, fostering strategic depth tied to historical authenticity.[52] Fantasy and science fiction settings dominate many strategy games, incorporating magic or technology trees that enable progression through spellcasting lineages or advanced weaponry unlocks, often centered on themes of conquest against rival realms or survival amid interstellar threats.[53] Alien invasions serve as a core motif in sci-fi variants, where players defend planetary systems from extraterrestrial forces using faction-specific units that introduce asymmetry, such as cybernetic enhancements versus organic hordes.[53] Similarly, fantasy worlds feature enchanted armies and mythical creatures, emphasizing epic battles for territorial dominance while integrating survival elements like resource scavenging in hostile magical environments.[54] Alternate motifs, including post-apocalyptic resource wars and economic empires, expand strategy gameplay by highlighting scarcity and asymmetric faction dynamics, where unique units or abilities arise from environmental adaptations like irradiated mutants or corporate enforcers.[55] In post-apocalyptic scenarios, themes of survival drive mechanics involving tactical resource allocation, such as balancing contaminated supplies against community growth, mirroring DIY economic systems in a collapsed world.[55] Economic empire-building, often in dystopian or alternate history contexts, underscores trade monopolies and industrial exploitation, with asymmetry stemming from factional specializations like scavenging clans versus fortified syndicates.[55] Narrative integration in strategy games commonly occurs through campaign modes that feature branching stories, where strategic choices—such as alliance formations or resource priorities—alter plot outcomes and unlock divergent paths.[56] These modes blend scripted events with emergent storytelling, allowing player decisions to influence character arcs and world states, enhancing immersion by tying mechanical consequences to thematic motifs like redemption in conquest narratives.[56] Wargame subgenres often reference these elements briefly to underscore tactical realism within broader historical campaigns.[52]Player Interaction Modes
Strategy video games offer diverse player interaction modes that cater to individual preferences and social dynamics, ranging from solitary engagements to large-scale collaborative or competitive experiences. In single-player modes, players typically face artificial intelligence (AI) opponents within structured campaign narratives that advance overarching stories through sequential missions. For instance, StarCraft II features three distinct campaigns—one for each race—where players navigate narrative-driven objectives against AI-controlled factions, emphasizing strategic decision-making in evolving conflicts.[57] These modes often incorporate difficulty scaling via adaptive AI, which adjusts opponent behavior, resource allocation, and tactical responses based on player performance to maintain challenge without frustration. Adaptive AI systems in real-time strategy games, such as those employing case-based planning and ontological knowledge, enable opponents to evolve strategies mid-game, responding to player actions for a more dynamic solo experience.[58][59] Multiplayer modes expand interaction through direct competition or collaboration, fostering skill-based rivalries and alliances. Versus formats include 1v1 duels and team-based matches, where players compete for dominance in resource management and unit control, as seen in StarCraft II's ranked battles.[57] Cooperative alliances allow players to form teams against AI or shared objectives, such as in Stormgate's three-player co-op mode, which includes meta-progression across sessions to build persistent advantages.[60] Ladder systems rank participants based on win-loss records and performance metrics, promoting progression and matchmaking in competitive environments; StarCraft II's ladder has supported global tournaments with over $43 million in total prize money, underscoring its role in structured rivalry.[61] Massively multiplayer online real-time strategy (MMORTS) games introduce persistent worlds where thousands of players interact in shared economies and geopolitical simulations. Titles like Supremacy 1914 create ongoing World War I-era scenarios with global resource trading, diplomatic negotiations, and conquests that evolve over weeks, integrating player-driven markets for units and territories.[62] These modes emphasize long-term strategy, as individual actions influence server-wide dynamics, including alliances and betrayals among vast player bases. Social features enhance connectivity across modes, integrating tools for seamless interaction and customization. Voice chat facilitates real-time coordination in team-based play, increasing social presence and immersion but potentially introducing communication ambiguities in high-stakes scenarios.[63] Modding communities enable custom matches by altering rules, maps, and assets, extending replayability as seen in games supporting user-generated content for personalized multiplayer sessions.[64] Such features also bolster esports viability, with strategy titles like StarCraft II hosting professional leagues that leverage voice integration and modded variants for competitive depth.[61]Historical Development
Origins and Early Examples (Pre-1990s)
The roots of strategy video games lie in traditional tabletop games that emphasized planning, resource allocation, and conflict resolution. Games such as chess, which dates back to the 6th century and focuses on tactical positioning and foresight, served as foundational influences for digital adaptations by providing core mechanics of indirect control and opponent anticipation.[17] Board games like Risk, released in 1957, introduced global conquest through territorial expansion and probabilistic elements, inspiring early video game simulations of empire-building and multiplayer rivalry.[17] Tabletop wargames, pioneered in the mid-20th century by designers like Charles S. Roberts with titles such as Tactics (1954), further shaped the genre through detailed historical recreations involving unit maneuvers, supply lines, and battlefield decisions, which were later digitized to overcome physical limitations of boards and miniatures.[17] The transition to digital formats began in the 1970s with mainframe computers enabling complex simulations beyond manual play. Empire, developed by Walter Bright in 1977 for the PDP-10 at Caltech, stands as a seminal example; originally conceived as a board game inspired by war films and titles like Risk, it was adapted for computing due to its intricate rules.[65] This turn-based wargame featured a large 60x100 grid map where players produced armies in cities to conquer territories, introducing the fog of war mechanic—hidden map sections revealed only through exploration—which added layers of uncertainty and strategic reconnaissance.[66] Limited by text-based interfaces and mainframe access, Empire emphasized economy management and conquest without real-time pressures, laying groundwork for visibility and exploration systems in later strategy titles.[67] The 1980s marked milestones in accessibility and innovation, constrained yet by hardware like 8-bit consoles and early PCs that favored simple graphics and turn-based structures. Utopia, designed by Don Daglow and released in 1982 for the Intellivision, represented an early multiplayer strategy experience where players managed island economies, allocated resources for farming or military buildup, and engaged in sabotage against opponents in a hybrid turn-based/real-time format.[16] Technological limits manifested in abstract representations—such as bar graphs for population and productivity—focusing gameplay on balancing growth, defense, and invasion rather than visual spectacle.[67] Toward the decade's end, Herzog Zwei (1989), developed by Technosoft for the Sega Mega Drive, pioneered real-time strategy elements by allowing players to control a transforming mech for direct unit deployment, base capture, and resource harvesting across a shared map, blending action with command in ways that foreshadowed the genre's evolution.[15] Key developers like Strategic Simulations, Inc. (SSI), founded in 1979 by Joel Billings, drove the era's growth through historical wargame adaptations. SSI's series, including Computer Bismarck (1980)—a naval simulation mirroring Avalon Hill's tabletop original—and Eastern Front (1941) (1981), designed by Chris Crawford, recreated World War II campaigns with factors like weather, morale, and supply chains on grid-based maps.[17] These titles, often text-heavy with hexadecimal coordinates for positioning, prioritized authentic tactical depth over graphical fidelity, establishing SSI as a leader in turn-based historical strategy that influenced educational and simulation-focused designs.[17]Expansion and Innovation (1990s-2000s)
The 1990s marked a pivotal era for strategy video games, as technological advancements and innovative designs solidified subgenres and expanded the audience. Dune II, released in 1992 by Westwood Studios, is widely recognized as the game that codified the real-time strategy (RTS) genre by introducing core mechanics such as base building, resource harvesting from spice fields, and real-time unit production and combat, building on earlier influences like Herzog Zwei but establishing a blueprint for future titles.[8][68] Similarly, Sid Meier's Civilization, launched in 1991 by MicroProse, popularized the 4X subgenre (explore, expand, exploit, exterminate) through its turn-based framework of historical progression, city management, technological advancement, and diplomatic interactions, inspiring a wave of empire-building simulations.[17] Advancements in hardware, particularly the widespread adoption of CD-ROM drives in the mid-1990s, enabled developers to create more expansive content, including larger maps, higher-fidelity graphics, and multimedia elements like full-motion video cutscenes, which enriched narrative delivery in games such as Command & Conquer (1995).[8] This capacity facilitated the transition to 3D environments, as exemplified by Total Annihilation in 1997, which featured fully rendered 3D terrain influencing line-of-sight, projectile physics, and strategic positioning, while balancing resources like energy and metal to support massive unit armies.[8] Entering the 2000s, the genre diversified with the rise of persistent online multiplayer and massively multiplayer online (MMO) elements, allowing players to engage in large-scale, ongoing matches beyond single sessions. StarCraft, released by Blizzard Entertainment in 1998, played a foundational role in this shift through its integrated Battle.net platform, which supported robust online matchmaking and competitive play, ultimately driving the early esports scene in South Korea and globally by emphasizing balanced asymmetric factions and high-skill mechanics.[69][70] The Age of Empires series, starting with its 1997 debut and expanding through Age of Empires II in 1999, further propelled esports growth by incorporating online multiplayer via Microsoft's Zone network, enabling up to eight-player battles with historical civilizations and resource systems that fostered team-based strategies.[71] These titles helped transition strategy games from solo experiences to competitive spectacles, with tournaments emerging as a cultural phenomenon. Market trends in the 2000s also broadened accessibility, particularly through console adaptations that simplified controls for handheld and TV play. Advance Wars, developed by Intelligent Systems and released for the Game Boy Advance in 2001, exemplified this by offering a turn-based tactics experience with cartoonish visuals, intuitive unit commands, and mission-based progression, making complex strategy approachable for non-PC gamers without sacrificing depth.[72] This console entry helped democratize the genre, attracting younger players and expanding its reach beyond desktop computing.Contemporary Evolution (2010s-Present)
The 2010s marked a significant shift in strategy video games toward free-to-play models, particularly in the multiplayer online battle arena (MOBA) subgenre, with League of Legends exemplifying this trend after its 2009 launch and subsequent peak popularity throughout the decade. This model allowed broad accessibility by eliminating upfront costs while monetizing through cosmetic items and battle passes, fundamentally altering player acquisition and retention strategies in the genre.[73] MOBAs like League of Legends emphasized team-based tactical decision-making on structured maps, blending real-time strategy elements with hero customization, which broadened the appeal of strategy games to competitive audiences.[73] Concurrently, mobile platforms emerged as a dominant force, led by Clash of Clans in 2012, which introduced freemium mechanics where players built bases, managed resources, and engaged in clan-based warfare, proving that complex strategy could thrive on touchscreens through asynchronous multiplayer and social features.[74] This title's success established mobile strategy as a lucrative segment, influencing hybrid models that combined persistent world-building with quick sessions.[74] In the 2020s, innovations focused on enhancing gameplay depth and accessibility, including AI-driven systems for balanced matchmaking in competitive titles, which analyze player skill, playstyle, and performance metrics to create fair opponents and reduce toxicity. Procedural content generation also advanced, as seen in the 2025 release of Endless Legend 2, where dynamically generated maps ensure varied strategic challenges, including adaptive biomes and resource distributions that encourage replayability in 4X gameplay.[75] Experiments with virtual reality (VR) and augmented reality (AR) introduced immersive command interfaces, allowing players to manipulate units in 3D environments, though adoption remains niche due to hardware constraints.[76] The cultural impact of strategy games in this era has been profound, with esports achieving dominance through titles like Dota 2, whose annual International tournament has drawn millions of viewers and prize pools exceeding $40 million since the 2010s, solidifying MOBAs as a pillar of professional gaming.[77] This rise elevated strategy genres from niche hobbies to global spectacles, fostering communities around analytical play and meta-strategies. Efforts toward inclusivity have included simplified user interfaces in modern titles, such as streamlined menus and tutorial overlays, to lower entry barriers for diverse players, including newcomers and those with varying technical proficiency.[78] Looking ahead, strategy games are integrating with metaverses and blockchain technology by 2025, enabling persistent virtual worlds where players own assets like bases or units as non-fungible tokens (NFTs), as explored in projects like Star Atlas, a space-themed strategy experience with decentralized economies. These developments promise enhanced player agency through tradeable in-game economies and cross-platform interoperability, though challenges like scalability and regulatory hurdles persist.[79][80]Major Subgenres
4X Games
4X games represent a prominent subgenre of strategy video games characterized by the core gameplay loop of eXplore, eXpand, eXploit, and eXterminate, a term coined by game designer Alan Emrich in a 1993 preview article for Master of Orion in Computer Gaming World.[81] This framework emphasizes building and managing an empire from modest origins to dominance, typically on procedurally generated maps that encourage discovery and strategic decision-making. The genre often employs turn-based systems to allow players deliberate control over long-term planning, distinguishing it from faster-paced alternatives.[82] In the exploration phase, players deploy scouts or units to uncover fog-shrouded territories, revealing resources, rivals, and potential settlement sites on maps that can span continents or galaxies. Expansion follows as players establish cities, colonies, or outposts to claim territory and extend influence, often requiring infrastructure like roads or defenses to sustain growth. Exploitation involves harvesting resources—such as minerals, food, or technology trees—to fuel economic and technological advancement, enabling upgrades to units and buildings for competitive edges. The extermination element culminates in warfare, where military forces engage in combat to conquer or eliminate opponents, though victory is not always militaristic. Seminal titles like the Civilization series, launched in 1991 by Sid Meier and MicroProse, popularized this loop by simulating historical civilizations rising through ages, while Master of Orion (1993) adapted it to space empire-building with interstellar colonization and fleet battles.[81][83] To add depth, 4X games incorporate diplomacy systems with branching trees for negotiations, alliances, trades, and espionage, allowing players to form or betray pacts based on evolving AI relationships and historical interactions. Random events, such as natural disasters, technological breakthroughs, or barbarian incursions, introduce unpredictability to disrupt plans and force adaptation. Multiple victory conditions diversify strategies, including cultural dominance through wonders and influence, scientific supremacy via space race projects, or diplomatic consensus in world councils, rather than solely conquest. The Civilization series exemplifies this with its tech trees unlocking era-spanning innovations and event-driven narratives that affect global standings.[81] Designing balanced AI poses significant challenges in 4X games, as opponents must simulate intelligent expansion and decision-making without overt cheating, such as inflated resource bonuses, to maintain fairness and immersion. Developers struggle to create AI that adapts to player strategies across expansive maps and complex systems like resource allocation and diplomacy, often resulting in scripted behaviors or modular decision trees that prioritize long-term goals over short-term tactics. This balancing act ensures the core loop remains engaging without railroading players into predictable paths, as seen in efforts to evolve AI in titles like later Civilization entries to handle multifaceted empire management.[82]Grand Strategy Games
Grand strategy games emphasize large-scale simulations of geopolitical dynamics, where players manage entire nations over extended historical periods, focusing on politics, diplomacy, economics, and military strategy at a high level of abstraction. Core mechanics revolve around nation management, including balancing internal politics through monarchs or leaders, establishing trade routes to control economic flows, and navigating event chains that simulate historical contingencies such as reforms or crises. These games prioritize diplomatic and administrative depth, allowing players to forge alliances, negotiate treaties, and influence global events without delving into unit-level tactics, distinguishing them from more exploration-oriented formats.[84][85] Prominent examples include the Europa Universalis series, developed by Paradox Interactive and spanning from its debut in 2000 to ongoing iterations like Europa Universalis V in 2025, which lets players guide nations from the late Middle Ages to the Napoleonic era through intricate decision-making. Another key title is Hearts of Iron, first released in 2002, which simulates World War II-era grand strategy with emphasis on industrial mobilization, political ideologies, and alternate historical paths for major powers. These titles exemplify the genre's focus on emergent storytelling driven by player choices in governance and international relations.[86][87] The scale of grand strategy games is vast, featuring global maps that encompass hundreds of nations and territories, with gameplay unfolding across centuries in titles like Europa Universalis or concentrated on pivotal decades in Hearts of Iron. Warfare is abstracted to strategic maneuvers on these maps, such as deploying armies or navies, while detailed economies involve resource allocation, production chains, and trade networks that underpin national power. This breadth enables simulations of sweeping historical shifts, from colonial expansions to ideological conflicts, all within a framework of interconnected systems.[84][85] A vibrant modding culture surrounds these games, with communities creating expansive modifications that introduce alternate histories, such as the renowned Kaiserreich mod for Hearts of Iron, which reimagines a world where the Central Powers won World War I, adding new nations, events, and ideologies. Paradox supports this through official modding tools and platforms, fostering user-generated content that extends gameplay longevity and explores "what-if" scenarios beyond the base historical themes.[88][89]Real-Time Strategy (RTS) Games
Real-time strategy (RTS) games constitute a subgenre of strategy video games where players manage resources, construct bases, and engage in combat simultaneously in real time, without discrete turns, creating a fast-paced environment that demands multitasking and quick decision-making under pressure. Core features include real-time resource harvesting, such as gathering minerals or fuel through worker units, which funds base construction and unit production; base building, involving the placement and upgrading of structures to expand operations and defenses; and swarm tactics, where players command large groups of units in dynamic, large-scale battles that emphasize positioning, unit counters, and overwhelming force. These elements combine to simulate military command, requiring players to balance economic development with aggressive expansion or defensive consolidation.[57] Prominent examples include StarCraft II, developed and released by Blizzard Entertainment on July 27, 2010, which refined RTS conventions with three asymmetric factions (Terran, Zerg, Protoss) and intricate resource systems like mineral fields and vespene gas geysers.[90] The Command & Conquer series, originating with its debut title developed by Westwood Studios in 1995 and continuing under Electronic Arts, popularized the genre through thematic campaigns involving global conflicts over resources like Tiberium, emphasizing modular base layouts and rapid unit deployment in real-time skirmishes.[91] These titles highlight the subgenre's evolution, blending narrative-driven single-player modes with competitive multiplayer that rewards strategic depth. Balance in RTS games often revolves around countering aggressive "rush" strategies—early-game offensives that disrupt opponent economies—against "turtling," a defensive approach focused on fortified bases and late-game booms, with developers issuing patches to adjust unit stats, resource costs, and map designs to prevent meta dominance by either playstyle.[92] For instance, updates in games like StarCraft II have tweaked worker production speeds and unit hit points to ensure viability for both aggressive and economical builds, maintaining competitive integrity.[93] RTS games play a significant role in esports, particularly through titles like StarCraft II, where tournament formats such as the World Championship Series showcase players' proficiency in macro skills (resource allocation, base expansion, and production cycles) and micro skills (precise unit control during engagements).[94] These events highlight the genre's emphasis on split-second multitasking, drawing global audiences to professional leagues that test strategic foresight alongside mechanical execution.[93]Turn-Based Strategy (TBS) Games
Turn-based strategy (TBS) games are characterized by alternating turns in which players issue commands for unit movements, resource allocation, combat engagements, and other actions, with all resolutions and consequences processed simultaneously at the end of each turn to maintain fairness and prevent interruptions.[95] This phased structure emphasizes long-term planning and tactical foresight over immediate reflexes, allowing players to manage large-scale operations across maps representing empires, battlefields, or fantasy realms.[96] Core mechanics often include resource gathering, unit recruitment, and diplomatic interactions, all executed in discrete phases that give participants time to evaluate risks and opportunities without competitive time pressure.[97] Prominent examples include Civilization VI (2016), a seminal TBS title where players guide civilizations through historical eras via turn-based expansion, technological advancement, and warfare on a hex-grid world map.[98] The Heroes of Might and Magic series, spanning from 1995 to the present, blends TBS with RPG elements as players command hero-led armies of mythical creatures in turn-based exploration, town-building, and tactical battles across procedurally generated or custom maps.[99] These games often integrate 4X mechanics—exploration, expansion, exploitation, and extermination—within their turn structures to create layered strategic depth.[100] A key advantage of TBS games lies in their accessibility for handling complex decisions, as the paused nature of turns accommodates deliberate analysis of multiple variables like terrain effects, unit synergies, and long-term consequences, making them approachable for players new to intricate strategy without overwhelming real-time demands. Many titles feature robust scenario editors, enabling users to design custom maps, campaigns, and rulesets for replayability and community-driven content creation, as seen in Civilization VI's World Builder tool and the map editors in Heroes of Might and Magic entries.[101] In recent evolution, TBS games have adapted to mobile platforms by shortening turn sessions and optimizing for touch interfaces, reducing computational load while preserving core planning mechanics to suit on-the-go play without sacrificing strategic nuance.[97] This shift has broadened accessibility, allowing quick tactical pauses in daily routines while maintaining the genre's emphasis on thoughtful empire management or heroic quests.[97]Real-Time Tactics (RTT) Games
Real-time tactics (RTT) games emphasize direct control of individual units or squads in dynamic, real-time combat scenarios, prioritizing tactical decision-making such as positioning, flanking maneuvers, and utilization of cover over broader strategic elements like base construction.[8] Players typically command small forces in mission-based engagements, where success hinges on micro-management of unit abilities, terrain exploitation, and coordinated attacks rather than large-scale army production.[8] Prominent examples include Company of Heroes (2006), developed by Relic Entertainment, which features squad-based infantry and vehicle control with mechanics for garrisoning buildings for cover and suppressing enemy fire to pin down opponents.[102] The Dawn of War series (2004–present), also by Relic, builds on similar principles with cover systems, morale mechanics that affect unit performance under fire, and point-capture objectives that drive territorial control without extensive building.[8] Unlike traditional real-time strategy (RTS) games, RTT titles often employ fixed or limited resources provided at mission start or through static map points, eliminating ongoing economy simulation and focusing instead on scenario-based campaigns with predefined objectives.[8] This shifts emphasis from resource harvesting and tech trees to immediate tactical engagements, allowing for tighter, more infantry-centric battles.[103] RTT games frequently incorporate diverse objectives beyond direct confrontation, such as capture missions to secure key locations or assassination tasks requiring stealthy approaches to eliminate high-value targets, enhancing replayability through varied mission structures.[8] In unit conflicts, these mechanics promote careful positioning to leverage cover and abilities for optimal resolution.[8]Turn-Based Tactics (TBT) Games
Turn-based tactics (TBT) games emphasize squad-level combat on a grid-based battlefield, where players plan movements and actions for small teams in structured turns to outmaneuver opponents. Core mechanics include grid movement, where units advance across square or hexagonal tiles with limited range determined by action points allocated per turn, allowing players to balance positioning for attacks, defenses, or objectives. Elevation and cover bonuses further enhance strategic depth; higher ground provides accuracy advantages for ranged attacks, while obstacles like walls or debris offer defensive modifiers that reduce incoming damage or hit probabilities, forcing players to exploit terrain for tactical superiority.[104] The XCOM series, originating with UFO: Enemy Unknown in 1994, exemplifies these mechanics in a science fiction context, tasking players with managing elite squads against alien threats through turn-based missions that integrate grid navigation and environmental interactions. Similarly, the Fire Emblem series, debuting in 1990 with Shadow Dragon and the Blade of Light on the Famicom, pioneered TBT in a fantasy setting, featuring grid-based battles where units maneuver with action points amid varied terrain, including elevation for combat bonuses and cover for protection. Both franchises have evolved across decades, with XCOM continuing through Firaxis Games' reboots like XCOM: Enemy Unknown (2012) and XCOM 2 (2016), and Fire Emblem expanding via entries such as Awakening (2012) and Three Houses (2019), maintaining focus on precise squad tactics.[105][106] Permadeath introduces high stakes to TBT gameplay, where fallen units are permanently lost, compelling careful planning to mitigate squad attrition, as seen in XCOM's ironman mode where deaths reshape team dynamics and force adaptive strategies. Randomness, often simulated through dice-roll mechanics for hit chances and critical outcomes, adds uncertainty to even optimal plans; in XCOM 2, for instance, procedural elements like variable enemy placements and adjusted hit probabilities (e.g., boosting displayed chances for emotional balance) heighten tension without overwhelming predictability. Fire Emblem similarly employs random combat results, where weapon effectiveness and evasion can swing battles, reinforcing the risk inherent in tactical decisions.[107][108][106] TBT games often incorporate RPG elements through character progression within tactical frameworks, allowing units to gain experience, level up, and acquire new abilities or equipment post-battle, deepening squad customization. In Fire Emblem, this manifests as class systems where characters promote to advanced roles, enhancing stats and skills tied to battlefield performance, while support conversations build relationships that provide minor combat bonuses. XCOM integrates RPG ties via soldier customization, where survivors earn perks across a skill tree, evolving rookies into specialized operatives whose growth directly influences mission tactics. These features blend narrative-driven development with mechanical strategy, fostering long-term investment in unit management.[109][106]Wargames
Wargames in video games represent a subgenre focused on simulating historical military conflicts through tactical decision-making and unit management, emphasizing realism derived from documented historical events and equipment. These games prioritize the recreation of authentic battlefield conditions, including detailed unit statistics drawn from historical records, such as weapon ranges, armor values, and troop morale factors influenced by fatigue and experience levels. For instance, developers often base unit performance on primary sources like military manuals and after-action reports to ensure that infantry squads, tanks, and artillery behave in line with their real-world counterparts during specific eras, such as World War II.[110][111] A core feature of wargames is the accurate recreation of orders of battle, where players command divisions or battalions composed of historically attested formations, complete with their organizational structures and equipment allocations from actual campaigns. This approach allows for the simulation of large-scale engagements while maintaining granular control over individual elements, fostering an understanding of how combined arms operations unfold. Additionally, the fog of war mechanic is implemented to mirror the uncertainty of combat, where players have limited visibility of enemy positions and movements, relying on reconnaissance units or intel reports to gradually reveal the map—enhancing strategic depth without physical limitations of tabletop play.[112][113] The Close Combat series, originating in 1996 and continuing to the present, exemplifies these principles through its pausable real-time gameplay centered on World War II theaters like Normandy and the Pacific. It models individual soldier psychology, where units may panic, suppress fire, or route based on historical behavioral data, and includes over 120 historically accurate units with precise stats for small arms, vehicles, and support weapons. Steel Division: Normandy 44, released in 2017, further advances this by featuring more than 400 meticulously researched units from the 1944 Normandy campaign, including Allied and Axis divisions with authentic order of battle setups, such as the British 3rd Infantry Division's composition of infantry, armor, and artillery.[111][114] Gameplay modes in wargames typically contrast standalone scenarios—self-contained battles recreating specific historical clashes, like the defense of Omaha Beach—with extended campaigns that link multiple operations into a narrative arc, allowing persistent unit progression and resource management across theaters. Multiplayer options emphasize balanced matchups, where players select from predefined divisions to ensure equitable forces, often supporting up to eight participants in real-time confrontations that test tactical coordination. These modes promote replayability by varying objectives, from territorial control to unit survival, all grounded in historical precedents.[111][115] Beyond entertainment, wargames hold educational value by modeling real military tactics, such as the rapid armored advances and air support integration characteristic of blitzkrieg operations during early World War II campaigns. Through iterative play, users learn the interplay of terrain, timing, and logistics in executing maneuvers like flanking attacks or defensive holds, drawing from simulated historical outcomes to illustrate why certain strategies succeeded or failed—making them effective tools for teaching operational warfare concepts in a controlled environment.[116][117]Artillery Games
Artillery games constitute a subgenre of turn-based strategy video games centered on indirect fire mechanics, where players command tanks or artillery units positioned on destructible 2D terrain to eliminate opponents through calculated projectile launches.[118] Core gameplay revolves around adjusting the angle and power of shots, factoring in environmental variables like wind speed and direction, which influence the parabolic trajectory of munitions to arc over obstacles and strike targets.[119] These games emphasize precision aiming over resource management, with turns alternating between players in barrages that progressively erode the landscape, creating dynamic sightlines and defensive opportunities.[120] The simplicity of artillery games lies in their minimal unit counts—typically one or two vehicles per player—and focus on mathematical aiming principles, such as predicting projectile paths under gravity without complex unit commands or economies.[118] Players select from arsenals of specialized weapons, each with unique effects like explosive impacts or area-denial payloads, to exploit terrain vulnerabilities.[121] This streamlined design promotes quick sessions and accessibility, often playable in under 10 minutes, while the physics-based aiming rewards practice in estimating wind-adjusted parabolas.[120] Seminal titles include Scorched Earth (1991), developed by Wendell Hicken, which established the genre with over 50 weapons ranging from basic missiles to MIRV warheads and nuclear strikes, all fired across procedurally generated maps with full terrain destruction.[121] Building on this foundation, Pocket Tanks (2001) by BlitWise Productions refined the formula for modern audiences, offering 30 core weapons expandable to over 200 via packs, alongside features like a weapon shop for strategic selection and target practice modes to hone aiming skills.[120] Both games highlight the subgenre's roots in turn-based strategy traditions.[118] Multiplayer elements introduce chaotic unpredictability, supporting head-to-head duels for two players where power-ups—manifesting as one-use exotic munitions—can drastically alter outcomes through massive explosions or terrain reconfiguration.[119] Destructible environments amplify this mayhem, as successful hits crater the ground, potentially toppling units or blocking lines of fire, forcing adaptive shot calculations in subsequent turns.[118] This blend of tactical depth and emergent destruction fosters replayability in casual, competitive settings.[120]Tower Defense Games
Tower defense games constitute a subgenre of strategy video games focused on defensive gameplay, where players protect a central objective from advancing enemies by strategically positioning automated defensive structures along predetermined paths. The core loop revolves around placing towers—static units that automatically attack enemies—to inflict damage on foes as they traverse fixed routes toward the player's base, with success hinging on preventing enemies from reaching the endpoint. Players typically collect resources generated by defeating enemies or environmental elements to afford tower construction and upgrades, which enhance attributes like damage output, range, or firing speed, often creating synergies between tower types for amplified effects, such as area-of-effect blasts or chain reactions.[122][123] Prominent examples include Plants vs. Zombies (2009), developed by PopCap Games, where players deploy an array of plants serving as towers to repel waves of zombies across a grid-based lawn, emphasizing resource management through sunlight collection for planting offensive and defensive variants like peashooters and wall-nuts. Another influential series is Bloons TD, originating as a Flash game in 2007 by Ninja Kiwi and evolving through multiple installments up to the present, featuring monkey-based towers that pop advancing balloon enemies ("bloons") along looping tracks, with upgrades unlocking specialized abilities like explosive darts or freezing effects. These titles popularized the subgenre by blending accessible mechanics with escalating wave challenges, often incorporating real-time elements for dynamic decision-making.[124][125][122] Variants within tower defense games introduce mobile "creep" waves—groups of enemies that spawn periodically and grow in strength, sometimes including resilient bosses that demand adaptive defenses—while resource spending mechanics require budgeting currency per wave to balance immediate threats against long-term upgrades. Strategy depth emerges from optimizing tower placement, particularly at path bottlenecks where multiple routes converge, maximizing coverage and damage efficiency to handle diverse enemy types like fast movers or armored units without direct player intervention in combat. This placement focus encourages experimentation with layouts to exploit terrain and enemy behaviors, fostering replayability through procedural or hand-crafted maps.[122][123]Auto Battler Games
Auto battler games, also known as autobattlers, are a subgenre of strategy video games where players build and position teams of units that automatically engage in combat against opponents in a series of rounds, emphasizing preparation and resource management over direct control during battles. Originating as a mod within the multiplayer online battle arena (MOBA) game Dota 2, the genre gained prominence by blending elements of deck-building and tactical positioning with automated fights, allowing players to focus on strategic team composition and economy. The core mechanics revolve around drafting units from a shared pool during preparation phases, followed by automated battles where units fight based on their pre-set positions on a grid-like battlefield. Players manage an in-game economy, typically using gold earned from wins, losses, and interest accrual to purchase new units or upgrade existing ones between rounds. Positioning is crucial, as it determines how units interact—such as melee fighters protecting ranged attackers—while combat resolves through AI-driven actions like targeting priorities and ability activations without player intervention. This structure creates a cycle of scouting opponents, adapting team builds, and optimizing resource spending to survive escalating rounds until one player remains. Seminal titles in the genre include Dota Auto Chess, released as a 2019 mod for Dota 2 by developer Drodo Studio, which introduced the format to millions of players and popularized the shared unit pool and round-based progression. This was quickly followed by Teamfight Tactics in 2019, a standalone autobattler mode developed by Riot Games for League of Legends, featuring champions from that universe and expanding the genre with cosmetic customization and ranked matchmaking. These games established the blueprint for subsequent entries, influencing mechanics like unit synergies that activate bonuses when specific combinations are fielded. A key aspect of the meta-game involves synergy traits, where units share thematic abilities—such as elemental affinities or class-based buffs—that enhance team performance when multiple units of the same trait are deployed together. Economy management is deepened by interest mechanics, where gold accumulates passively based on spending streaks or win rates, encouraging players to balance short-term purchases with long-term savings for high-cost upgrades. These elements foster emergent strategies, such as pivoting team compositions mid-game in response to the evolving meta or opponent scouting. The genre experienced significant growth in the 2020s, with adaptations into esports circuits; for instance, Teamfight Tactics hosted official tournaments like the Reckoning Championship in 2021, drawing peak viewership of 63,367 on Twitch.[126] Mobile ports further expanded accessibility, including TFT Mobile launched in 2020 for iOS and Android, which retained core PC mechanics while optimizing for touch controls and shorter sessions. By 2023, variants like Auto Chess on mobile had seen substantial adoption.[127]Multiplayer Online Battle Arena (MOBA) Games
Multiplayer Online Battle Arena (MOBA) games represent a subgenre of strategy video games characterized by team-based competition where players control individual heroes with unique abilities on a structured battlefield, aiming to destroy the enemy team's base while defending their own.[128] These games typically feature a top-down perspective and emphasize real-time decision-making, combining elements of action and tactics in a multiplayer format. Central to MOBA gameplay are lanes—narrow paths connecting the bases—where players push forward by defeating enemy minions and structures, such as towers that provide defensive fire support and block access to deeper map areas.[129] Objective captures, like destroying towers or securing neutral map goals such as ancient guardians or epic monsters, grant strategic advantages, including gold and experience to strengthen heroes.[130] Pioneering titles in the genre include League of Legends, released in 2009 by Riot Games, which popularized the format with its accessible hero roster and frequent updates, and Dota 2, launched in 2013 by Valve, a successor to the original Defense of the Ancients mod that refined complex mechanics like item interactions and hero counters.[131] In these games, team dynamics revolve around specialized roles, such as the carry—who focuses on farming resources to scale into a late-game powerhouse—or the support, who aids allies with healing, vision control, and crowd control abilities without prioritizing personal growth.[132] Item builds are crucial for adapting to opponents, allowing players to purchase gear that enhances hero strengths or counters enemy kits, fostering strategic depth through composition and adaptation.[133] MOBA games have achieved dominance in esports by 2025, with professional leagues like the League of Legends Championship Series (LCS) and the Dota Pro Circuit driving massive viewership and prize pools. The League of Legends World Championship (Worlds) in 2025 marked the event's 15th anniversary, attracting millions of global viewers through its high-stakes team battles.[134] Similarly, Dota 2's The International 2025, held in Hamburg, Germany, featured a prize pool of $2,881,791, crowning Team Falcons as champions and underscoring the genre's competitive longevity.[135] Patch-driven metas, introduced through regular balance updates every few months, continually reshape strategies by tweaking hero abilities and item efficiencies, preventing stagnation and keeping professional scenes dynamic.[136] This evolution has led to spin-offs like auto battler modes, where strategy shifts toward unit placement rather than direct control.[137]Massively Multiplayer Online Real-Time Strategy (MMORTS) Games
Massively multiplayer online real-time strategy (MMORTS) games integrate real-time strategy mechanics with persistent online worlds supporting thousands of concurrent players, enabling large-scale conflicts and cooperative play across shared servers.[138] These titles emphasize strategic resource management, base building, and unit control in real time, but scale them to massive multiplayer environments where player actions influence a global economy and ongoing world events.[139] Core mechanics in MMORTS revolve around shared servers that host persistent economies and alliances, allowing players to form coalitions for territorial expansion and defense. Global events, such as large-scale invasions or resource crises, unfold in real time, requiring coordinated responses from player groups. For instance, in EVE Online (2003), players manage a player-driven economy involving mining, manufacturing, and trade across thousands of star systems, with actions persisting indefinitely and affecting market prices universally.[140] Similarly, Supremacy 1914 (2014) features rounds lasting weeks on historical World War I maps, where players build infrastructure like factories and railroads to sustain resource production—categorized into food, building materials, and energy—that carries over across sessions.[141] Social layers in MMORTS deepen engagement through guild-like alliances that facilitate wars, espionage, and extended progression systems. Alliances enable organized fleet commands or diplomatic pacts, as seen in EVE Online's player-run corporations that orchestrate epic battles involving thousands, incorporating roles like spies for intelligence gathering.[140] In Supremacy 1914, coalitions support shared map visibility and joint military maneuvers, with espionage mechanics allowing covert actions to undermine rivals' morale and economy.[141] Long-term progression ties into skill development or national growth, such as EVE Online's continuous skill training that advances offline, fostering multi-year player investment.[140] MMORTS face notable challenges, including debates over pay-to-win models where premium currencies accelerate advantages like faster builds or resource boosts, sparking community backlash in titles like EVE Online during its 2011 microtransaction controversies that led to in-game protests.[142] Server stability also poses issues due to the high computational demands of synchronizing real-time actions across massive player bases, often resulting in lag during peak global events.[139] In Supremacy 1914, user feedback highlights how purchasable gold impacts balance in prolonged rounds, exacerbating perceptions of inequity.[143]Genre Hybrids and Overlaps
Hybrids with Simulation and Management Games
Strategy video games often hybridize with simulation and management genres to create experiences that integrate resource optimization, construction, and economic decision-making with tactical or strategic conflict. These hybrids emphasize long-term planning and systemic feedback loops, where players build and maintain infrastructures that directly influence competitive outcomes, such as defending settlements or expanding empires through managed production chains. Unlike pure strategy titles focused solely on combat maneuvers, these games incorporate simulation elements like environmental variables, citizen needs, and supply chain logistics, fostering a blend of creative building and defensive strategy. A prominent feature in these hybrids is the fusion of city-building mechanics with defensive strategy, as seen in titles like Against the Storm (2023), where players construct roguelite settlements in a fantasy world plagued by endless storms, balancing resource gathering, building upgrades, and defense against biomes' hostile creatures. This approach requires players to simulate ecosystem management—allocating workers to farms, workshops, and fortifications—while adapting to procedural events that demand strategic pivots, such as fortifying against monster waves using harvested materials. Similarly, tycoon-style management elements appear in war-themed games, where economic simulations underpin military campaigns, allowing players to optimize trade routes and production for sustaining armies without direct real-time battles. These features highlight how simulation layers add depth to strategy by introducing risk-reward dynamics in non-combat systems, such as overproduction leading to waste or underinvestment causing vulnerabilities. Key examples include the Anno series (1998–present), which combines 4X strategy with economic simulation in historical or futuristic settings, where players develop island chains through trade, construction, and workforce management, often culminating in naval or territorial conflicts resolved via optimized supply lines rather than pure combat. In Anno 1800 (2019), for instance, players simulate industrial revolutions by balancing citizen happiness, pollution, and expeditions, using these systems to fuel strategic expansions against AI opponents. Another influential title is Tropico (2001), a political simulator with management depth, where players act as dictators building banana republics, incorporating strategic invasions and rebellions that arise from mismanaged economies or diplomatic choices, requiring careful allocation of budgets to military and civilian sectors. These games demonstrate how management simulations provide the backbone for strategy, turning abstract resource decisions into narrative-driven conflicts. The balance in these hybrids revolves around interlocking management loops that feed into strategic conflict, such as assigning workers from simulation-driven populations to army production or defense structures, creating emergent challenges like labor shortages during sieges. This integration ensures that economic mismanagement can lead to tactical failures, while successful optimization enables overwhelming advantages, as in Anno's trade embargoes that cripple enemy fleets. Such designs appeal particularly to players seeking relaxed strategy experiences that prioritize non-combat creativity, offering satisfaction through visible growth and crisis aversion rather than high-stakes battles, thus broadening the genre's accessibility. Economy mechanics, such as resource upgrades, further enhance this by linking simulation fidelity to strategic leverage.Hybrids with Role-Playing Games (RPGs)
Hybrids between strategy and role-playing games (RPGs) integrate deep character progression systems with tactical decision-making, allowing players to develop individual units or heroes through leveling and customization while advancing narrative-driven campaigns. These games emphasize personal growth alongside strategic planning, where character abilities evolve to influence battlefield outcomes. In such titles, players manage parties of heroes whose skills and attributes are upgraded via experience points earned in combat or quests, creating a blend of long-term RPG investment and immediate tactical challenges.[144] A core mechanic in these hybrids is unit leveling and skill trees embedded within tactical battles, enabling players to tailor abilities for diverse combat scenarios. For instance, characters gain attribute points and access to branching skill sets upon leveling, such as elemental spells or physical enhancements that interact dynamically in turn-based encounters—freezing foes to amplify subsequent lightning damage or igniting environmental hazards for area control. This progression ties directly to narrative campaigns, where story events unfold across expansive worlds, prompting players to balance resource management with plot advancement. Key examples include Divinity: Original Sin (2014) by Larian Studios, which features customizable heroes in a cosmic mystery quest with co-op tactical combat, and The Banner Saga (2014) by Stoic Studio, a Norse-inspired epic where heroes upgrade via renown earned in grid-based fights.[144][145] Player choices deepen this integration by affecting strategic options, such as dialogue decisions that alter character traits or morale, which in turn unlock enhanced abilities or influence unit performance. In Divinity: Original Sin, resolving hero disagreements through mini-games impacts party dynamics and quest rewards, potentially granting bonuses that shift combat tactics, while moral-leaning choices shape trait systems providing statistical edges like increased critical hits. Similarly, The Banner Saga uses caravan management decisions to boost morale, granting willpower bonuses for powerful special moves and affecting hero recruitment or alliances. This creates emergent strategies where narrative paths dictate available units and builds.[144][145] The added depth of permadeath mechanics heightens RPG risk, forcing strategic foresight in planning and execution to preserve key characters. In The Banner Saga, battle losses or poor leadership choices can result in permanent hero deaths, compelling players to weigh aggressive tactics against conservation of willpower and positioning to avoid irreplaceable setbacks. This ties personal story arcs to broader campaign survival, amplifying tension in tactical RPG hybrids where individual growth directly impacts long-term viability. Brief overlaps with tactics in pure RPGs exist, but these hybrids prioritize story-infused progression over standalone combat puzzles.[145]Hybrids with Action and Adventure Elements
Strategy video games that hybridize with action and adventure elements integrate direct player control, real-time combat, and exploratory mechanics into core strategic frameworks, often emphasizing immediate responsiveness alongside long-term planning. These hybrids typically feature real-time action sequences, such as commanding units in fast-paced battles or engaging in hack-and-slash combat while managing base defenses, which heighten the urgency of resource allocation and territorial expansion. Adventure components manifest through map exploration, where players uncover quests, resources, or threats in procedurally influenced environments, blending the deliberate pacing of strategy with the immediacy of action-adventure gameplay.[146][147] A prominent example is They Are Billions (2019), a steampunk real-time strategy game that fuses tower defense and city-building with survival action against zombie hordes. Players must construct fortifications and patrol territories in real-time, responding to escalating waves signaled by alarms every 15 in-game days, where a single breach can trigger rapid infection and colony collapse, demanding split-second decisions amid ongoing expansion. This creates a core tension between reflexive action—such as directing rangers to intercept fast-moving zombies—and strategic foresight, like optimizing production chains under constant pressure to avoid permadeath. The game's mechanics reward adaptive building, where players erect walls and towers on the fly to contain outbreaks, illustrating how action elements amplify the stakes of strategic mismanagement.[146] Similarly, Northgard (2017) incorporates survival action and adventure into its Viking-themed real-time strategy framework, where clans explore and colonize a mysterious continent divided into regions teeming with resources, monsters, and rivals. Exploration drives adventure-like quests, such as scouting ruins for fame-boosting artifacts or defeating mythical beasts like wyverns, while real-time combat involves defending settlements from raids using faction-specific abilities, such as the Bear clan's armored summon for frontline assaults. Survival mechanics, particularly brutal winters that force resource reallocations like converting workers to hunters, intertwine with action by requiring immediate tactical adjustments to environmental hazards and enemy incursions, balancing exploratory risk-taking with defensive planning.[147] Another illustrative title is Overlord: Dark Legend (2009), which merges third-person action with real-time strategy through minion control, allowing players to direct squads of goblins in hack-and-slash melee while overseeing base operations and conquests. This hybrid demands reflexes for direct combat navigation alongside strategic oversight of minion recruitment and deployment, creating dynamic tension in scenarios where overlooked threats can overwhelm prepared forces. Such designs often innovate for console play, incorporating controller-optimized interfaces—like radial menus for unit commands in They Are Billions' Xbox port—to make hybrid pacing accessible beyond keyboard-and-mouse setups, broadening the genre's appeal without sacrificing depth.[148][146]References
- https://strategywiki.org/wiki/Pocket_Tanks
