https://arstechnica.com/gaming/2017/09/build-gather-brawl-repeat-the-history-of-real-time-strategy-games/
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Gaming & Culture --
Build, gather, brawl, repeat: The history of real-time strategy games
As we wait on a new Age of Empires this fall, let's revisit the RTS
genre's highs and lows.
Richard Moss - Sep 15, 2017 10:03 am UTC
Cartoonish as the original Warcraft may be, not every
DOS-era RTS game inspires a
Enlarge / Cartoonish as the original Warcraft may be, not every
DOS-era RTS game inspires a film adaptation.
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The rise and fall of real-time strategy games is a strange one. They
emerged gradually out of experiments to combine the excitement and
speed of action games with the deliberateness and depth of strategy.
Then, suddenly, the genre exploded in popularity in the latter half
of the 1990s--only to fall from favor (StarCraft aside) just as
quickly during the 2000s amid cries of stagnation and a changing
games market. And yet, one of the most popular competitive games in
the world today is an RTS, and three or four others are in a genre
that branched off from real-time strategy.
At 25 years old, the real-time strategy genre remains relevant for
its ideas and legacies. And with it deep in a lull, now is the
perfect time to give it the same in-depth historical treatment that
we've already given to graphic adventures, sims, first-person
shooters, kart racers, open-world games, and city builders.
Before I start recounting the history of the genre, some quick ground
rules: as in all of these genre histories, I'm looking to emphasize
innovation and new ideas, which means that some popular games may be
glossed over and [insert-your-favorite-game] might not be mentioned
at all. For the purposes of this article, a real-time strategy game
is one that involves base building and/or management, resource
gathering, unit production, and semi-autonomous combat, all conducted
in real time (rather than being turn-based), for the purpose of
gaining/maintaining control over strategic points on a map (such as
the resources and command centers).
I also want to stress that tactics and strategy are not the same
thing, and hence this article will not spend much time discussing
real-time tactics games like the Total War and Close Combat series.
For those unaware, strategy refers to high-level plans whereas
tactics is focused on the finer points of execution of specific
objectives. In more explicit video game terms, strategy is building
and managing armies from the buildings you add to your base with the
resources you mine/harvest; tactics is just the combat stuff, with
in-depth battleground mechanics that focus on unit formations and
positioning and exploiting terrain features to your advantage.
Real-time strategy usually includes some element of tactics, but
real-time tactics rarely includes strategy mechanics.
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Now, with all that said, let's begin by traveling back some 36 years.
*
If you recognize this, you've witnessed the birth of a genre (
Utopia).
Richard Moss (Screenshot)
*
Cytron Masters for Atari.
Mobygames
*
Maybe the graphics don't blow you away, but the game's mechanics
were advanced for the time.
Action meets strategy
The "real-time" versus "turn-based" strategy distinction is a
relatively new one. Prior to the mid-1990s, strategy games were turn
based, while action games were real time, never--nay, seldom, as
you'll see--the twain shall meet. They were incompatible warring
ideals of game design, the former rooted in the rich tradition of
complicated and intricate tabletop wargames and the latter being a
simple, usually unsophisticated test of reflexes and coordination,
its roots in the video game arcade. Strategy was methodical and slow,
all about careful planning and weighing up every decision. The idea
of adding a real-time element to force players into instant,
impulsive decisions was virtually unheard of. More than that, it was
considered the antithesis of strategy.
But that's exactly what Don Daglow did with his influential 1981
Intellivision game Utopia, which is arguably the earliest ancestor of
the real-time strategy genre. Utopia pitted two island nations
against each other in a war that required that you not only
infiltrate and/or destroy your opponent in order to undermine their
attempted utopia, but players also had to build a happy and thriving
home base. You had to think about infrastructure, manufacturing,
military, weather patterns, spies, pirates, and the knock-on effects
of every decision. As if that wasn't hard enough, life on and between
the two islands continued unabated through your every moment of
indecision--pirate raids, hurricanes, wilting crops, rebel uprisings,
and more.
Other "action-strategy" games soon followed, each with its own idea
of how these two types of games could combine. The next one of note
was Cytron Masters (1982), by acclaimed designer Dan Bunten (later
known as Danielle Bunten Berry), which Bunten later reflected "seemed
to fall in the crack" between action and strategy gamers. (Sidenote:
after her 1992 transition, Bunten Berry referred to her
pre-transition self with male pronouns, so I will too.)
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Its commercial disappointments notwithstanding, Cytron Masters played
like an early prototype of the RTS concept. There were five
semi-autonomous unit classes, between them covering your attack,
defense, and communication on the battlefield, along with several
power centers that provided more energy (the game's sole resource)
and allowed you to build more units. The entire game took place on a
single screen, with players starting at either end of what looked
rather like a football field--except instead of goalposts you had
command centers. You could see your opponent's commands being issued
and executed in real time, right alongside your own.
*
Nether Earth.
Richard Moss (screenshot)
*
RTS genre meets robots \m/.
Richard Moss (screenshot)
*
Modem Wars.
YouTuber greywulfe
*
Stonkers.
Richard Moss (screenshot)
*
Richard Moss (screenshot)
ZX Spectrum wargame Stonkers (1983) and Chris Crawford's Legionnaire
(1982) started a push toward more of an action-tactics style of play.
Stonkers' pared-back, graphically detailed, fast-paced real-time
adaptation of the battle phase of traditional wargaming met great
praise, but a handful of game-breaking bugs hampered its sales.
Legionnaire met a more mixed reception for its light, semi-historical
simulation of battles between the Romans and barbarians. The
real-time tactics (aka RTT) genre was born here, but it would have to
wait until the following year's The Ancient Art of War--a bestselling
and influential computer wargame--for its moment in the sun (and, like
its RTS sibling, it took many more years for RTT to actually be
recognized as a genre unto itself).
In the meantime, Nether Earth (1987) further established the root
concept of what would become the RTS. You manufactured robots that
could capture or destroy six types of factories needed to produce the
components that could go into building more robots. The end-goal was
to destroy your opponent's warbase(s) by blowing it/them to
smithereens with a nuclear weapon on board a hapless sacrificial bot.
You could control robots directly, one at a time, but generally it
was best to give them orders to destroy, capture, kill, or defend and
focus on churning out more of them to overwhelm the enemy.
Another Dan Bunten game, Modem Wars (1988), had more of a tactical
emphasis but possessed many of the elements that eventually became
central to real-time strategy. It included a fog of war that
prevented you from seeing enemy units beyond the range of sight of
your units/buildings, along with espionage, customizable unit
formations, and terrain-affected movement and combat. The game's
methodical pacing allowed lots of things to be going on at once
without overwhelming (a lesson that many later RTS games failed to
heed).
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