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Real-time tactics (abbreviated RTT[1]) 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 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[1][2] and a focus on complex battlefield tactics. The RTT genre is less commonly called fixed-unit real-time strategy.[3]
[edit] Characteristics Real-time tactics games generally endeavor to present a realistic experience of battlefield tactics. Typical real-time strategy titles generally encourage the player to focus on logistics and production as much as or more than combat, whereas real-time tactics games more commonly do not feature resource-gathering, production, base-building or economic management[3], instead focusing on tactical and operational aspects of warfare such as unit formations or the exploitation of terrain for tactical advantage. Real-time tactical gameplay is characterized by the expectation of players to complete their tasks using only the combat forces provided to them,[2][3] and usually by the provision of a realistic (or at least believable) representation of military tactics and operations. This contrasts with other current wargame genres. For instance, in large-scale turn-based strategy games battles are generally abstracted and the gameplay close to that of related board games. Real-time strategy games de-emphasize realism and focus on the collection and conversion of resources into production capacities which manufacture combat units thereafter used in generally highly stylized confrontations. In contrast, real-time tactics games' military tactical and realistic focus and comparatively short risk/reward cycle usually provide a distinctly more immediate, intense and accessible experience of battlefield tactics and mêlée than strategy games of other genres. As suggested by the genre's name, also fundamental to real-time tactics is real-time gameplay. The genre has its roots in tactical and miniature wargaming[citation needed], the recreation of battle scenarios using miniatures or even simple paper chits. These board and table-top games were out of necessity turn-based: Only with computer support was turn-based play and strategy successfully transposed into real-time. Turn-based strategy and turn-based tactics were obvious candidates for computer implementation. As computer implementation eventually allowed for ever more complex rule sets, some games became less timeslice-focused and more continuous until eventually "realtime" play was achieved. [edit] Genre classificationWhile some publications do refer to "RTT" as a genre[4][5] others consider it to be a sub-genre of real-time strategy[1][6][7], there are also publications that do not make such distinctions. Nonetheless, there are often efforts to distinguish these games from the classic perceptions of the "RTS" denomination; titles of the genre has been described as "real-time combat simulators" and "military strategy" games, Nexus: The Jupiter Incident was called a "tactical fleet simulator" by its developers, and Blitzkrieg II was somewhat verbosely called a "real time simulator of WWII battles on company regimental level" rather than "real-time strategy" in a review.[8] Relatively few developers or publishers use the terms "RTT" or "real-time tactics" in marketing, though one example is Massive Entertainment, which explicitly described its game Ground Control II: Operation Exodus as real-time tactics rather than a real-time strategy title[9] (which is ironic in that the title veered toward a real-time strategy mode by introducing resources and in-battle reinforcements unlike its predecessor); David Heart of Matrix Games describes the Close Combat series as "the overall tone emphasized realism, and modelled the emotional state of the units under your command, including panic, desertion, and surrender. Close Combat was never an RTS in the classic sense since resource gathering and other typical factors played no part in the game. Close Combat was far more of a tactical simulation and would be better described as a RTTS (Real Time Tactical Simulation)"[10] and f.i. Close Combat: Modern Tactics is sold as a "real time tactical warfare" game on their site[11]; and Namco Bandai announced the "Battle March" expansion to their 2006 title Warhammer: Mark of Chaos as "tactical real-time".[12] [edit] Brief history and backgroundFurther information: Chronology of real-time tactics video games Wargaming with items or figurines representing soldiers or units for training or entertainment has been common for as long as organised conflicts: Chess, for example, is based on essentialised battlefield movements of medieval unit types and, beyond its entertainment value, is intended to instill in players a rudimentary sense of tactical considerations. Today, miniature wargaming, where players mount armies of miniature figurines to battle each other, has become popular (e.g., Warhammer Fantasy Battle and Warhammer 40000). Though similar to conventional modern board wargames (e.g. Axis & Allies), in the sense of simulating war and being turn-based, the rules for miniature wargames tend to lean heavily towards the minutiae of military combat rather than anything at a strategic scale. Though popular as table-top games, tactical wargames were relatively late in coming to computers, largely due to game mechanics calling for large numbers of units and individual soldiers, as well as advanced rules that would have required hardware capacities and interface designs beyond the capabilities of older hardware and software. Since most established rule sets were for turn-based table-top games, the conceptual leap to translate these categories to real-time was also a problem that required time to overcome.[citation needed] Avalon Hill's 1982 release Legionaire for the Atari 8-bit was a real-time wargame of Romans versus Barbarians with game play reminiscent of the current real-time tactics template, called by one review a "real-time simulation of tactical combat".[13] Likewise, Free Fall Associates' 1983 title Archon can be considered an early real-time tactics game, built upon Chess but including real-time battle sequences. Archon was highly influential, and, for instance, Silicon Knights, Inc.'s 1994 game Dark Legions was virtually identical to it, adding only to Archon's concept that the player, as in many table-top wargames, purchases his army before committing to battle. Another predecessor was Bits of Magic's Centurion: Defender of Rome (published for the PC by Electronic Arts in 1990), in which, similar to the recent Rome: Total War game, the game took place on a strategic map interspersed by battle sequences. However, though the battles were in real-time they were of small scope and player interaction was limited to deciding the initial troop disposition. [edit] Establishing the genre: the late-nineties rise in popularity
Around 1995, computer hardware and developer support systems had developed enough to facilitate the requirements of large-scale real-time tactical games. It was in 1995 that the regimentally focused wargame Warhammer: Shadow of the Horned Rat was released, groundbreaking not only in that it focused purely on the operational aspects of combat (with all aspects pertaining: regimental manoeuvring and formations, support tactics, terrain, etc.), nor only in that it was entirely real-time, but also that it introduced zoomable and rotatable 3D terrain. In 1997 Firaxis Games' released Sid Meier's Gettysburg!, a detailed and faithful recreation of some of the most significant battles of the American Civil War that introduced large scale tactical battlefield command using 3D. 3D visuals only became established in the real-time strategy genre around eight years after their advent in real-time tactics; it could be argued[citation needed] that the nature of real-time tactics games and the genre's focus lends more naturally to 3D representation, for instance to check line of sight, while the faster pace, rapid-click, highly stylized nature of real-time strategy games were better presented in 2D. Real-time tactics games need not be in 3D however: the Close Combat series as well as Sudden Strike, both successful titles, functioned in two dimensions. Released in 1996 by Atomic Games, Close Combat is a simulation of squad- and platoon-type World War II combat tactics which introduced a higher degree of operational realism than seen before. Combat Mission went even further. Further, as Warhammer: Shadow of the Horned Rat was a translation of the Warhammer Fantasy Battle table-top system, FASA Studios' MechCommander from 1998 was a translation of the BattleTech boardgame into a 2D computer game format. In 1997, Bungie released Myth, which introduced radically larger battlefields than ever before and included a realistic (at the time) physics engine. In 2000, Creative Assembly created Shogun: Total War taking map sizes even further as well as introducing historical and tactical realism on levels until then unheard of in real-time computer games. Ground Control was also released in 2000, gaining much attention for its luscious visuals but earning developers Massive Entertainment few sales. In 2007 World in Conflict, also made by Massive Entertainment was released and is currently the last game made in this genre. [edit] Eastern EuropeThe 2000s have seen a number of tactical simulations developed in Eastern Europe. Examples include real-time tactics games such as the Blitzkrieg series, the Sudden Strike series, the UFO series by ALTAR Interactive (not to be confused with UFO: Enemy Unknown by Microprose, the first title in the X-COM series), Nexus: The Jupiter Incident, Joint Task Force, and Codename: Panzers; as well as turn-based tactics games such as the Silent Storm series, UFO: Extraterrestrials (by Chaos Concept), Jagged Alliance 3 (currently in development) and Combat Mission: Barbarossa to Berlin. These sorts of games have been described as difficult to develop in the West in recent years.[14] [edit] Archetypes
[edit] Historical and Contemporary settingsReal-time tactics games with historical or contemporary settings generally try to recreate the tactical environment of their selected period, the most common eras and situations being the American Civil War and European Napoleonic warfare, though ancient warfare and World War II settings are also common. Numerically they make up the bulk of the genre. While the degree of realism is uniform, the scale of command and precise mechanics differ radically according to the period setting in keeping with the tactics of that period. So for instance, titles set in the Napoleonic Wars are often played at a company or battalion level, with players controlling groups of sometimes hundreds of soldiers as a single unit, whereas recreations of modern conflicts (such as the Iraq War) tend to offer control down to squad or even individual level.
[edit] Fantastical settingsWhile most fantasy titles bear some resemblance to a historical period (usually medieval), they also incorporate fictional creatures, areas, and/or magic and suffer from few historical constraints. The leading High Fantasy real-time tactics games are Warhammer Fantasy Battle titles. The loose series began with one of the earliest mainstream real-time tactics games, Warhammer: Shadow of the Horned Rat (1995). While the games' depth of tactical simulation is similar to that of Total War it leans towards skirmishes over epic battles and features both unique hero characters and a tightly authored story. The very influential video game Myth: The Fallen Lords (1997) emphasised formation cohesion less than the Warhammer games and introduced extensive maps. In 2006, Warhammer: Mark of Chaos was released; a game of similar kind to the two preceding Warhammer titles, but taking game play away from their realistic focus and fidelity to the Warhammer rules to a more arcade- and micromanagement-oriented form. Kingdom Under Fire: The Crusaders and its sequel are complex and difficult games made in Korea mixing both elements of RTT and Dynasty Warriors-like action.[15] [edit] Futuristic settings Games set in outer space are not limited simply to fighting ground battles. Games set in the future often combining elements of science fiction obviously are not constrained by historical accuracy or even limitations in current technology or physics. Games set in outer space can also add new tactical dimensions by adding a third, vertical movement axis.
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