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In , Blizzard released the game StarCraft , which became an international phenomenon and is still played in large professional leagues to this day. One example is Sins of a Solar Empire , released by Ironclad Games , which mixes elements of grand-scale stellar empire building games like Master of Orion with real-time strategy elements. Micromanagement and macromanagement[ edit ] Main articles: Another example is indie game Achron , which incorporates time travel as a game mechanic, allowing a player to send units forward or backward in time. Ground Control was the first such game to replace individual units with "squads". Dungeon Keeper , Populous: Refinement and transition to 3D[ edit ] The real-time strategy genre has been relatively stable since Immortal Sovereigns introduced classic wargame elements, such as supply lines to the genre. Some titles impose a ceiling on the number simultaneous troops, which becomes a key gameplay consideration, a significant example being StarCraft, while other titles have no such unit cap. Dawn of War , Star Wars: As a result, designating "early real-time strategy" titles is problematic because such games are being held up to modern standards.
Another early game, Carrier Command by Realtime Games , involved real-time responses to events in the game, requiring management of resources and control of vehicles. It is only in approximately that 3D real-time strategy became the standard, with both Warcraft III and Ensemble Studio's Age of Mythology being built on a full 3D game engine. Homeworld, Warzone and Machines all released in advanced the use of fully 3D environments in real-time strategy titles. Some games, borrowing from the real-time tactics RTT template, have moved toward an increased focus on tactics while downplaying traditional resource management, in which designated units collect the resources used for producing further units or buildings. Some titles impose a ceiling on the number simultaneous troops, which becomes a key gameplay consideration, a significant example being StarCraft, while other titles have no such unit cap. These games were followed by a short period of interest in experimental strategy games such as Allegiance Rather than innovations to the game concept, new games generally focus on refining aspects of successful predecessors. Resource gathering is commonly the main focus of the RTS games, but other titles of the genre place higher gameplay significance to the how units are used in combat Z: Homeworld was notable in that it featured a 3D environment in space, therefore allowing movement in every direction,  a feature which its semi-sequel, Homeworld Cataclysm continued to build upon adding features such as waypoints. Tides of Darkness after its release in late For instance, the missiles in Total Annihilation travel in real time in simulated 3D space, and they can miss their target by passing over or under it. In addition, hundreds of StarCraft II tournaments are held yearly, as it is becoming an increasingly popular branch of e-sports. On the other hand, macromanagement refers to a player's management of economic expansion and large-scale strategic maneuvering, allowing the player time to think and consider possible solutions. Total Annihilation , released by Cavedog Entertainment in , introduced 3D units and terrain and focused on huge battles that emphasized macromanagement over micromanagement. Additions to the genre's concept in newer games tend to emphasize more of the basic RTS elements higher unit caps, more unit types, larger maps, etc. This led to a number of unique gameplay elements, which were mostly obscured by the lack of computing power available in , at the release date. The genre initially evolved separately in the United Kingdom, Japan, and North America, afterward gradually merging into a unified worldwide tradition. This greatly facilitated precise player control, which enabled the player to give orders to individual units. Immortal Sovereigns introduced classic wargame elements, such as supply lines to the genre. In most real-time strategy games, especially the earliest ones, the gameplay is generally fast-paced and requires very quick reflexes. Origins[ edit ] The genre that is recognized today as "real-time strategy" emerged as a result of an extended period of evolution and refinement. European Wars series took the genre in a different direction, bringing population caps into the tens of thousands. Thus, RTS games for home consoles have been met with mixed success. Although this strategy has been criticized for encouraging overwhelming force over strategy and tactics, defenders of the strategy argue that they're simply taking advantage of the strategies utilized, and some argue that it is a realistic representation of warfare. The winner of the magazine's annual Game Contest, the author described it as a "single-player game of real-time action and strategic decision making". The Battle for Middle-Earth II which allows players, in a 'War of the Ring' game, to play a turn-based strategy game, but also battle each other in real time. In these examples, however, gameplay was essentially identical regardless of the map layer in question.
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