REAL-TIME STRATEGY
Unlike it counterpart Turn Base Strategy(TBS), Real-time Strategy(RTS) requires the player(s) to think on its feet since everything that is happening in a game is happening in real time. To name a few: StarCraft(1998), Command and Conquer(1995), WarCraft(1994)...etc these games had helped make modern RTS much faster pace than before. Especially with "StarCraft" when the outcome of a game can happen in the first five minute if the player(s) know what they're doing.
OLD and NEW
Old RTS can’t compare to New RTS now a day with the improvement of graphic and faster processing speed. It allowed more In-depth units to be generated on the maps without slowing down the gameplay. When looking back to older RTS the graphic is very poorly rendered to maximum gameplay and speed. The feel of the traditional RTS between these two are still there it still requires the player(s) to be actively engaging on multiple fronts especially when playing against other players. Unlike Turn base Strategy, which gives you time to formulate your strategy each and every turns RTS is like a proactive cat and mouse game that keep you guessing you have to balance your time between defenses on the base(s) and offenses on the enemy in real-time. That require the player(s) to know their enemy other players in advance and know how to apply the tactical strategy in order to gain the upper hand.
RTS
Title | Creator | Details |
---|---|---|
Command and Conquer | EA Games |
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StarCraft | Blizzard Entertainment |
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StarCraft II | Blizzard Entertainment |
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WarCraft | Blizzard Entertainment |
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Ashes of the singularity | Stardock |
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Total Annihilation | Cavedog Entertainment |
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