Real-time strategy (RTS) games are a genre of computer wargames which do not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II.
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Real-time strategy (RTS) games are a genre of computer wargames which do not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II.
In an RTS, as in other wargames, the participants position and maneuver units and structures under their control to secure areas of the map and/or destroy their opponents' assets. In a typical RTS it is possible to create additional units and structures during the course of a game. This is generally limited by a requirement to expend accumulated resources. These resources are in turn garnered by controlling special points on the map and/or possessing certain types of units and structures devoted to this purpose. More specifically, the typical game of the RTS genre features resource gathering, base building, in-game technological development and indirect control of units.
The tasks a player must perform to succeed at an RTS can be very demanding, and complex user interfaces have evolved to cope with the challenge. Some features have been borrowed from desktop environments, most prominently the technique of "clicking and dragging" to select all units under a given area.
Though some game genres share conceptual and gameplay similarities with the RTS template, recognized genres are generally not subsumed as RTS games. For instance, city-building games, construction and management simulations, and games of the real-time tactics variety are generally not considered to be "real-time strategy".
Precursors and early genesis
The genre that is recognized today as "real-time strategy" emerged as a result of an extended period of evolution and refinement. Games that are today sometimes perceived as ancestors of the real-time strategy genre were never marketed or designed as such at the original date of publication. As a result, designating "early real-time strategy" titles is problematic because such games are being held up to modern standards. The genre initially evolved separately in the UK and North America, afterward gradually merging into a unified worldwide tradition.
In the UK, the genre's beginning can be traced to Stonkers by John Gibson, published in 1983 by Imagine Software for the ZX Spectrum, and Nether Earth published on ZX Spectrum in 1987. In North America, the first game retrospectively classified as real-time strategy by many sources is The Ancient Art of War (1984), designed by Evryware's Dave and Barry Murry, followed by the sequel The Ancient Art of War at Sea in 1987, though Dani Bunten Berry's (of M.U.L.E fame) Cytron Masters (1982), developed by Ozark Softscape and released by SSI, also has been considered the earliest game of the genre.






















