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Warrior Kings (2002) offered more creative and varied campaign missions than almost anything before it, along with (then-) enormous 3D tactical battles. Firefly's 2001 RTS/castle builder Stronghold brought some of the rigor of simulation to a more focused take on Age of Empires, with its highlight being the sadistic pleasure you could get in seeing boiling oil poured over the wall to scorch the infantrymen below or in watching the farcical comedy of your peasants walking obliviously into a flaming building-only to run out on fire moments later.Īlso worth noting in passing, Cossacks (2000) put whole armies on screen, grouped into multiple formations that could each cater to as many as 196 soldiers. Majesty: The Fantasy Kingdom Sim (2000), for instance, was effectively a modern version of Stronghold (the 1993 one) but with completely autonomous units (that you could affect by planting "reward" flags wherever you hoped your heroes would go).
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Publishers were giving up on quick-and-dirty clones of Command & Conquer as real-time strategy coalesced into a core group of well-informed players who liked to compete online and who would learn the games inside out, with groups at the periphery who favored single-player campaigns or niche RTS hybrids like Anno, Settlers, and grand strategy series Europa Universalis.ĭevelopers and publishers trying to break into this scene changed their tack they started targeting a crossover audience-RTS fans interested in whatever other genre you can blend in, plus fans of that genre who are tolerant of RTS mechanics. This is strategy on the go, so you have to make snap decisions about whether to go on the offensive or retreat.The early 2000s were a much different visual time, but trust me- Warcraft III was a banger that has cast a bit of an industry legacy.īy the early 2000s, RTS mania was on the decline. Some strategy games, like Disintegration put you right in the action, so you are fighting in the ranks of your forces as well as commanding oversight.įinally, you find strategy gameplay in a lesser way in competitive games like Fortnite. These games are further divided between those that are turn-based and allow the player as much time as they need to make decisions, or real-time where you have to make decisions with limited delay. Other games, like Kingdom Two Crowns force the player to make a strategic decision on limited knowledge. Some games like Civilization do this by providing the player with all the information they need.
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Strategy games have in common the focus on making premeditated decisions to gain the outcome you need. This can be organising armies before heading in for an offensive, planting a farm to generate the best crops, planning a network of roads or laying out an amusement park. While many video games have a strategic element, some use this as the central point of the play.
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