WIKIBOOKS
DISPONIBILI
?????????

ART
- Great Painters
BUSINESS&LAW
- Accounting
- Fundamentals of Law
- Marketing
- Shorthand
CARS
- Concept Cars
GAMES&SPORT
- Videogames
- The World of Sports

COMPUTER TECHNOLOGY
- Blogs
- Free Software
- Google
- My Computer

- PHP Language and Applications
- Wikipedia
- Windows Vista

EDUCATION
- Education
LITERATURE
- Masterpieces of English Literature
LINGUISTICS
- American English

- English Dictionaries
- The English Language

MEDICINE
- Medical Emergencies
- The Theory of Memory
MUSIC&DANCE
- The Beatles
- Dances
- Microphones
- Musical Notation
- Music Instruments
SCIENCE
- Batteries
- Nanotechnology
LIFESTYLE
- Cosmetics
- Diets
- Vegetarianism and Veganism
TRADITIONS
- Christmas Traditions
NATURE
- Animals

- Fruits And Vegetables



ARTICLES IN THE BOOK

  1. Action game
  2. Advergaming
  3. Arcade machine
  4. Artificial intelligence
  5. Atari Games
  6. Atari Lynx
  7. Audio game
  8. Board games
  9. Browser game
  10. Casual game
  11. Christian video games
  12. Comparison of handheld gaming consoles
  13. Computer and video games
  14. Computer animation
  15. Computer-assisted role-playing game
  16. Computer graphics
  17. Computer role-playing game
  18. Console game
  19. Dr. Mario
  20. Famicom
  21. First person shooter
  22. Game
  23. Game balance
  24. Game Boy
  25. Game Boy Advance
  26. Game Boy Color
  27. Game Boy line
  28. Game Boy Micro
  29. Game classification
  30. Game controller
  31. Game design
  32. Game designer
  33. Game developer
  34. Game Developer Magazine
  35. Game development
  36. Game development tool
  37. Game mechanic
  38. Gameplay
  39. Game programmer
  40. Game programming
  41. Gamer
  42. Game server browser
  43. Game studies
  44. Gaming convention
  45. Golden Age of Arcade Games
  46. Handheld game console
  47. History of computer and video games
  48. History of video game consoles
  49. History of video games
  50. Hotseat
  51. Internet gaming
  52. Joystick
  53. LAN gaming center
  54. List of books about computer and video games
  55. List of commercial failures in computer and video gaming
  56. List of gaming topics
  57. Mobile game
  58. Multiplayer game
  59. N-Gage
  60. Nintendo 64
  61. Nintendo DS
  62. Nintendo GameCube
  63. Personal computer game
  64. Pinball
  65. Play-by-mail game
  66. Play-by-post game
  67. PlayStation 3
  68. PlayStation Portable
  69. Pong
  70. Programming game
  71. Puzzle computer game
  72. Real-time strategy
  73. Sega Dreamcast
  74. Sega Saturn
  75. Serious game
  76. Simulation game
  77. Single player
  78. Sony PlayStation
  79. Stealth-based game
  80. Strategy game
  81. Strategy guide
  82. Super Nintendo Entertainment System
  83. Synthespian
  84. Tabletop role-playing game
  85. Teamspeak
  86. Tetris
  87. Tokyo Game Show
  88. Video game center
  89. Video game console
  90. Video game crash of 1983
  91. Video game industry
  92. Video game publisher
  93. Wargame
  94. Wii
  95. Xbox 360

 



VIDEO & COMPUTER GAMES
This article is from:
http://en.wikipedia.org/wiki/Strategy_game

All text is available under the terms of the GNU Free Documentation License: http://en.wikipedia.org/wiki/Wikipedia:Text_of_the_GNU_Free_Documentation_License 

Strategy game

From Wikipedia, the free encyclopedia

 
Chess, one of the most well-known and played strategy games ever.
Chess, one of the most well-known and played strategy games ever.

A strategy game is a board game, video or computer game or other type of game in which the players' decision-making skills have a high significance in determining the outcome. Many games include this element to a greater or lesser degree, making demarcation difficult. It is therefore more accurate to describe a particular game as having a certain degree of strategic elements, as in being mainly based around strategic principles.

The crucial factor that separates this type of game from all others is that there is no element of chance involved. All players have equal and complete knowledge of all elements of the game. There is no physical skill required other than that necessary to interact with the game pieces.

Its benefit is the open interaction with other people. The game partners have similar starting points and evaluate how other humans may react under same conditions. So game strategies evolve with more or less spirit involved to get advantages and/or protect artfully.

  • Board games like
    • Arimaa
    • Checkers
    • Chess
    • Chinese checkers
    • Go
    • Nine Men's Morris (Mills)
  • Mastermind

Strategy (and tactics) are usually contrasted with luck, the outcome of luck-based games relying on probability. Games exist on a continuum from pure skill to pure chance, with strategic games usually towards the skill end of the spectrum. The word "strategy" is borrowed from a military jargon. It originally refers to a planning at a very high level and often strategy games deal rather planning in smaller scale for which a word "tactics" is used in military context.

Abstract strategy

In abstract strategy games, the game is only loosely tied to a real-world theme, if at all. The mechanics do not attempt to simulate reality, but rather serve the internal logic of the game. To win, the player must think about the problem, rather than the graphical representation of the situation. Chess, Checkers and Go are excellent examples.

Simulation

This type of game is an attempt to capture the decisions and processes inherent to some real-world situation. Most of the mechanics are chosen to reflect what the real-world consequences would be of each player action and decision. Abstract games cannot be cleanly divided from simulations and so games can be thought of as existing on a continuum of almost pure abstraction (like Abalone) to almost pure simulation (like Strat-o-Matic Baseball).

Wargame

Wargames are simulations of historical or hypothetical military battles, campaigns or entire wars. Players will have to consider situations that are analogous to the situations faced by leaders of historical battles. As such, war games are usually heavy on simulation elements, and while they are all 'strategy games', they can also be 'strategic' or 'tactical' in the military jargon sense.

Traditionally, wargames have been played either with miniatures, using physical models of detailed terrain and miniature representations of people and equipment to depict the game state; or on a board, which commonly uses cardboard counters on a hex map.

Currently, the most popular miniature wargame would probably be Warhammer 40,000. A popular strategic board wargame would be Axis and Allies, and Diplomacy has been a successful one for decades. Advanced Squad Leader is a successful tactical scale wargame. A successful translation of the tradtional genre into a computer game would be SSI's Panzer General series.

Computer wargames

Wargames instantiated on computers generally take one of three archetypal forms; the earlier most common and close to the boardgame origin turn-based type, and the real-time "strategy" and "tactical" types.

Turn-based

Main article: Turn-based strategy
Further information: Tactical role-playing game

The term "turn-based strategy game" (TBS) is usually reserved for certain computer strategy games, to distinguish them from real-time computer strategy games. A player of a turn-based game is allowed a period of analysis before committing to a game action. Examples of this genre are the Civilization, Heroes of Might and Magic, Jagged Alliance, Master of Orion and X-COM series, as well as tactical role-playing games such as the Final Fantasy Tactics series and Nippon Ichi games.

TBS games come in two flavors, differentiated by whether players make their plays simultaneously or take turns. The former types of games are called simultaneously-executed TBS games, with Diplomacy a notable example. The latter games fall into the player-alternated TBS games category, and are subsequently subdivided into (a) ranked, (b) round-robin start, and (c) random, the difference being the order under which players take their turns. With (a), ranked, the players take their turns in the same order every time. With (b), the first player is selected according to a round-robin policy. With (c), random, the first player is, of course, randomly selected.

Almost all non-computer strategy games are turn-based; however, the personal computer game market trend has lately inclined more towards real-time games.

Online, browser-based games, have become popular as well. One popular example is War of Empires.

Real-time strategy

Main article: Real-time strategy

Usually applied only to certain computer strategy games, the moniker "real-time strategy" indicates that the action in the game is continuous, and players will have to make their decisions and actions within the backdrop of a constantly changing game state, and computer real-time strategy gameplay is characterised by obtaining resources, building bases, researching technologies and producing units. Very few non-computer strategy games are real-time; one example is Icehouse.

The game considered the father of RTS games is Dune II, by Westwood Studios, and was followed by their seminal Command & Conquer. Cavedog's Total Annihilation (1997), Blizzard's Warcraft (1994) series and StarCraft (1998), and Ensemble Studios' Age of Empires (1997) series and Age of Mythology (2002) are some of the most popular RTS games, also online games as NukeZone can be considered belonging in this genre.

Real-time tactics

Main article: Real-time tactics

Sharing feature of the simulation and war game categories, real-time tactical computer game titles focus on operational aspects and control of warfare. Unlike in real-time strategy games, resource and economical management and building plays no part of the battle gameplay. Example titles include Warhammer: Dark Omen, the Close Combat series, and the Total War series.

God game

In God games the player is in more or less absolute control of the world and his subjects. There are usually challenges set to overcome with the power wielded by the player. Examples are Populous, Spore, SimEarth, and Black & White.

Economic simulations

Economic simulation games are simulations of businesses or economies. Examples are Railroad Tycoon, Transport Tycoon, Capitalism, Industryplayer and Supreme Ruler 2010.

City building

City-building games are a specialised but prominent subset of economic simulation games, where players, normally from a point-of-view high in the sky, can build and manage a simulated city. City building games normally do not support online or hotseat play. The most notable games of this genre are the Simcity by Maxis and the City Building Series by Impressions Games. City building games do not usually have objectives, except those set in the player's mind by the game; this has led some theorists (such as Chris Crawford) to declare that they should be considered 'toys' instead of games.

See also

  • List of strategy video games
Retrieved from "http://en.wikipedia.org/wiki/Strategy_game"