Strategy is a major video game genre that emphasizes thinking and planning over direct instant action in order to achieve victory. Although many types of video games can contain strategic elements, as a genre, strategy games are most commonly defined as those with a primary focus on high-level strategy, logistics and resource management. They are also usually divided into two main sub-categories: turn-based and real-time, but there are also many strategy cross/sub-genres that feature additional elements such as tactics, diplomacy, economics and exploration.
A build order is a linear pattern of production, research, and resource management aimed at achieving a specific and specialized goal. They are analogous to chess openings, in that a player will have a specific order of play in mind, however, the amount of the build order, the strategy around which the build order is built or even which build order is then used varies on the skill, ability and other factors such as how aggressive or defensive each player is.
Most strategy video games involve a mix of both strategy and tactics. \"Tactics\" usually refer to how troops are utilized in a given battle, whereas \"strategy\" describes the mix of troops, the location of the battle, and the commander's larger goals or military doctrine. However, there is also a growing subgenre of purely tactical games, which are referred to as real-time tactics, and turn-based tactics. Game reviewers and scholars sometimes debate whether they are using terminology such as \"tactics\" or \"strategy\" appropriately. Chris Taylor, the designer of Total Annihilation and Supreme Commander, has gone so far as to suggest that real-time strategy titles are more about tactics than strategy. But releases that are considered pure tactical games usually provide players with a fixed set of units, and downplay other strategic considerations such as manufacturing, and resource management. Tactical games are strictly about combat, and typically focus on individual battles, or other small sections in a larger conflict.
Auto battler, also known as auto chess, is a type of strategy game that features chess-like elements where players place characters on a grid-shaped battlefield during a preparation phase, who then fight the opposing team's characters without any further direct input from the player. It was created and popularized by Dota Auto Chess in early 2019, and saw more games in the genre by other studios, such as Teamfight Tactics, Dota Underlords, and Hearthstone Battlegrounds releasing soon after.
Many strategy players claim that many RTS games really should be labeled as \"real-time tactical\" (RTT) games since the game play revolves entirely around tactics, with little or even no strategy involved. Massively Multiplayer Online Games (MMOG or MMO) in particular have had a difficult time implementing strategy since having strategy implies some mechanism for \"winning\". MMO games, by their nature, are typically designed to be never-ending. Nevertheless, some games are attempting to \"crack the code,\" so-to-speak, of the true real-time strategy MMOG. One method by which they are doing so is by making defenses stronger than the weapons, thereby slowing down combat considerably and making it possible for players to more carefully consider their actions during a confrontation. Customizable units are another way of adding strategic elements, as long as players are truly able to influence the capabilities of their units. The industry is seeking to present new candidates worthy of being known for \"thought strategy\" rather than \"dexterity strategy\".
Real-time tactics (abbreviated RTT and less commonly referred to as fixed-unit real-time strategy) is a subgenre of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics. It is also sometimes considered a subgenre of real-time strategy, and thus may in this context exist as an element of gameplay or as a basis for the whole game. It is differentiated from real-time strategy gameplay by the lack of resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics. Example titles include Warhammer: Dark Omen, World In Conflict, the Close Combat series, and early tactical role-playing games such as Bokosuka Wars, and Silver Ghost.
Turn-based tactics (TBT), or tactical turn-based (TTB), is a genre of strategy video games that through stop-action simulates the considerations and circumstances of operational warfare and military tactics in generally small-scale confrontations as opposed to more strategic considerations of turn-based strategy (TBS) games. 59ce067264