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''.]] Real-time tactics (RTT) is a Computer Game genre of Tactical Wargames that simulates the considerations and circumstances of Operational Warfare and Military Tactics as opposed to more strategic considerations of Real-time Strategy (RTS) games. The real-time tactics genre is also sometimes called '''military strategy''' or '''real-time combat simulator'''. CHARACTERISTICS battle from '' Sid Meier's Antietam! ''.]] Real-time tactical gameplay is characterized by the expectation of players to complete their tasks using only the combat forces provided to them, and usually by the provision of a realistic (or at least believable) representation of military tactics and operations. This contrasts with other current wargame genres: for instance, in large-scale Turn-based Strategy games battles are generally abstracted and the gameplay close to that of related board games, and Real-time Strategy games de-emphasize realism and focus on the collection and conversion of resources into production capacities which manufacture combat units thereafter used in generally highly stylised confrontations. In contrast, real-time tactics games' military tactical and realistic focus and comparatively short Risk/reward Cycle usually provide a distinctly more immediate, intense and accessible experience of battlefield tactics and Mêlée than strategy games of other genres. As suggested by the genre's name, also fundamental to real-time tactics is real-time gameplay. The genre has its roots in and Turn-based Tactics were obvious candidates for computer implementation. As computer implementation eventually allowed for ever more complex rulesets, some games became less timeslice-focused and more continuous until eventually "realtime" play was achieved. Compared to other strategy games, games of the real-time tactics genre often have distinctly detailed and complex environments due to the tactical implications of elevation, hard cover and true Line Of Sight . Due to the demands of realism units in real-time tactical games also often have a significant degree of autonomy over their actions within the context of their orders compared to the relatively or fully passive units of other strategy genres (e.g. units in '' MechCommander 2 '' are remarkably autonomous). Further, in many real-time tactics games a player's force is maintained between battles. This allows units to become more proficient as they gain more battle experience and can even encourage an affinity between the player and his or her troops, breaking down the stereotypical anonymity of the expendable, mass-produced units found in strategic games. To this end '' units were individually named and under the leadership of their own captains with distinct visual and vocal feedback. GENRE CLASSIFICATION DEBATE The genre classification of real-time military computer games has been, and to a limited extent still remains, a topic of dispute. Real-time tactics often sees its games categorised as exemplars of the more popular, well-populated, and thus recognisable ''real-time strategy'' (RTS) genre. This has been a source of dispute between two principal camps: those who argue Lexicographically that all games of military or strategic nature that are played in real-time are "real-time strategy" games; and those who argue that "real-time tactics" titles display enough fundamental and consistent differences from other related or established genres to make it unique. It is worthwhile comparing the real-time tactics template to that of real-time strategy: Using the common definition, Real-time strategy games are characterised by the fact that the player exerts direct control over individual units, resource gathering, base and unit construction and technology development, micro-managing a complete albeit stylised production economy, as well as a likewise generally simplified and stylised combat model that generally bears little resemblance to actual military tactics. Thus, real-time strategy titles generally encourage the player to focus on logistics and production as much as or more than combat. In fact, as much as 80% of active gaming time can be spent on non-combat gameplay aspects,1 whereas real-time tactics games, in their pure form, do not feature resource-gathering, production, base-building or economic management, instead focusing on tactical and operational aspects of warfare such as unit formations or the exploitation of terrain for tactical advantage. The expectation of players to finish an engagement with set resources radically veers gameplay away from the standard real-time strategy form. This debate can be argued to be part of a greater lack of definition of genres. Various games of distinct and recognised genres, such as '' generally use only the genre denomination "strategy" to refer to games of RTT, RTS or similar genres. Relatively few developers or publishers use the terms "RTT" or "real-time tactics" in marketing, though one example is '' was called a "tactical fleet simulator" by its developers, and '' Blitzkrieg II '' was somewhat verbosely called a "real time simulator of WWII battles on company regimental level" rather than "real-time strategy" in a review.8 (Review of ''Blitzkrieg II'' as an example of intentially and obviously avoiding the real-time strategy.) BRIEF HISTORY AND BACKGROUND '' (1982).]] unfolding in '' Fields Of Glory '' (1993).]] '' (1995).]] ''.]] '']] Wargaming with items or figurines representing soldiers or units for training or entertainment has been common for as long as organised conflicts: Chess , for example, is based on essentialised battlefield movements of medieval unit types and, beyond its entertainment value, is intended to instill in players a rudimentary sense of tactical considerations. Today, Miniature Wargaming , where players mount armies of Miniature Figurines to battle each other, has become popular (e.g., Warhammer Fantasy Battle and Warhammer 40000 ). Though similar to conventional modern board wargames (e.g. Axis & Allies ), in the sense of simulating war and being Turn-based , the rules for miniature wargames tend to lean heavily towards the minutiae of military combat rather than anything at a strategic scale. Though popular as table-top games, tactical wargames were relatively late in coming to computers, largely due to game mechanics calling for large numbers of units and individual soldiers, as well as advanced rules that would have required hardware capacities and interface designs beyond the capabilities of older hardware and software. Since most established rule sets were for turn-based table-top games, the conceptual leap to translate these categories to real-time was also a problem that required time to overcome. '' game, the game took place on a strategic map interspersed by battle sequences. However, though the battles were in real-time they were of small scope and player interaction was limited to deciding the initial troop disposition. Establishing the genre: the late-nineties rise in popularity Perhaps the first game that can be recognised as a qualified exemplar of the real-time tactics genre was '' Fields Of Glory '', released in 1993 by MicroProse . The game was a purely real-time tactical wargame that attempted to realistically recreate several of the major battles of Napoleon Bonaparte's Waterloo campaign. Though meticulous and ambitious it suffered from the low-resolution graphics of the day and had to compromise with the visual presentation of its large-scale battles and abstracted away low-level battlefield aspects. Around ' released '' Sid Meier's Gettysburg! '', a detailed and faithful recreation of some of the most significant battles of the American Civil War that introduced large scale tactical battlefield command using 3D. 3D visuals only became established in the real-time strategy genre around eight years after their advent in real-time tactics; it could be argued that the nature of real-time tactics games and the genre's focus lends more naturally to 3D representation, for instance to check table-top system, FASA Studios ' '' MechCommander '' from 1998 was a translation of the BattleTech boardgame into a 2D computer game format. In '' taking map sizes even further as well as introducing historical and tactical realism on levels until then unheard of in real-time computer games. '' Ground Control '' was also released in 2000, gaining much attention for its luscious visuals but earning developers Massive Entertainment few sales. ARCHETYPES Historical and Contemporary settings ''.]] ''.]] ''.]] Real-time tactics games with historical or contemporary settings generally try to recreate the tactical environment of their selected period, the most common eras and situations being the American Civil War and European Napoleonic Warfare , though Ancient Warfare and World War II settings are also common. Numerically they make up the bulk of the genre. While the degree of realism is uniform, the scale of command and precise mechanics differ radically according to the period setting in keeping with the tactics of that period. So for instance, titles set in the Napoleonic Wars are played at a platoon level, with players controlling groups of sometimes hundreds of soldiers as a single unit, whereas recreations of modern conflicts (such as the Iraq War ) tend to offer control down to squad or even individual level. Examples:
Fantastical settings ''.]] While most ''fantasy'' titles bear some resemblance to a historical period (usually medieval), they also incorporate fictional creatures, areas, and/or magic and suffer from few historical constraints. The leading '' was released; a game of similar kind to the two preceding Warhammer titles, but taking game play away from their realistic focus and fidelity to the Warhammer rules to a more Arcade - and Micromanagement -oriented form. Futuristic settings assault in '' Ground Control ''.]] ''.]] Games set in the future often combining elements of Science Fiction obviously are not constrained by historical accuracy or even limitations in current technology or physics. Examples:
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