Strategy game

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Chess is one of the most well-known and frequently played strategy games. Chess set.jpg
Chess is one of the most well-known and frequently played strategy games.

A strategy game or strategic game is a game (e.g. a board game) in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decision tree-style thinking, and typically very high situational awareness.

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Strategy game TSR's Divine Right Strategy Game.jpg
Strategy game

Strategy games are also seen as a descendant of war games, and define strategy in terms of the context of war, but this is more partial. A strategy game is a game that relies primarily on strategy, and when it comes to defining what strategy is, two factors need to be taken into account: its complexity and game-scale actions, such as each placement in a Total War series. The definition of a strategy game in its cultural context should be any game that belongs to a tradition that goes back to war games, contains more strategy than the average video game, contains certain gameplay conventions, and is represented by a particular community. Although war is dominant in strategy games, it is not the whole story. [1]

History

The history of turn-based strategy games goes back to the times of ancient civilizations found in places such as Rome, Greece, Egypt, the Levant, and India. Many were played widely through their regions of origin, but only some are still played today. One such game is mancala, [2] which may have originated in Samaria approximately 5000 years ago and has since diversified into scores of varieties worldwide.[ citation needed ] One form challenges two opposing players to clear their side of a board of mancala pieces while adding them into their opponent's side and thereby preventing the opponent from clearing their side. At each end of the game board in this version there is a larger pit in which each player must try to deposit the pieces to try to gain points. When one side is cleared the other side of the board's pieces are added to the cleared side's pile. This version of mancala can be played quite casually, but still presents strategy demands, e.g. to interfere in the opponent's playing area while clearing one's own.

Another game that has stood the test of time is chess, believed to have originated in India around the sixth century CE. [3] The game spread to the west by trade, but chess gained social status and permanence more strongly than many other games. Chess became a game of skill and tactics often forcing the players to think two or three moves ahead of their opponent just to keep up. [4] This game also became accepted by many as a proxy for intelligence; people who became grand masters were considered smart. The game portrays foot soldiers, knights, kings, queens, bishops, and rooks. Several portray actual positions in the historical European military. Each piece has a unique movement pattern. For example, the knight is constricted to moving in an L-shape two squares long and one square to the side, the rook can only move in a straight line vertically or horizontally, and bishops can move diagonally on the board.

Types

Abstract strategy

In abstract strategy games, the game is only loosely tied to a thematic concept, if at all. The rules do not attempt to simulate reality, but rather serve the internal logic of the game.

A purist's definition of an abstract strategy game requires that it cannot have random elements or hidden information. This definition includes such games as chess and Go. However, many games are commonly classed as abstract strategy games which do not meet these criteria: games such as backgammon, Octiles, Can't Stop , Sequence and Mentalis have all been described as "abstract strategy" games despite having a chance element.[ citation needed ] A smaller category of non-perfect abstract strategy games incorporate hidden information without using any random elements; for example, Stratego.

Team strategy

One of the most focused team strategy games is contract bridge. This card game consists of two teams of two players, whose offensive and defensive skills are continually in flux as the game's dynamic progresses. Some argue that the benefits of playing this team strategy card game extend to those skills and strategies used in business [5] and that the playing of these games helps to automate strategic awareness.

Eurogames

Eurogames, or German-style boardgames, are a relatively new genre that sit between abstract strategy games and simulation games. They generally have simple rules, short to medium playing times, indirect player interaction and abstract physical components. The games emphasize strategy, play down chance and conflict, lean towards economic rather than military themes, and usually keep all the players in the game until it ends.

Simulation

This type of game is an attempt to simulate the decisions and processes inherent to some real-world situation. Most of the rules are chosen to reflect what the real-world consequences would be of each player's actions and decisions. Abstract games cannot be completely 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 Diceball! or Strat-o-Matic Baseball ).

Wargame

A German military wargame from 1824 Kriegsspiel 1824.jpg
A German military wargame from 1824

Wargames are simulations of 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, wargames 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. Its creator, H. G. Wells, stated how "much better is this amiable miniature [war] than the real thing". [6]

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.

Popular miniature wargames include Warhammer 40,000 or its fantasy counterpart Warhammer Fantasy . Popular strategic board wargames include Risk , Axis and Allies , Diplomacy , and Paths of Glory . Advanced Squad Leader is a successful tactical scale wargame.

It is instructive to compare the Total War series to the Civilization series, where moving troops to a specific tile is a tactic because there are no short-range decisions. But in Empire: Total War (2009), every encounter between two armies activates a real-time mode in which they must fight and the same movement of troops is treated as a strategy. Throughout the game, the movement of each army is at a macro scale, because the player can control each battle at a micro scale. However, as an experience, the two types of military operations are quite similar and involve similar skills and thought processes. The concept of micro scale and macro scale can well describe the gameplay of a game; however, even very similar games can be difficult to integrate into a common vocabulary. In this definition, strategy does not explicitly describe the player's experience; it is more appropriate to describe different formal game components. The similarity of the actions taken in two different games does not affect our definition of them as strategy or tactics: we will only rely on their scale in their respective games. [1]

Strategy video games

Strategy video games are categorized based on whether they offer the continuous gameplay of real-time strategy (RTS), or the discrete phases of turn-based strategy (TBS). [7] Often the computer is expected to emulate a strategically thinking "side" similar to that of a human player (such as directing armies and constructing buildings), or emulate the "instinctive" actions of individual units that would be too tedious for a player to administer (such as for a peasant to run away when attacked, as opposed to standing still until otherwise ordered by the player); hence there is an emphasis on artificial intelligence.

See also

Related Research Articles

<span class="mw-page-title-main">Board game</span> Genre of seated tabletop social play

Board games are tabletop games that typically use pieces. These pieces are moved or placed on a pre-marked board and often include elements of table, card, role-playing, and miniatures games as well.

<span class="mw-page-title-main">Mancala</span> Type of count-and-capture game

Mancala refers to a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some set of the opponent's pieces.

<span class="mw-page-title-main">Wargame</span> Strategy game that realistically simulates war

A wargame is a strategy game in which two or more players command opposing armed forces in a simulation of some military operation. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts. Many wargames re-create specific historic battles, and can cover either whole wars, or any campaigns, battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval and air combat, as well.

Real-time strategy (RTS) is a subgenre of strategy video games that does not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market Dune II in the early 1990s.

<span class="mw-page-title-main">Miniature wargaming</span> Wargame genre

Miniature wargaming is a form of wargaming in which military units are represented by miniature physical models on a model battlefield. The use of physical models to represent military units is in contrast to other tabletop wargames that use abstract pieces such as counters or blocks, or computer wargames which use virtual models. The primary benefit of using models is aesthetics, though in certain wargames the size and shape of the models can have practical consequences on how the match plays out.

<span class="mw-page-title-main">Abstract strategy game</span> Mental skill based games

An abstract strategy game is a type of strategy game that has minimal or no narrative theme, an outcome determined only by player choice, and in which each player has perfect information about the game. For example, Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic warfare, and features concealed information.

In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it.

<span class="mw-page-title-main">Military exercise</span> Employment of military resources for training

A military exercise, training exercise, or war game is the employment of military resources in training for military operations. Military exercises are conducted to explore the effects of warfare or test tactics and strategies without actual combat. They also ensure the combat readiness of garrisoned or deployable forces prior to deployment from a home base.

<i>PanzerArmee Afrika</i> (board game) Board wargame

PanzerArmee Afrika, subtitled "Rommel in the Desert, April 1941 - November 1942", is a board wargame published by Simulations Publications, Inc. (SPI) in 1973 that simulates the World War II North African Campaign that pitted the Axis forces commanded by Erwin Rommel against Allied forces. The game was revised and republished in 1984 by Avalon Hill.

<span class="mw-page-title-main">Man-to-man wargame</span>

A man-to-man wargame is a wargame in which units generally represent single individuals or weapons systems, and are rated not only on weaponry but may also be rated on such facets as morale, perception, skill-at-arms, etc. The game is designed so that a knowledge of military tactics, especially at the small unit or squad level, will facilitate successful gameplay. Man-to-man wargames offer an extreme challenge to the designer, as fewer variables or characteristics inherent in the units being simulated are directly quantifiable. Modern commercial board wargaming stayed away from man-to-man subjects for many years, though once the initial attempts were made to address the subject, it has evolved into a popular topic among wargamers.

Turn-based tactics (TBT) is a video game genre of strategy video games. They are turn-based simulations of operational warfare and military tactics in generally small-scale confrontations as opposed to more strategic considerations of turn-based strategy (TBS) games. Turn-based tactical gameplay is characterized by the expectation of players to complete their tasks using only the combat forces provided to them in a generally realistic manner.

Real-time tactics (RTT) is a subgenre of tactical wargames played in real-time, simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the lack of classic resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics.

<span class="mw-page-title-main">Computer wargame</span> Wargame played on a computer or other digital device

A computer wargame is a wargame played on a digital device. Descended from board wargaming, it simulates military conflict at the tactical, operational or strategic level. Computer wargames are both sold commercially for recreational use and, in some cases, used for military purposes.

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.

<span class="mw-page-title-main">Game</span> Structured form of play

A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work or art.

<span class="mw-page-title-main">Zillions of Games</span> General game playing software

Zillions of Games is a commercial general game playing system developed by Jeff Mallett and Mark Lefler in 1998. The game rules are specified with S-expressions, Zillions rule language. It was designed to handle mostly abstract strategy board games or puzzles. After parsing the rules of the game, the system's artificial intelligence can automatically play one or more players. It treats puzzles as solitaire games and its AI can be used to solve them.

<span class="mw-page-title-main">Game design</span> Game development process of designing the content and rules of a game

Game design is the process of creating and shaping the mechanics, systems, and rules of a game. Games can be created for entertainment, education, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following:

This glossary of board games explains commonly used terms in board games, in alphabetical order. For a list of board games, see List of board games; for terms specific to chess, see Glossary of chess; for terms specific to chess problems, see Glossary of chess problems.

<span class="mw-page-title-main">Professional wargaming</span>

A wargame, generally, is a type of strategy game which realistically simulates warfare. A professional wargame, specifically, is a wargame that is used by military organizations to train officers in tactical and strategic decision-making, to test new tactics and strategies, or to predict trends in future conflicts. This is in contrast to recreational wargames, which are designed for fun and competition.

<span class="mw-page-title-main">Recreational wargaming</span> Aspect of gaming

A wargame is a strategy game that realistically simulates warfare. Wargames were invented for the purpose of training military officers, but they eventually caught on in civilian circles, played recreationally.

References

  1. 1 2 Dor, Simon (April 2018). "Strategy in Games or Strategy Games: Dictionary and Encyclopaedic Definitions for Game Studies". Game Studies. 18 (1). ISSN   1604-7982.
  2. "11 Ancient Board Games". 2016-03-01. Retrieved 2017-04-10.
  3. (MisterCutie), Matthew. "The History of Chess: The Basics". Chess.com. Retrieved 2017-04-10.
  4. Adams, Jenny (2011). Power Play: The Literature and Politics of Chess in the Late Middle Ages. University of Pennsylvania Press. ISBN   9780812201048.
  5. "How to automate strategic & tactical thinking Archived 2015-02-23 at the Wayback Machine
  6. Rundle, Michael (2013-04-09). "How H. G. Wells Invented Modern War Games 100 Years Ago". The Huffington Post.
  7. "Strategy Games". Apple. Retrieved 2008-12-28.