Turn-based strategy

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A turn-based strategy (TBS) game is a strategy game (usually some type of wargame, especially a strategic-level wargame) where players take turns when playing. This is distinguished from real-time strategy (RTS), in which all players play simultaneously.

Contents

History

In 1964. М. Eddis and W. McKay created an educational game called "The Sumerian Game" for the IBM 7090 computer. [1] [2] In this game, the user had to assume the role of a Sumerian ruler who manages the country's resources to boost the economy, deal with the effects of natural disasters, etc. The ideas laid down in The Sumerian Game were developed in 1968. in the game "Hamurabi" for the PDP-8 personal computer by D. Daimenta. [3] [4] [5] These games were entirely text-based, but in essence they were the distant ancestors of modern city-building simulators, whose gameplay can be described as making resource management decisions to develop a fictional economy.

Other distant videogame ancestors of modern turn-based strategy games can be considered games like Invasion. [6] The Invasion game, developed in 1972. for the Magnavox Odyssey console, had a graphical presentation unlike the aforementioned text games, but it could not be considered fully a computer game. [7]

During the 1970s. There are attempts to fully port board games to personal computers: in particular, the first computerized versions of traditional chess appear [8] [9] (the use of computer algorithms to play chess began in the mid-1940s).

in 1995. Van Kaneghem's company New World Computing released the "King's Bounty" inspired first installment of the "Heroes of Might and Magic" series, which was a spin-off of the "Might and Magic" RPG franchise (all of which are currently in development). [10] The great success of these games led to a greater use of RPG elements in strategy, and specifically turn-based strategy, games - for example, their influence is evident in many games in the Total War series.

Examples

Board games

Many board games are turn based, such as chess, Reversi, checkers, Hare games, and Go, as well as many modern board games.

Turn-based tactics

Turn-based tactical game-play is characterized by the expectation of players to complete their tasks by using the combat forces provided to them, and usually by the provision of a realistic (or at least believable) representation of military tactics and operations. Tactical role-playing games are a part of this genre. Examples include Fire Emblem , The Battle for Wesnoth , Poxnora , Silent Storm , Steel Panthers: World at War! , King's Bounty , Great Big War Game , Nintendo Wars , UniWar , XCOM 2 , The Battle of Polytopia and Chessaria: The Tactical Adventure .

Mainstream computer games

After a period of converting board and historic TBS games to computer games, companies began basing computer turn-based strategy games on completely original properties or concepts. The presence of a computer to calculate and arbitrate allows game complexity which is not feasible in a traditional board game.

Some well known turn-based strategy games are Sid Meier's Civilization series, [11] Heroes of Might and Magic series, Panzer General series, Warlords series, and Age of Wonders series.

Indie games

The Battle for Wesnoth is an open source turn-based strategy game. Battle for wesnoth version 1.12.0 screenshot.jpg
The Battle for Wesnoth is an open source turn-based strategy game.

A further market trend is the rise of "Indie" TBS games (games produced by small groups, independent or only somewhat affiliated with the major elements in the computer games industry). These games often extend or refine already existing TBS games. Examples include Freeciv or Golden Age of Civilizations.

Open-source games

Since turn-based strategy games do not typically require vast amounts of art or modeling, developers willing to volunteer their time can focus on gameplay. Directories like Freecode provide large lists of open-source, turn-based strategy projects.

Browser-based games

Online browser-based games do not require users to install files and are often free. The Hex Empire set of games is a good example of browser-based games in this genre.

See also

Related Research Articles

<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 an armed conflict. 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.

<span class="mw-page-title-main">Strategy game</span> Type of game

A strategy game or strategic game is a 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.

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.

Tactical role-playing games, also known as strategy role-playing games and in Japan as simulation RPGs, are a video game genre that combines core elements of role-playing video games with those of tactical strategy video games. The formats of tactical RPGs are much like traditional tabletop role-playing games and strategy games in appearance, pacing, and rule structure. Likewise, early tabletop role-playing games are descended from skirmish wargames such as Chainmail, which were primarily concerned with combat.

<i>Heroes of Might and Magic II</i> 1996 video game

Heroes of Might and Magic II: The Succession Wars is a turn-based strategy video game developed by Jon Van Caneghem through New World Computing and published in 1996 by the 3DO Company. The game is the second installment of the Heroes of Might and Magic series and is typically credited as the breakout game for the series. Heroes II was voted the sixth-best PC game of all time by PC Gamer in May 1997.

<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.

<i>Hamurabi</i> (video game) 1968 video game

Hamurabi is a text-based strategy video game of land and resource management. It was first developed under the name King of Sumeria or The Sumer Game by Doug Dyment in 1968 at Digital Equipment Corporation as a computer game for fellow employee Richard Merrill's newly invented FOCAL programming language.

<span class="mw-page-title-main">Grand strategy wargame</span> Video and board game genre

A grand strategy wargame or simply grand strategy game (GSG) is a wargame that places focus on grand strategy: military strategy at the level of movement and use of a nation state or empire's resources. The genre has considerable overlap with 4X games, but differs in being "asymmetrical", meaning that players are more bound to a specific setup and not among equally free factions in exploring and progressing the game and an open world.

In video games and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based.

<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">Board wargame</span> Wargame played on a printed surface or board

A board wargame is a wargame with a set playing surface or board, as opposed to being played on a computer or in a more free-form playing area as in miniatures games. The modern, commercial wargaming hobby developed in 1954 following the publication and commercial success of Tactics. The board wargaming hobby continues to enjoy a sizeable following, with a number of game publishers and gaming conventions dedicated to the hobby both in the English-speaking world and further afield.

Mainframe computers are computers used primarily by businesses and academic institutions for large-scale processes. Before personal computers, first termed microcomputers, became widely available to the general public in the 1970s, the computing industry was composed of mainframe computers and the relatively smaller and cheaper minicomputer variant. During the mid to late 1960s, many early video games were programmed on these computers. Developed prior to the rise of the commercial video game industry in the early 1970s, these early mainframe games were generally written by students or employees at large corporations in a machine or assembly language that could only be understood by the specific machine or computer type they were developed on. While many of these games were lost as older computers were discontinued, some of them were ported to high-level computer languages like BASIC, had expanded versions later released for personal computers, or were recreated for bulletin board systems years later, thus influencing future games and developers.

<i>The Great Battles of Alexander</i> 1997 video game

The Great Battles of Alexander is a 1997 turn-based computer wargame developed by Erudite Software and published by Interactive Magic. Adapted from the GMT Games physical wargame of the same name, it depicts 10 of Alexander the Great's key conflicts, and simulates the interplay between Ancient Macedonian battle tactics and its rival military doctrines. Gameplay occurs at the tactical level: players direct predetermined armies on discrete battlefields, in a manner that one commentator compared to chess.

<i>The Great Battles of Hannibal</i> 1997 video game

The Great Battles of Hannibal is a 1997 computer wargame developed by Erudite Software and published by Interactive Magic. Based on the board wargame SPQR, it is the sequel to The Great Battles of Alexander and the second game in the Great Battles computer wargame series.

<i>The Complete Wargames Handbook</i> Book by James F. Dunnigan

The Complete Wargames Handbook is a book about playing and designing wargames by James F. Dunnigan, published in 1980 by William Morrow and Company.

<i>The Sumerian Game</i> 1964 video game

The Sumerian Game is an early text-based strategy video game of land and resource management. It was developed as part of a joint research project between the Board of Cooperative Educational Services of Westchester County, New York and IBM in 1964–1966 for investigation of the use of computer-based simulations in schools. It was designed by Mabel Addis, then a fourth-grade teacher, and programmed by William McKay for the IBM 7090 time-shared mainframe computer. The first version of the game was played by a group of 30 sixth-grade students in 1964, and a revised version featuring refocused gameplay and added narrative and audiovisual elements was played by a second group of students in 1966.

<span class="mw-page-title-main">Mabel Addis</span> First woman computer games designer

Mabel Addis Mergardt was an American writer, teacher and the first video game writer. She designed The Sumerian Game, programmed by William McKay, for the IBM 7090 in 1964, which inspired other kingdom management games such as Hamurabi from the early 1970s.

References

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