Strategy video game


A strategy video game is a video game genre that emphasizes strategic or tactical planning and decision-making, often involving the indirect control of multiple units and the management of limited resources, rather than the quick reflexes typical of action games.
Strategy video games are commonly divided into two main forms: turn-based strategy, in which players act in discrete turns, and real-time strategy, in which play proceeds continuously. Many also incorporate elements such as tactics, diplomacy, economics, or exploration.
Electronic strategy games developed in part from earlier non-digital board games and wargames, and scholars note that the definition of “strategy” in games is not entirely uniform across contexts.

Typical experience

A player must plan a series of actions against one or more opponents, and the reduction of enemy forces is usually a goal. Victory is achieved through superior planning, and the element of chance takes a smaller role. In most strategy video games, the player is given a godlike view of the game world, and indirectly controls game units under their command. Thus, most strategy games involve elements of warfare to varying degrees, and feature a combination of tactical and strategic considerations. In addition to combat, these games often challenge the player's ability to explore or manage an economy.

Relationship to other genres

Even though there are many action games that involve strategic thinking, they are seldom classified as strategy games. A strategy game is typically larger in scope, and its main emphasis is on the player's ability to outthink their opponent. Strategy games rarely involve a physical challenge, and tend to annoy strategically minded players when they do. Compared to other genres such as action or adventure games where one player takes on many enemies, strategy games usually involve some level of symmetry between sides. Each side generally has access to similar resources and actions, with the strengths and weaknesses of each side being generally balanced.
Although strategy games involve strategic, tactical, and sometimes logistical challenges, they are distinct from puzzle games. A strategy game calls for planning around a conflict between players, whereas puzzle games call for planning in isolation. Strategy games are also distinct from construction and management simulations, which include economic challenges without any fighting. These games may incorporate some amount of conflict, but are different from strategy games because they do not emphasize the need for direct action upon an opponent. Nevertheless, some authors consider construction and management simulation games, in particular city-building games, as a part of the wider strategy game genre.
Although strategy games are similar to role-playing video games in that the player must manage units with a variety of numeric attributes, RPGs tend to be about a smaller number of unique characters, while strategy games focus on larger numbers of fairly similar units.

Game design

Units and conflict

The player commands their forces by selecting a unit, usually by clicking it with the mouse, and issuing an order from a menu. Keyboard shortcuts become important for advanced players, as speed is often an important factor. Units can typically move, attack, stop, hold a position, although other strategy games offer more complex orders. Units may even have specialized abilities, such as the ability to become invisible to other units, usually balanced with abilities that detect otherwise invisible things. Some strategy games even offer special leader units that provide a bonus to other units. Units may also have the ability to sail or fly over otherwise impassable terrain, or provide transport for other units. Non-combat abilities often include the ability to repair or construct other units or buildings.
Even in imaginary or fantastic conflicts, strategy games try to reproduce important tactical situations throughout history. Techniques such as flanking, making diversions, or cutting supply lines may become integral parts of managing combat. Terrain becomes an important part of strategy, since units may gain or lose advantages based on the landscape. Some strategy games such as Civilization III and Medieval 2: Total War involve other forms of conflict such as diplomacy and espionage. However, warfare is the most common form of conflict, as game designers have found it difficult to make non-violent forms of conflict as appealing.

Economy, resources and upgrades

Strategy games often involve other economic challenges. These can include building construction, population maintenance, and resource management. Strategy games frequently make use of a windowed interface to manage these complex challenges.
Most strategy games allow players to accumulate resources which can be converted to units, or converted to buildings such as factories that produce more units. The quantity and types of resources vary from game to game. Some games will emphasize resource acquisition by scattering large quantities throughout the map, while other games will put more emphasis on how resources are managed and applied by balancing the availability of resources between players. To a lesser extent, some strategy games give players a fixed quantity of units at the start of the game.
Strategy games often allow the player to spend resources on upgrades or research. Some of these upgrades enhance the player's entire economy. Other upgrades apply to a unit or class of units, and unlock or enhance certain combat abilities. Sometimes enhancements are enabled by building a structure that enables more advanced structures. Games with a large number of upgrades often feature a technology tree, which is a series of advancements that players can research to unlock new units, buildings, and other capabilities. Technology trees are quite large in some games, and 4X strategy games are known for having the largest.
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.

Map and exploration

Early strategy games featured a top-down perspective, similar in nature to a board game or paper map. Many later games adopted an isometric perspective. Even with the rise of 3D graphics and the potential to manipulate the camera, games usually feature some kind of aerial view. Very rarely do strategy games show the world from the perspective from an avatar on the ground. This is to provide the player with a big-picture view of the game world, and form more effective strategies.
Exploration is a key element in most strategy games. The landscape is often shrouded in darkness, and this darkness is lifted as a player's units enters the area. The ability to explore may be inhibited by different kinds of terrain, such as hills, water, or other obstructions. Even after an area is explored, that area may become dim if the player does not patrol it. This design technique is called the fog of war, where the player can see the terrain but not the units within the explored area. This makes it possible for enemies to attack unexpectedly from otherwise explored areas.

Real-time versus turn-based

Strategy video games are categorized based on whether they offer the continuous gameplay of real-time strategy, or the discrete phases of turn-based strategy. These differences in time-keeping lead to several other differences. Typically, turn-based strategy games have stronger artificial intelligence than real-time strategy games, since the turn-based pace allows more time for complex calculations. But a real-time artificial intelligence makes up for this disadvantage with its ability to manage multiple units more quickly than a human. Overall, real-time strategy games are more action-oriented, as opposed to the abstract planning emphasized in turn-based strategy.
The relative popularity of real-time strategy has led some critics to conclude that more gamers prefer action-oriented games. Fans of real-time strategy have criticized the wait times associated with turn-based games, and praised the challenge and realism associated with making quick decisions in real-time. In contrast, turn-based strategy fans have criticized real-time strategy games because most units do not behave appropriately without orders, and thus a turn-based pace allows players to input more realistic and detailed plans. Game theorists have noted that strategic thinking does not lend itself well to real-time action, and turn-based strategy purists have criticized real-time strategy games for replacing "true strategy" with gameplay that rewards "rapid mouse-clicking". Overall, reviewers have been able to recognize the advantages associated with both of the main types of strategy games.

Strategy versus tactics

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, the commander's larger goals or military doctrine, as well as the act of building up something. However, there is also a growing subgenre of purely tactical games, which are referred to as real-time tactics, and turn-based tactics. These types of games are sometimes categorized as "strategy" games. 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.