Videojoc d'estratègia en temps real

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L'estratègia en temps real (en anglès real-time strategy, sovint abreviat RTS), és un gènere de videojocs caracteritzats per jocs de guerra que es recreen en un temps real, i no pas com pot ser l'estratègia per torns.[1] També es caracteritza per tenir el poder sobre la construcció, el desenvolupament tecnològic i el control directe individual sobre totes les unitats i/o components del videojoc.

Una variant en són els anomenats MMORTS, videojocs massius d'estratègia on els jugadors competeixen en un servidor i s'incorporen en diferents moments del desenvolupament general.

Alguns jocs destacables del gènere són:

  • Utopia, considerat un dels pares del seu tipus de joc
  • First Queen, on es barregen elements de rol
  • Mega Lo Mania, en el qual apareixien arbres de desenvolupament teconòlogic complexos
  • Dune II, l'explosió popular del gènere
  • Age of Empires on es barrejaven elements de diferent subgèneres d'estratègia dins una saga de força èxit[2][3]

Vegeu també[modifica | modifica el codi]

Portal

Portal dels Videojocs

Referències[modifica | modifica el codi]

  1. Bruce Geryk. «A History of Real-Time Strategy Games». GameSpot. [Consulta: 31 març 2008]. «Early computer strategy games adhered firmly to the turn-based concepts of their board game ancestors, where—by necessity—players had time to plan their turns before their opponents had a chance to move. Real-time strategy changed all of that so that games would begin to more closely resemble reality: Time was limited, and if you wasted yours, your opponents would probably be taking advantage of theirs.»
  2. Bruce Geryk. «A History of Real-Time Strategy Games». GameSpot. [Consulta: 31 març 2008]. «It wasn't until some time after the game was in development that I decided to call it "real-time strategy"--it seems obvious now, but there was a lot of back and forth between calling it a "real-time war game", "real-time war", "wargame", or "strategy game". I was deeply concerned that words like "strategy" and "wargame" would keep many players from even trying this completely new game dynamic. Before 1992, wargames and strategy games were very much niche markets—with the exception of Sid Meier's work—so my fears were justified. But in the end, it was best to call it an "RTS" because that is exactly what it was.»
  3. «Top ten real-time strategy games of all time». GameSpy. [Consulta: 2 desembre 2008]. «You can't really talk about the real-time strategy genre without giving a nod to Dune II, the title that kicked off the phenomena.»

Bibliografia[modifica | modifica el codi]

  • Chambers, C., Feng, W., Feng, W., and Saha, D. «Mitigating information exposure to cheaters in real-time strategy games». Proceedings of the international Workshop on Network and Operating Systems Support for Digital Audio and Video. ACM [Nova York], 2005, pàg. 7–12. DOI: 10.1145/1065983.1065986.
  • Claypool, Mark «The effect of latency on user performance in Real-Time Strategy games». Computer Networks. Computer Networks, 49, 1, 15-09-2005, pàg. 52–70. DOI: 10.1016/j.comnet.2005.04.008.
  • Cheng, D., Thawonmas, R. «Case-based plan recognition for real-time strategy games» (PDF). Proc. of the 5th Game-On International Conference, novembre 2004, pàg. 36–40.
  • Aha, D., Molineaux, M., Ponsen, M. «Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game». Case-Based Reasoning Research and Development. Springer Berlin / Heidelberg, 3620, 07-09-2005, pàg. 5–20. DOI: 10.1007/11536406.
  • Chan, H.; Fern, A.; Ray, S.; Wilson, N.; and Ventura, C. «Online planning for resource production in real-time strategy games» (PDF). Proceedings of the International Conference on Automated Planning and Scheduling, 2007.


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