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Real-time strategy
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===1995β2003: Refinement and transition to 3D=== The real-time strategy genre has been relatively stable since 1995. Additions to the genre's concept in newer games tend to emphasize more of the basic RTS elements (higher unit caps, more unit types, larger maps, etc.). Rather than innovations to the game concept, new games generally focus on refining aspects of successful predecessors.{{Citation needed|date=February 2007}} Cavedog's ''Total Annihilation'' from 1997 introduced the first 3D units and terrain in real-time strategy games. The ''Age of Empires'' focus on historical setting and age advancement was refined further by its sequel, ''[[Age of Empires II|Age of Empires II: Age of Kings]]'', and by [[Stainless Steel Studios]]' ''[[Empire Earth (video game)|Empire Earth]]'' in 2001. [[GSC Game World]]'s ''[[Cossacks (video games series)|Cossacks]]'' series brought population caps into the tens of thousands. ''[[Dungeon Keeper]]'' (1997), ''[[Populous: The Beginning]]'' (1998), ''[[Jeff Wayne's The War of the Worlds (1998 video game)|Jeff Wayne's The War of the Worlds]]'' (1998), ''[[Warzone 2100]]'' (1999), ''[[Machines (video game)|Machines]]'' (1999), ''[[Homeworld]]'' (1999), and ''[[Dark Reign 2]]'' (2000) were among the first completely 3D real-time strategy titles. ''Homeworld'' featured a 3D environment in space, therefore allowing movement in every direction,<ref>{{cite web|url=http://www.gamereplays.org/portals.php?show=page&name=the_history_of_real_time_strategy_pt3_2|title=The History of Real Time Strategy, Part 3.2: Polygons and Pixels, continued|author=TDA|date=June 6, 2008|access-date=March 23, 2011|quote=Homeworld was the first fully three-dimensional RTS game to be released.|publisher=gamereplays.org}}</ref> a feature which its semi-sequel, ''[[Homeworld Cataclysm]]'' (2000) continued to build upon adding features such as waypoints. ''[[Homeworld 2]]'', released in 2003, streamlined movement in the 360Β° 3D environment. Furthermore, ''[[Machines (video game)|Machines]]'', which was also released in 1999 and featured a nearly 100% 3D environment, attempted to combine the RTS genre with a first-person shooter (FPS) genre although it was not a particularly successful title. These games were followed by a short period of interest in experimental strategy games such as ''[[Allegiance (video game)|Allegiance]]'' (2000). ''Jeff Wayne's The War of the Worlds'' was notable for being one of the few completely non-linear RTS games ever. It is only in approximately 2002 that 3D real-time strategy became the standard, with both ''[[Warcraft III]]'' (2002) and Ensemble Studio's ''[[Age of Mythology]]'' (2002) being built on a full 3D game engine. ''[[Kohan: Immortal Sovereigns]]'' introduced classic [[Wargame (video games)|wargame]] elements, such as [[supply lines]] to the genre. ''[[Battle Realms]]'' (2001) was another full 3D game, but had limited camera views. The move from 2D to 3D has been criticized in some cases. Issues with controlling the camera and placement of objects have been cited as problems.<ref name=splanetsacrifice>{{cite web | title =Sacrifice | publisher =StrategyPlanet | date =December 6, 2000 | url =http://www.strategyplanet.com/features/demos/sacrificedemo/ | access-date =November 19, 2007 | url-status =dead | archive-url =https://web.archive.org/web/20071226044741/http://www.strategyplanet.com/features/demos/sacrificedemo/ | archive-date =December 26, 2007 | df =mdy-all }}</ref><ref name=gameindustry>{{cite web |last=Hargosh |first=Todd |title=Emperor's Spice Flows Strong |publisher=Game Industry News |url=http://www.gameindustry.com/review/item.asp?id=355 |archive-url=https://web.archive.org/web/20080226225151/http://www.gameindustry.com/review/item.asp?id=355 |archive-date=February 26, 2008 |access-date=November 19, 2007}}</ref><ref name=ttgamer>{{cite web | title =Age of Empires 3 PC Review | date =December 5, 2005 | publisher =TTGamer | url =http://www.tweaktown.com/gaming/2399/age_of_empires_3_pc_review/index.html | access-date=November 19, 2007}}</ref>
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