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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) that is turn-based. The phrase turn-based is used to distinguish such games from real-time strategy games. TBS games come in two flavors, differentiated by whether players make their plays simultaneously or take turns. The former types of games are called simultaneously-executed TBS games, with Diplomacy a notable example. The latter games fall into the player-alternated TBS games category, and are subsequently subdivided into (a) ranked, (b) round-robin start, and (c) random, the difference being the order under which players take their turns. With (a), ranked, the players take their turns in the same order every time. With (b), the first player is selected according to a round-robin policy. With (c), random, the first player is, of course, randomly selected.

Other games have mixed both real-time and turn-based elements together, an example being Tarsus Empire. In this game players are given 100 moves a day. Moves can be taken at anytime in that day whether or not other player have taken theirs.

Because users are not required to install files or even pay for a game, online, browser-based games, like Evernight, War of Empires, and KDice have become more popular.

Genre characteristics

Gameplay in Advance Wars: Days of Ruin
The start of a game of chess

The gameplay of turn-based strategy games are the stop-then-action counterpart to those of real-time tactics genre. Other characteristics that contrast them with other current wargame genres are generally abstracted and the gameplay close to that of related board games, and real-time strategy games de-emphasize realism and focus on the collection and conversion of resources into production capacities which manufacture combat units thereafter used in generally highly stylised confrontations. Some turn-based strategy games' have a military tactical and realistic focus, emphasizing on executing intricate and well thought-through plans and comparatively short risk/reward cycle usually provide a distinctly more immediate, intense, careful and meticulous experience of battlefield tactics and mêlée than strategy games of other genres.

As suggested by the genre's name, also fundamental to turn-based strategy is turn-based gameplay. The genre has its roots in tactical and miniature wargaming, the recreation of battle scenarios using miniatures or even simple paper chits using relatively intricate rules. Compared to other strategy games, games of the turn-based strategy genre sometimes have detailed environments

Turn-based vs real-time gameplay

A debate has emerged between fans of real-time strategy and turn-based strategy (and related genres) based on the merits of the real-time and turn-based systems.[1][2][3][4][5] Various reasons are cited when arguing the merits of each. Arguments in favor of turn-based systems include:

  • Players are able to plan their moves to a greater degree given the extra time available to them.[6][7]
  • Games are more fair due to a lack of reliance upon player reflexes.[8]
  • Game designers are able to offer more tactical options to the player.[8][9]
  • It is more realistic to control multiple units intelligently using this system.[1][6]
  • It is easier to keep track of what the enemy is doing since the player can see every move as it happens (not taking into account fog of war).[8]
  • Turn-based games can have better artificial intelligence, as they are able to rely upon a greater amount of computer processing power.[6][9]

Arguments in favor of real-time systems include:

  • Real-time games are more realistic. In real warfare, all armies can move simultaneously, as in RTSs. Armies taking turns, as in TBSs, is unrealistic.[3][6]
  • Sitting around and waiting for turns to end is boring.[6][3]
  • Thinking (and acting) quickly is part of the strategy[6] and provides an additional element of challenge[6][8].
  • Real-time systems add to players' sense of immersion[8][10], are exciting[10] and can produce a rush of adrenaline[2].
  • Turn-based systems originally existed out of necessity due to hardware restrictions, not due to any added elements of realism.[11][10]
  • Turn-based games are difficult to master due to their complexity (i.e., the number of minutiae they simulate).[10][3]


Types

Strategic wargames

Main article Tactical wargame

Strategic wargames are a type of wargames (board game or video game) that models military conflict at a tactical level, i.e. units range from individual vehicles and squads to platoons or companies. These units are rated based on types and ranges of individual weaponry.

Strategic role-playing games

Main article Tactical role-playing game

This sub-genre is principally used to refer to RPG-derived games as an alternative to the traditional turn-based system. In such titles, the system has been tailored to incorporate role-playing game characteristics.

Examples

Board games

Mainstream PC 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.

Probably the best known turn-based game is Sid Meier's Civilization, which evolved into a long series of successor games and derivatives. Other examples include:

Indie PC games

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 strategy games. Some examples of indie-developed games include:

Open-source PC games

Since turn-based strategy games do not typically require vast amounts of art or modeling[citation needed], developers willing to volunteer their time can focus on gameplay. Directories like Freshmeat provide large lists of open-source, turn-based strategy projects. Some examples of open-source games include:

Browser-based games

Because they do not require users to install files and are often free, online browser-based games are becoming very popular. All that they require is any device with a web browser and internet connection. Many will work just as well on a PDA phone as they do on a desktop computer. Some examples of browser-based games:

Console and handheld games

References

  1. ^ a b Saltzman, Marc (July 1, 2003). "'Nations' offers 2 types of game play" (HTML). CNN.com. Retrieved 2007-12-2. {{cite web}}: Check date values in: |accessdate= (help)
  2. ^ a b Breeden, John. "A Thinking Man's Wargame" (HTML). Game Industry News. Retrieved 2007-12-2. {{cite web}}: Check date values in: |accessdate= (help)
  3. ^ a b c d "A Hex on You" (HTML). StrategyPlanet. December 4th, 2000. Retrieved 2007-12-2. {{cite web}}: Check date values in: |accessdate= and |date= (help)
  4. ^ Quick, Dan. "Zeus: Master of Olympus" (HTML). GameSpy. Retrieved 2007-12-2. {{cite web}}: Check date values in: |accessdate= (help)
  5. ^ Maddox, John (April 26, 2001). "Interview: John Tiller on Game Design and His Perceptions of the Industry" (HTML). Gamesquad.com. Retrieved 2007-12-2. {{cite web}}: Check date values in: |accessdate= (help)
  6. ^ a b c d e f g "Point - CounterPoint: Turn Based vs. Real Time Strategy" (HTML). StrategyPlanet. June 27, 2001. Retrieved April 5, 2007.
  7. ^ "Icarus: Sanctuary of the Gods Review" (HTML). Yahoo! Games. Retrieved 2007-12-2. {{cite web}}: Check date values in: |accessdate= (help)
  8. ^ a b c d e Davies, Gareth (December 10, 2002). "Treatise on Combat to Pink Floyd" (HTML). RPG Codex. Retrieved April 5, 2007.
  9. ^ a b Walker, Mark. "Strategy Gaming: Part V -- Real-Time vs. Turn-Based" (HTML). GameSpy. Retrieved October 28, 2007.
  10. ^ a b c d Wojnarowicz, Jakub (February 22, 2001). "Editorial: What Happened to Turn-Based Games?" (HTML). FiringSquad. Retrieved November 19, 2007.
  11. ^ Geryk, Bruce. "GameSpot Presents: A History of Real-Time Strategy Games" (HTML). GameSpot. Retrieved May 29, 2007.

See also

Supercategories and relevant game design concepts

Subcategories