Real-time strategy: Difference between revisions

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History: War Wind
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The precursor of modern RTS games was ''[[The Ancient Art of War]]'' by [[Dave Murry]] and [[Barry Murry]] of [[Evryware]] (published by [[Brøderbund]]) in [[1984]], followed by ''[[Nether Earth]]'' for [[Zx spectrum|Sincair ZX Spectrum]] in [[1987]] and ''[[Herzog Zwei]]'' for the [[Sega Genesis]] in [[1989]]. However, the genre was defined by ''[[Dune (computer game)#Dune II|Dune 2]]'' ([[1992]]), which at once introduced the core concepts of RTS games: resource-building, base development and direct unit control.
 
The success of ''Dune 2'' encouraged the development of such games as ''[[Stronghold]]'' ([[1993]]), ''[[Warcraft]]'' ([[1994]]), ''[[Command & Conquer]]'' ([[1995]]), ''[[War Wind]]'' ([[1996]]), ''[[Total Annihilation]]'' ([[1997]]), ''[[Age of Empires]]'' ([[1997]]), ''[[StarCraft]]'' ([[1998]]), ''[[Warzone 2100]]'' ([[1998]]), ''[[Empire Earth]]'' ([[2001]]), and ''[[Empires: Dawn of the Modern World]]'' ([[2003]]). In fact, the designers of ''Dune 2'' traced its spiritual lineage back to the real-time simulation ''[[SimCity]]'' ([[1989]]) and their previous game ''[[Mechwarrior|Battletech: The Crescent Hawk's Revenge]]'' ([[1988]]), a real-time [[wargame]] without base-building elements.
 
== Gameplay ==