Origins The genre recognized today as "real-time strategy" emerged from an extended period of evolution and refinement. Games sometimes perceived as ancestors of the real-time strategy genre were never marketed or designed as such. As a result, designating "early real-time strategy" titles is problematic because such games are being held up to modern standards. The genre initially evolved separately in the United Kingdom, Japan, and North America, afterward gradually merging into a unified worldwide tradition. Tim Barry in May 1981 described in
InfoWorld a multiplayer strategy space game with "real-time response" that ran on an
IBM System/370 Model 168 at a large
San Francisco Bay Area company.
Ars Technica traces the genre's roots back to
Utopia (1982), citing it as the "birth of a genre", with a "real-time element" that was "virtually unheard of", thus making it "arguably the earliest ancestor of the real-time strategy genre". According to Ars Technica,
Utopia was a
turn-based strategy game with hybrid elements that ran "in real-time but events happened on a regular turn-based cycle." According to Brett Weiss,
Utopia is often cited as "the first real-time strategy game." According to Matt Barton and Bill Loguidice,
Utopia "helped set the template" for the genre, but has "more in common with
SimCity than it does with
Dune II and later RTS games." Barton also cites
Cytron Masters (1982), saying it was "one of the first (if not
the first) real-time strategy games [sic]." On the other hand, Scott Sharkey of
1UP argues that, while
Cytron Masters "attempted real time strategy", it was "much more tactical than strategic" due to "the inability to construct units or manage resources". In the United Kingdom, the earliest real-time strategy games are
Stonkers by John Gibson, published in 1983 by
Imagine Software for the
ZX Spectrum, and
Nether Earth for ZX Spectrum in 1987. In North America, the oldest game retrospectively classified as real-time strategy by several sources is
The Ancient Art of War (1984), designed by Dave and Barry Murry of Evryware, followed by
The Ancient Art of War at Sea in 1987. In Japan, the earliest is
Bokosuka Wars (1983), an early
strategy RPG (or "simulation RPG"); the game revolves around the player leading an army across a battlefield against enemy forces in real-time while recruiting/spawning soldiers along the way, for which it is considered by Ray Barnholt of
1UP to be an early prototype real-time strategy game. Another early title with real-time strategy elements is
Sega's
Gain Ground (1988), a strategy-
action game that involved directing a set of troops across various enemy-filled levels.
TechnoSoft's
Herzog (1988) is regarded as a precursor to the real-time strategy genre, being the predecessor to
Herzog Zwei and somewhat similar in nature, though primitive in comparison.
IGN cites
Herzog Zwei, released for the
Sega Mega Drive/Genesis in 1989 as "arguably the first RTS game ever", and it is often cited as "the first real-time strategy game" according to
Ars Technica. featuring a
split-screen two-player mode where both players are in action simultaneously and there are no pauses while decisions are taken, forcing players to think quickly while on the move.
Herzog Zwei is credited by
1UP as a landmark that defined the genre and as "the progenitor of all modern real-time strategy games." Notable as well are early games like
Mega-Lo-Mania by
Sensible Software (1991) and
Supremacy (also called
Overlord – 1990). Although these two lacked direct control of military units, they both offered considerable control of resource management and economic systems. In addition,
Mega Lo Mania has advanced
technology trees that determine offensive and defensive prowess. Another early game,
Carrier Command (1988) by
Realtime Games, involved real-time responses to events in the game, requiring management of resources and control of vehicles. Another early game,
SimAnt (1991) by
Maxis, had resource gathering, and controlling an attacking army by having them follow a lead unit. However, it was with the release of
Dune II (1992) from
Westwood Studios that real-time strategy became recognized as a distinct genre of video games.
Populous,
Eye of the Beholder, and the
Macintosh user interface, such as using the mouse to move units and gathering resources, The success of
Dune II encouraged several games that became influential in their own right. and 40 titles marketed during the 1997 Christmas holiday season.
Total Annihilation, released by
Cavedog Entertainment in 1997, introduced 3D units and terrain and focused on huge battles that emphasized
macromanagement over
micromanagement. It featured a streamlined interface that would influence many RTS games in later years.
Age of Empires, released by
Ensemble Studios in 1997, tried to put a game in a slower pace, combining elements of
Civilization with the real-time strategy concept by introducing ages of technologies. In 1998, Blizzard released the game
StarCraft, which became an international phenomenon and is still played in large professional leagues to this day. Collectively, all of these games defined the genre, providing the
de facto benchmark against which new real-time strategy games are measured.
1995–2003: 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. 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 Kings, and by
Stainless Steel Studios'
Empire Earth in 2001.
GSC Game World's
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), Warzone 2100 (1999), 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, 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 360° 3D environment. Furthermore, 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 (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 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.
2004–2012: Specialization and evolution A few games have experimented with diversifying map design, which continues to be largely two-dimensional even in 3D engines.
Earth 2150 (2000) allowed units to tunnel underground, effectively creating a dual-layer map; three-layer (orbit-surface-underground) maps were introduced in
Metal Fatigue. In addition, units could even be transported to entirely separate maps, with each map having its own window in the user interface.
Three Kingdoms: Fate of the Dragon (2001) offered a simpler model: the main map contains locations that expand into their own maps. In these examples, however, the gameplay was essentially identical regardless of the map layer in question.
Dragonshard (2005) emphasized its dual-layer maps by placing one of the game's two main resources in each map, making exploration and control of both maps fundamentally valuable. Relatively few genres have emerged from or in competition with real-time strategy games, although
real-time tactics (RTT), a superficially similar genre, emerged around 1995. In 1998,
Activision attempted to combine the real-time strategy and
first-person shooter genres in
Battlezone (1998), while in 2002
Rage Games Limited attempted this with the
Hostile Waters games. Later variants have included
Natural Selection (2002), a game modification based on the Half-Life engine, and the
free software Tremulous/
Unvanquished.
Savage: The Battle for Newerth (2003) combined the RPG and RTS elements in an online game. Some games, borrowing from the
real-time tactics (RTT) template, have moved toward an increased focus on tactics while downplaying traditional resource management, in which designated units collect the resources used for producing further units or buildings. Titles like
Warhammer 40,000: Dawn of War (2004),
Star Wars: Empire at War (2006), and
Company of Heroes (2006) replace the traditional resource gathering model with a strategic control-point system, in which control over strategic points yields construction/reinforcement points.
Ground Control (2000) was the first such game to replace individual units with "squads". Others are moving away from the traditional real-time strategy game model with the addition of other genre elements. One example is
Sins of a Solar Empire (2008), released by
Ironclad Games, which mixes elements of grand-scale stellar empire building games like
Master of Orion with real-time strategy elements. Another example is indie game
Achron (2011), which incorporates time travel as a game mechanic, allowing a player to send units forward or backward in time.
Multiplayer online battle arena games (MOBA) have originated as a subgenre of real-time strategy games, however this fusion of real-time strategy,
role-playing, and
action games has lost many traditional RTS elements. These types of games moved away from constructing additional structures, base management, army building, and controlling additional units. Map and the main structures for each team are still present, and destroying enemy main structure will secure victory as the ultimate victory condition. Unlike in RTS, a player has control over the only one single powerful unit, called "hero" or "champion", who advances in level, learns new abilities, and grows in power over the course of a match. Players can find various friendly and enemy units on the map at any given time assisting each team, however, these units are computer-controlled and players usually don't have direct control over their movement and
creation; instead, they march forward along set paths.
Defense of the Ancients (
DotA), a
Warcraft III mod from 2003, and its standalone sequel
Dota 2 (2013), as well as
League of Legends (2009), and
Heroes of the Storm (2015), are the typical representatives of the new
strategy subgenre. Former game journalist
Luke Smith called
DotA "the ultimate RTS".
2012–present: Expansion and adaptation to various gaming formats The popularization of the
smartphone in the 2010s led to a new market for
video games to expand to and develop. Innovation on the traditional RTS format accelerated throughout the early 2010s as RTS games were released for
mobile devices. With a new format specific to
mobile devices, mobile RTS games were often simpler than their desktop counterparts. The simplification of the RTS formula coupled with the adoption of the smartphone during this period allowed for mobile RTS games to be more accessible than traditional RTS games.
Clash of Clans (2012), a mobile game published by
Supercell, is a good example of a game which modified the RTS format into a simpler mobile experience. While often classified in the broader
Strategy game genre,
Clash of Clans still possesses many of the classic RTS elements, such as a "perspective of god", control over buildings and mobile units, and resource management. It also introduces and simplifies specific elements of an RTS to fit the mobile format with "idle" resource gathering and defenses, as well as reducing the number of resource types, unit types, and building types to make the game more accessible to new users. In an interview between game journalist Bryant Francis and
Clash of Clans developer Stuart McGaw, McGaw attributed
Clash of Clans design to "a focus on simplicity and accessibility", something that "anyone could pick up and play", while also retaining "the strategy DNA", that gives players "lots of options" while remaining "clear to understand". Multiple other mobile games, such as
Boom Beach (2014),
Plague Inc. (2012), the
Bloons Tower Defense series (2007-2021), and more have (varyingly) adapted the RTS format in the same manner as
Clash of Clans, and in turn developed a style of RTS unique to the mobile game industry. Beginning in the early-mid 2010s, the expansion of the
Indie game market on game developer
Valve Corporation's gaming distribution service,
Steam, allowed RTS game developers to produce smaller-scale and increasingly accessible Indie-RTS games. These RTS games often are more true to the traditional RTS formula, with the player having the "perspective of god" and managing units and resources. Such Indie-RTS Games released in this period were often subject to
Porting, and often made it to mobile devices. A few of these Indie-RTS games are
Ultimate Epic Battle Simulator (2017), the
Machines at War series (2007-2012), and
Bad North (2018). Oftentimes, modern RTS games attempt to capture the "nostalgia" of classic RTS games.
Rusted Warfare (2017), is an indie-mobile release which is a good example of a traditional-style RTS which utilizes assets from the unreleased
Hard Vacuum (1993) to create a "revived" RTS experience.
Hard Vacuum was intended to include "resource gathering from mineral deposits", "base building", and "a wide range of fighting with units".
Rusted Warfare and other traditional RTS titles utilized the element of classic PC-gaming nostalgia in order to drive the game-playing experience. Traditional RTS games released in the late 2010s - early 2020s were developed with a focus on coupling the traditional-style gameplay with uniquely styled, or hyper-realistic graphics. These RTS games are often Indie-RTS games, but released on a multitude of platforms. Some RTS releases like
Halo Wars 2 (2017),
Steel Division 2 (2019),
Company of Heroes 3 (2023), and
Last Train Home (2023) are examples of modern RTS games that are focused on providing a traditional RTS experience. ==Gameplay==