Στρατηγική πραγματικού χρόνου: Διαφορά μεταξύ των αναθεωρήσεων

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Γραμμή 1:
Η '''Στρατηγική πραγματικού χρόνου''' ([[αγγλικά]]: '''Real-time strategy''', συντομογραφία: '''RTS''') είναι ένα υποείδος των βιντεοπαιχνιδιών [[βιντεοπαιχνίδι στρατηγικής|στρατηγικής]], όπου το παιχνίδι δεν εξελίσσεται σταδιακά σε γύρους.<ref name="c">{{Cite web|url=http://www.gamespot.com/gamespot/features/all/real_time/|title=A History of Real-Time Strategy Games|publisher=GameSpot|archiveurl=https://web.archive.org/web/20110427052656/http://gamespot.com/gamespot/features/all/real_time/|archivedate=April 27, 2011|accessdate=March 31, 2008|quote=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.|author=Bruce Geryk}}</ref> Ο όρος "Real-time strategy" εμφανίστηκε στο περιοδικό ''BYTE'' το 1982,<ref name="sartoriangus198212">{{cite news | url=https://archive.org/stream/byte-magazine-1982-12/1982_12_BYTE_07-12_Game_Plan_1982#page/n3/mode/2up | title=Cosmic Conquest | work=BYTE | date=December 1982 | accessdate=19 October 2013 | author=Sartori-Angus, Alan | pages=3,124}}</ref> αλλά συνήθως ο [//en.wikipedia.org/wiki/Brett_Sperry Brett Sperry] είναι που πιστώνεται με την επινόηση του όρου για την προώθηση του ''[//en.wikipedia.org/wiki/Dune_II Dune II]''.<ref name="a">{{Cite web|url=http://www.gamespot.com/gamespot/features/all/real_time/|title=A History of Real-Time Strategy Games|publisher=GameSpot|accessdate=March 31, 2008|quote=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.|author=Bruce Geryk}}</ref><ref name="b">{{Cite web|url=http://archive.gamespy.com/top10/february04/rts|title=Top ten real-time strategy games of all time|publisher=GameSpy|archiveurl=https://web.archive.org/web/20100616031405/http://archive.gamespy.com/top10/february04/rts|archivedate=June 16, 2010|accessdate=December 2, 2008|quote=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.}}</ref>
 
==Γενικά==