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Simulation And Strategy Games

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The elements of a strategy game are the game players, the territory, the objective, the rules. This is the same with almost every other game. What distinguishes game genres is how these elements are implemented.



The word Strategy is said to derive from the Classical Greek word “Strategos” this translates into General in today's languages. Its therefore fitting that a Majority of Strategy games model military conflict.

Strategy itself is usually defined as a Plan prepared to attain a long term goal. Thus in a strategy game, the objective could be to build up a great civilisation from scratch to a pinnacle , or you might be a general in charge of an Army which you have to build from scratch to defeat an opponent and win a territory for your side. The complexity of strategy games varies.

The detail and extent to which the elements of a strategy game are implemented depends on factors like medium, a computer game or a board game. The story line for the game, is it set in Medieval times, 17th Century Asia, World war two 1940s , or the future. How much does the game cost. The skill and reputation of the game makers.

Territory: The territory available in a strategy game could be the equivalent of 1 square mile or a whole world the size of Earth. Strategy games do tend to offer a vast playing territory as long term objectives are more feasible when you need to cover a lot of territory. With board Games and Computer Games, A whole world can be simulated, the difference lies in the players experience of the territory.

With board Games you do get a more tactile experience, however it is limited by what current Modelling and toy technology can offer.

With computer strategy games, you experience become like an interactive movie. You're at a distance , but there are virtually no limitations on what the game can simulate for you. Where the Strategy game has a first person element, the effect can be quite astounding.

Objective: In strategy games, like all games, the objective is the win. The wining conditions usually require that you have obliged your opponent to concede defeat either by military victory or economic and social success. Indeed not all strategy games are focussed on military confrontation. In some games you win by guiding your side to completing some marvels of socio economic development. You could win bey build an Army so powerful that the opponent has zero chance of survival and is obliged to surrender or make peace. Both Computer an board games have similar objectives.

Rules: In Board games the rules often govern the effect of each unit and their capabilities. The rules must be well known to al players as they have to enforce them.

With Computer strategy games, the computer enforces the rules. This leaves players to simply enjoy the game.

Strategy games do stretch your mind and are very engaging, if you haven't had a go yet, why not have a look.
Simulation And Strategy Games
Many young kids and teenagers have developed deep passions for those hugely popular computer games that offer non-stop action and adventure, fantasy and magic, and the chance to assume different personalities and travel to diverse imaginary worlds. On the other hand, adults have developed their own fascination with computer games as well, mostly involving the so-called strategy games.

Unlike action and adventure games that usually require fast reflexes and a quick trigger finger, strategy games call for a cool hand and good analytical or decision-making skills The best strategy game players know how to maximize their time and manage their resources as well as how to apply these resources and when to attack.

Perhaps the first great strategy game was Hammurabi (or Kingdom) which made a big splash in the 1970s. The objective was to seize the throne of a feudal lord and plan out economic and agricultural strategies for the continued survival of his kingdom. Success was measured in terms of positive growth in population and food supply as well as in vanquishing all security threats against your kingdom..

These days, strategy games generally fall into two categories: turn-based games and real-time strategy games. Hammurabi was a turn-based strategy game where competing players take turns making a move and with breaks in between. In real time strategy games, all players were in motion at the same time. Throughout the seventies and eighties, turn-based games were the dominant strategy game, particularly war games and its hybrids.

In 1987, the sophisticated action sequences and character-oriented narrative that were introduced in Defender of the Crown (Cinemaware) brought the genre to an entirely new level. It spawned a slew of similar games, including the hugely popular Pirates (Microprose) in 1988. With the introduction of Populous (Bullfrog) in 1989, the genre took another step further. Populous was the first game that allowed continuous play since it did not pause between turns. It also allowed players to virtually take on the role of gods, wielding total power and control over warring nations.

Today's most popular strategy games still follow the Populous mold but are vastly improved in terms of graphics, sound effects and characterizations.
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The only times this ratio deviates from its tight range is when irrational exuberance takes over a market during a financial mania like the Great Housing Bubble
 
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