on
game guide
- Get link
- X
- Other Apps
Strategy simulation games have evolved over decades, transitioning from simple board game adaptations into complex digital worlds where players manage vast empires and armies in real-time or turn-based settings.
The industry saw the rise of genre-defining titles like Sid Meier’s "Civilization," followed by the revival of strategy simulations through Real-Time Strategy (RTS) games such as "Command & Conquer" and "Age of Empires."
The origins of strategy simulation games can be traced back to war games like Risk and Chess.
In these games, players plan their moves in advance and formulate strategies.
These early analog games laid the foundation for digital strategy gaming by emphasizing strategic thinking, resource management, and the need to outsmart opponents.
As computers became more sophisticated during the 1970s and 1980s, developers began translating board game mechanics into digital formats.
Computer games like "Computer Bismarck" and "Empire" recreated the sensation of commanding large-scale armies.
These early strategy games were turn-based, allowing players to think carefully before each move, mirroring the pace of traditional board games.
One of the most significant milestones in the history of strategy simulation is Sid Meier’s "Civilization," released in 1991.
It revolutionized the turn-based strategy genre by offering profound, long-term gameplay where players control the development of an entire civilization from ancient times to the modern era.
Players could shape the course of history through decisions on technology, warfare, trade, and politics; its iconic turn-based system was so immersive it earned a reputation as a "devilishly addictive" game.
"Civilization" introduced several genre-defining elements: resource management, city building, diplomacy, and military conquest.
Its success spawned numerous sequels and spin-offs, with each iteration refining the formula and expanding the scope of gameplay.
Another notable mention in turn-based strategy is Koei’s "Romance of the Three Kingdoms" series, which continues to release new entries and remains beloved by many.
Players choose a lord from the world-famous history of the Three Kingdoms to engage in conquest through combat, domestic administration, and diplomacy.
Later entries allowed players to play as individual officers rather than just lords, or even create original characters to establish their own nations.
The emergence of Real-Time Strategy (RTS) games brought a new dimension to the strategy simulation genre, distinct from turn-based methods.
Unlike turn-based games where players take turns, RTS required real-time decision-making, providing an incredibly fast-paced and intense experience.
"Dune II," considered the first true RTS game, was released in 1992 and introduced real-time resource gathering, base building, and unit production.
However, it was "Command & Conquer," released in 1995 by Westwood Studios, that truly popularized the RTS genre.
Featuring two warring factions, it allowed players to build bases, harvest resources, and command armies in real-time.
The combination of fast-paced action, strategic planning, and multiplayer options led to its massive commercial success.
Simultaneously, "Warcraft," released in 1994 by Blizzard Entertainment, opened up a fantasy world for the RTS genre with its compelling storyline of Orcs versus Humans.
1998년 3월 블리자드의 스타크래프트(StarCraft)가 출시되며 RTS 장르의 부흥을 알렸다.
저그, 테란, 프로토스라는 인간과 외계 종족으로 우주 전쟁을 기반으로 매력적인 캐릭터와 유닛이 등장했다. 이후에 확장팩 브루드 워(Brood War)이 출시되고 RTS 장르 1위를 차지했다.
e스포츠가 생겨난 이유라고 해도 과언이 아닐 정도로 완성도 높은 스타크래프트는 멀티플레이 뿐만 아니라 게임 내의 종족간의 밸런스가 완벽할 정도여서 어느 종족, 유닛 하나 버려지지 않고 많은 플레이어들이 골고루 사용하게 될 정도로 완성도가 높은 게임이다.
기술이 계속 발전함에 따라 전략 시뮬레이션 장르는 턴 기반 게임에서 실시간 게임으로 진화하였다.
이 장르는 계속 확장되어 플레이어를 전략적 사고와 의사 결정에 참여 시키는 새로운 방식의 장르를 만들어 낼 것이라고 본다.