Στρατηγική πραγματικού χρόνου (Greek Wikipedia)

Analysis of information sources in references of the Wikipedia article "Στρατηγική πραγματικού χρόνου" in Greek language version.

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archive.org

gamespot.com

  • Bruce Geryk. «A History of Real-Time Strategy Games». GameSpot. Αρχειοθετήθηκε από το πρωτότυπο στις 27 Απριλίου 2011. Ανακτήθηκε στις 31 Μαρτίου 2008. 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. 
  • Bruce Geryk. «A History of Real-Time Strategy Games». GameSpot. Αρχειοθετήθηκε από το πρωτότυπο στις 27 Απριλίου 2011. Ανακτήθηκε στις 31 Μαρτίου 2008. 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. 
  • Geryk, Bruce. «A History of Real-Time Strategy Games». GameSpot. Αρχειοθετήθηκε από το πρωτότυπο στις 27 Απριλίου 2011. Ανακτήθηκε στις 29 Μαΐου 2007. 
  • Bruce Geryk. «A History of Real-Time Strategy Games». GameSpot. Αρχειοθετήθηκε από το πρωτότυπο στις 27 Απριλίου 2011. Ανακτήθηκε στις 31 Μαρτίου 2008. Although games such as Populous and SimCity are certainly played in real time, these give rise to the "god game" genre, which includes such titles as the city-builder series from Impressions, Will Wright's innovative designs, and much of Peter Molyneux's work, including the upcoming Black & White. Games in this genre tend to appeal to their own fans, and while there definitely is an overlap between these two genres, gamers generally see them as distinct from one another. 

gamespy.com

archive.gamespy.com

ign.com

pc.ign.com

web.archive.org

  • Bruce Geryk. «A History of Real-Time Strategy Games». GameSpot. Αρχειοθετήθηκε από το πρωτότυπο στις 27 Απριλίου 2011. Ανακτήθηκε στις 31 Μαρτίου 2008. 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. 
  • Bruce Geryk. «A History of Real-Time Strategy Games». GameSpot. Αρχειοθετήθηκε από το πρωτότυπο στις 27 Απριλίου 2011. Ανακτήθηκε στις 31 Μαρτίου 2008. 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. 
  • «Top ten real-time strategy games of all time». GameSpy. Αρχειοθετήθηκε από το πρωτότυπο στις 16 Ιουνίου 2010. Ανακτήθηκε στις 2 Δεκεμβρίου 2008. 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. 
  • Geryk, Bruce. «A History of Real-Time Strategy Games». GameSpot. Αρχειοθετήθηκε από το πρωτότυπο στις 27 Απριλίου 2011. Ανακτήθηκε στις 29 Μαΐου 2007. 
  • Adams, Dan (7 Απριλίου 2006). «The State of the RTS». IGN. Αρχειοθετήθηκε από το πρωτότυπο στις 11 Μαΐου 2008. Ανακτήθηκε στις 31 Μαΐου 2007. 
  • Bruce Geryk. «A History of Real-Time Strategy Games». GameSpot. Αρχειοθετήθηκε από το πρωτότυπο στις 27 Απριλίου 2011. Ανακτήθηκε στις 31 Μαρτίου 2008. Although games such as Populous and SimCity are certainly played in real time, these give rise to the "god game" genre, which includes such titles as the city-builder series from Impressions, Will Wright's innovative designs, and much of Peter Molyneux's work, including the upcoming Black & White. Games in this genre tend to appeal to their own fans, and while there definitely is an overlap between these two genres, gamers generally see them as distinct from one another.