Real-time strategy (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Real-time strategy" in English language version.

refsWebsite
Global rank English rank
1st place
1st place
53rd place
44th place
1,256th place
817th place
125th place
104th place
704th place
507th place
1,288th place
813th place
388th place
265th place
6th place
6th place
low place
low place
3rd place
3rd place
2,170th place
1,359th place
low place
low place
950th place
1,152nd place
1,064th place
992nd place
14th place
14th place
low place
8,925th place
3,173rd place
2,053rd place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
low place
66th place
350th place
69th place
59th place
2nd place
2nd place
102nd place
76th place
5th place
5th place
616th place
430th place
low place
low place
153rd place
151st place
4,881st place
2,796th place
1,239th place
760th place
low place
low place
low place
low place
low place
low place
9,577th place
6,659th place
low place
low place
low place
low place
272nd place
225th place
37th place
37th place
820th place
662nd place
low place
9,354th place
low place
low place

1up.com

abime.net

amr.abime.net

above-the-garage.com

allgame.com

archive.org

archive.today

armchairgeneral.com

arstechnica.com

arxiv.org

  • Silva, Victor do Nascimento; Chaimowicz, Luiz (May 30, 2017). "MOBA: a New Arena for Game AI". arXiv:1705.10443 [cs.AI].

books.google.com

cnet.com

reviews.cnet.com

com.com

i.d.com.com

doi.org

dunniwaydesign.com

  • "RTS Design". Aspects of real-time strategy. September 2007. Archived from the original on September 27, 2007. Retrieved September 13, 2007.

edge-online.com

  • "The Making of... Dune II". Edge. Next-Gen.biz. December 9, 2008. Retrieved July 27, 2011. The inspiration for Dune II was partly from Populous, partly from my work on Eye Of The Beholder and the final and perhaps most crucial part came from an argument I once had with Chuck Kroegel, then vice president of Strategic Simulations Inc ... The crux of my argument with Chuck was that wargames sucked because of a lack of innovation and poor design. Chuck felt the category was in a long, slow decline, because the players were moving to more exciting genres ... I felt that the genre had a lot of potential – the surface was barely scratched as far as I as [sic] concerned, especially from a design standpoint. So I took it as a personal challenge and figured how to harness realtime dynamics with great game controls into a fast-paced wargame . . . Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, 'Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hotkeys, to hell with keyboard as the primary means of manipulating the game!

gamasutra.com

gamedeveloper.com

gameindustry.com

gamepressure.com

gamerankings.com

gamereplays.org

gamespot.com

  • Bruce Geryk. "A History of Real-Time Strategy Games". GameSpot. Archived from the original on April 27, 2011. Retrieved March 31, 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. Archived from the original on April 27, 2011. Retrieved March 31, 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. Archived from the original on April 27, 2011. Retrieved May 29, 2007.
  • Bruce Geryk. "A History of Real-Time Strategy Games". GameSpot. Archived from the original on April 27, 2011. Retrieved March 31, 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

pc.gamespy.com

gamesthatwerent.com

  • fgasking (December 28, 2022). "Hard Vacuum (PC)". Games That Weren't. Retrieved February 28, 2024.

handle.net

hdl.handle.net

havok.com

ign.com

pc.ign.com

uk.retro.ign.com

top100.ign.com

me.ign.com

xbox360.ign.com

ve3d.ign.com

inverse.com

metacritic.com

microsoft.com

download.microsoft.com

nassaulibrary.org

nintendo.co.jp

nowgamer.com

prenhall.com

wps.prenhall.com

progamerreview.com

rakrent.com

readonlymemory.vg

spiegel.de

strategyplanet.com

translate.google.com

tweaktown.com

venturebeat.com

web.archive.org

  • Bruce Geryk. "A History of Real-Time Strategy Games". GameSpot. Archived from the original on April 27, 2011. Retrieved March 31, 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. Archived from the original on April 27, 2011. Retrieved March 31, 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. Archived from the original on June 16, 2010. Retrieved December 2, 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. Archived from the original on April 27, 2011. Retrieved May 29, 2007.
  • Adams, Dan (April 7, 2006). "The State of the RTS". IGN. Archived from the original on April 9, 2006. Retrieved May 31, 2007.
  • Bruce Geryk. "A History of Real-Time Strategy Games". GameSpot. Archived from the original on April 27, 2011. Retrieved March 31, 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.
  • "War of Nerves! - Overview - allgame". www.allgame.com. Archived from the original on November 14, 2014. Retrieved January 15, 2022.
  • Scott Sharkey. "Hail to the Duke". 1UP.com. Archived from the original on September 13, 2004. Retrieved March 1, 2011.
  • "RTSC Historical RTS List". Archived from the original on August 23, 2006. Retrieved August 5, 2006.
  • Sega Ages: Gain Ground, IGN, July 20, 2004
  • Herzog Zwei, GameSpy
  • "IGN's Top 100 Games of All Time". Top100.ign.com. Archived from the original on July 13, 2011. Retrieved June 1, 2011.
  • Clarke-Willson, Stephen (August 18, 1998). "The Origin of Realtime Strategy Games on the PC". The Rise and Fall of Virgin Interactive. Above the Garage Productions. Archived from the original on May 4, 2003. Retrieved January 30, 2012.
  • Winstanley, Cam (June 9, 2020). "The Making of Dune II - The birth of the real-time strategy game". Read-Only Memory. Archived from the original on February 27, 2023. Retrieved September 6, 2023.
  • "The Essential 50 Part 31: Herzog Zwei". Archived from the original on September 13, 2004. Retrieved December 17, 2006.
  • Walker, Mark. "Strategy Gaming: Part I – A Primer". GameSpy. Archived from the original on August 10, 2010. Retrieved October 28, 2007.
  • "Sacrifice". StrategyPlanet. December 6, 2000. Archived from the original on December 26, 2007. Retrieved November 19, 2007.
  • Hargosh, Todd. "Emperor's Spice Flows Strong". Game Industry News. Archived from the original on February 26, 2008. Retrieved November 19, 2007.
  • O'Connor, Frank; Smith, Luke (February 19, 2008). "The Official Bungie Podcast". Bungie. Archived from the original on April 11, 2008. Retrieved February 27, 2008.
  • Starcraft in-game image Archived May 24, 2010, at the Wayback Machine
  • Command & Conquer in-game image Archived May 24, 2010, at the Wayback Machine
  • Walker, Mark. "Strategy Gaming: Part V – Real-Time vs. Turn-Based". GameSpy. Archived from the original on December 21, 2008. Retrieved October 28, 2007.
  • "Point – CounterPoint: Turn Based vs. Real Time Strategy". Strategy Planet. June 27, 2001. Archived from the original on February 26, 2007. Retrieved April 5, 2007.
  • Walker, Mark. "Strategy Gaming: Part II". GameSpy. Archived from the original on January 5, 2010. Retrieved October 28, 2007.
  • "RTS Design". Aspects of real-time strategy. September 2007. Archived from the original on September 27, 2007. Retrieved September 13, 2007.
  • Walker, Mark (February 2002). "Strategy Gaming: Part VI – Where the Genre is Headed". GameSpy. Archived from the original on October 30, 2007. Retrieved February 13, 2010.
  • "StarCraft vs Dawn of War". IGN. August 6, 2004. Archived from the original on April 14, 2009. Retrieved December 1, 2007.
  • "Halo Wars (xbox360: 2009) Reviews". Metacritic. Archived from the original on February 27, 2009. Retrieved March 6, 2009.
  • "Halo Wars for Xbox 360". GameRankings. Archived from the original on March 3, 2009. Retrieved March 6, 2009.
  • "Havok Enables Age of Empires III". Havok announces the use of the Havok Game Dynamics SDK in Age of Empires III. October 18, 2005. Archived from the original on April 30, 2009.
  • Burnes, Andrew (September 11, 2006). "Company of Heroes Review". IGN. Archived from the original on November 30, 2007. Retrieved January 24, 2011.

worldcat.org