Real-time tactics (English Wikipedia)

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

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armchairgeneral.com (Global: low place; English: low place)

  • "Interview: Close Combat Series Redux". armchairgeneral. Retrieved 19 March 2007. The overall tone emphasized realism, and modeled the emotional state of the units under your command, including panic, desertion, and surrender. Close Combat was never an RTS in the classic sense since resource gathering and other typical factors played no part in the game. Close Combat was far more of a tactical simulation and would be better described as a RTTS (Real Time Tactical Simulation).

doi.org (Global: 2nd place; English: 2nd place)

eurogamer.net (Global: 264th place; English: 185th place)

firingsquad.com (Global: low place; English: low place)

  • Wojnarowicz, Jakub (February 22, 2001). "Editorial: What Happened to Turn-Based Games?". FiringSquad. Retrieved 2010-02-19. The 1980s were arguably the heyday of the turn-based game. Computers then were powerful enough to produce quality turn-based games that were fairly deep and complex, but those same computers didn't have the power to run those games in real-time. Oh, we had our action games and even somewhat complex flight sims, but major strategy games and RPGs? How could a computer handle all that, plus the interface necessary? Nevermind the players who would be overloaded with information. No - that was out of the question... at the time. ... [M]any a hardcore war-gamer ... hang on tenaciously to their turn-based, highly detailed and completely micromanaged turn-based classics. ... These war-games don't translate well to a real-time format

gamasutra.com (Global: 1,096th place; English: 889th place)

gamedeveloper.com (Global: 1,552nd place; English: 783rd place)

gamespot.com (Global: 115th place; English: 92nd place)

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gamespy.com (Global: 1,101st place; English: 694th place)

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  • Suciu, Peter (September 9, 2004). "Axis & Allies". GameSpy. Retrieved 2010-02-28. While A&A will be a true RTS, rather than the real-time tactical gameplay along the lines of Blitzkrieg or Sudden Strike, the game should rely on a lot of actual military doctrine, including battlefield command organization and supply lines.
  • Keefer, John (July 8, 2005). "Supreme Commander Interview (PC)". GameSpy. Retrieved November 4, 2007.

gamezone.com (Global: 1,813th place; English: 960th place)

  • Bedigian, Louis (January 5, 2005). "Plan the Ultimate Tactical Attack in Nexus: The Jupiter Incident". GameZone. Archived from the original on 24 July 2009. Retrieved 2010-03-26. Nexus is not a traditional RTS. It has no resource collection, the player cannot build units and there is no research tree. Nexus' focus is on the tactical elements of the gameplay. So you are given a number of ships at the start of a mission with which you will have to achieve your objectives. Nexus is often called a 'Tactical Fleet Simulator'.

hdl.handle.net (Global: 66th place; English: 34th place)

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ign.com (Global: 48th place; English: 38th place)

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  • "The State of the RTS". IGN. 7 April 2006. Archived from the original on April 9, 2006. Retrieved 14 September 2006.(Article at IGN discussing their perception of RTS and related genres as of 2006. RTT is discussed as a new and not yet established genre from the publisher's perspective, so currently all RTT possible titles are still considered RTS.)

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worldcat.org (Global: 4th place; English: 4th place)

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