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Many MMORTSs feature living economies. Virtual items and currency have to be gained through play and have definite value for players. [2] Such a virtual economy can be analyzed (using data logged by the game) and has value in economic research; more significantly, these "virtual" economies can affect the economies of the real world.
This is an index of real-time strategy video games, sorted chronologically. Information regarding date of release, developer, platform, setting and notability is provided when available. Information regarding date of release, developer, platform, setting and notability is provided when available.
This is a selected list of massively multiplayer online real-time strategy games. MMORTSs are large multi-user games that take place in perpetual online worlds with hundreds or thousands of other players.
Steve Jackson Games' UltraCorps is an example of an MMO turn-based strategy game. [15] Hundreds of players share the same playing field of conquest. In a "mega" game, each turn fleets are built and launched to expand one's personal empire. Turns are usually time-based, with a "tick" schedule usually daily.
In the past, a common criticism was to regard real-time strategy games as "cheap imitations" of turn-based strategy games, arguing that real-time strategy games had a tendency to devolve into "click-fests" [49] [50] [51] in which the player who was faster with the mouse generally won, because they could give orders to their units at a faster rate.
Massively multiplayer online real-time strategy games are mostly subscription-based virtual worlds for thousands of players to interact together. See also the list of MMORTSs Pages in category "Massively multiplayer online real-time strategy games"
Typical real-time strategy titles encourage the player to focus on logistics and production as much as or more than combat, whereas real-time tactics games commonly do not feature resource-gathering, production, base-building or economic management, [3] instead focusing on tactical and operational aspects of warfare such as unit formations or the exploitation of terrain for tactical advantage.
Unlike many other real-time strategy games, OGame does not give the player constant control of their spacecraft. Instead, the player sends the ship(s) to a location (using the game's coordinate system) and what happens when the fleet arrives is beyond the player's control; in OGame, combat is resolved when fleets and/or defenses meet. The ...