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This is a comprehensive index of commercial real-time tactics games for all platforms, sorted chronologically. Information regarding date of release, developer, publisher, platform and notability is provided when available.
Though new tactics games continued to be released on personal computers, tactical combat became more of a component in tactical role-playing games, [2] and tactical games grew more popular on handheld consoles. These complex but accessible games widened the appeal of turn-based tactics. [1]
An auto battler, also known as auto chess, is a subgenre of strategy video games that typically feature chess-like elements where players place characters on a grid-shaped battlefield during a preparation phase, who then fight the opposing team's characters without any further direct input from the player.
Players are able to build and train characters to use in battle, utilizing different classes, including warriors and magic users, depending on the game. Characters normally gain experience points from battle and grow stronger, and are awarded secondary experience points which can be used to advance in specific character classes. [9]
The main advantage of this is the ready accessibility of the simulation—beyond the time required to program and update the computer models, no special requirements are necessary. A fully computerised simulation can run at virtually any time and in almost any location, the only equipment needed being a laptop computer.
Character creation (also character generation / character design) is the process of defining a player character in a role-playing game. The result of character creation is a direct characterization that is recorded on a character sheet .
Dynasty Tactics 2 (三國志戦記2, Sangokushi Senki 2 in Japan) is the sequel to Koei's Dynasty Tactics. The game has 84 stages, roughly 200 different battle and strategy events, and 96 different tactics, which is near double the last game's number.
Dungeons & Dragons Tactics uses a simple overworld map between battles. The map shows key locations of interest, with the party's current location depicted by a flag icon. While a few cutscenes are triggered upon entering certain locations, in general, the party is free to move to any known locatio