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Game Genre Definitions

Due to an increasing number of games that are being classified as "Real Time Strategy", despite gameplay which does not reflect what is commonly thought of as a real time strategy experience, GameReplays will be classifying real time games differently from official industry classifications. This is to help provide some clarity to what has become an ambiguous genre.

GameReplays does not classify games based on the semantics of the genre title, as the semantics are often open to broad interpretation. Instead, it seeks only to identify consistent fundamental differences between specific types of games, and to assign a different label to those games, as such. The semantics of these titles is irrelevant, what matters is that they are different from "Real Time Strategy".

Real Time Strategy (RTS)
Real Time Strategy games, like all games in a particular genre, follow a template or paradigm that alludes to a specific type of gameplay. This template was established with the introduction of Dune II and the subsequent RTS games derived from it; including, but not limited to, Command & Conquer, Warcraft, Starcraft, and Age of Empires.

General RTS gameplay is characterized by the following core elements:
    1. Base building (or the presence of strategically important, user controlled structures)*
    2. Resource gathering and management.
    3. Unit production and fighting
*It should be noted that oftentimes in RTS games, there are specific "commando style" missions where no base building is involved. However, singleplayer missions (especially those of this nature) do not reflect the core gameplay mechanics of a real time game.

Real Time Tactics (RTT)
Real Time Tactics is a derivative of Real Time Strategy. Fundamentally it is similar except for one detail, which is that RTT games have no base building. Despite, whatever mechanics are used to regulate resources and access to units, what all RTT games have in common is that there is no base building, or presence of a base as a focal point of production and strategic value.

The lack of a base and production/resource facilities as a means to regulate unit flow results in fundamentally different gameplay from that of Real Time Strategy. It is this fundamental difference that establishes the need to re-classify these types of games as something other than Real Time Strategy.

Examples of RTT games are World in Conflict, Ground Control 1 & 2, and Panzers.

Massively Multiplayer Real Time Strategy (MMORTS)
MMORTS games are characterized by elements of persistence. In a traditional multiplayer RTS game, achievements and victories have no meaning from one game to the next, and do not carry over. Each player starts from scratch at the beginning of each new game.

MMORTS games (derived as a hybrid of MMORPG and RTS), have persistence to them. A player's experience earned in past games will affect their capabilities in subsequent games, giving them an advantage over players who have not acquired similar experience.

Massively Multiplayer Real Time Tactics (MMORTT)
The difference between MMORTT and MMORTS is the same as the difference between RTT and RTS. The key factor is a distinct lack of base construction and/or the presence of a base and production facilities.

An example of an MMORTT would be Shattered Galaxy.