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Gaming Glossary

Browse the glossary: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z 0 1 2 3 4 5 6 7 8 9

R:

Resolution:

The degree of sharpness an image displays.The term is most often used to describe the sharpness of bit-mapped images on monitors. For monitors, screen resolution signifies the number of dots (pixels) on the screen. For example, a 640x480 pixel screen can display 640 pixels on each of 480 lines, or about 300,000 pixels.

RTS:

Real time strategy game : Strategy game in which the action is played out in the present time, instanly. (as opposed to turn based strategy games).

RTT:

Real-time Tactics: Real-time tactical gameplay is characterised by the expectation of players to complete their tasks using only the combat forces provided to them, and usually by the provision of a realistic (or at least believable) representation of military tactics and operations. This contrasts with other current wargame genres: for instance, in large-scale turn-based strategy games battles are generally abstracted and the gameplay close to that of related board games, and real-time strategy games de-emphasise realism and focus on the collection and conversion of resources into production capacities which manufacture combat units thereafter used in generally highly stylised confrontations. In contrast, real-time tactics games' military tactical and realistic focus and comparatively short risk/reward cycle usually provide a distinctly more immediate, intense and accessible experience of battlefield tactics and mêlée than strategy games of other genres. As suggested by the genre's name, also fundamental to real-time tactics is real-time gameplay. The genre has its roots in tactical and miniature wargaming, the recreation of battle scenarios using miniatures or even simple paper chits. These board and table-top games were out of necessity turn-based: real-time tactics marks their digital transposition into a real-time format (and turn-based strategy and turn-based tactics their pure translations). Compared to other strategy games, games of the real-time tactics genre often have distinctly detailed and complex environments due to the tactical implications of elevation, hard cover and true line of sight. Due to the demands of realism units in real-time tactical games also often have a significant degree of autonomy over their actions within the context of their orders compared to the relatively or fully passive units of other strategy genres (e.g. units in MechCommander 2 are remarkably autonomous). Further, in many real-time tactics games a player's force is maintained between battles. This allows units to become more proficient as they gain more battle experience and can even encourage an affinity between the player and his or her troops, breaking down the stereotypical anonymity of the expendable, mass-produced units found in strategic games. To this end Bungie Studios' Myth series gave each soldier a unique name, and in Warhammer: Shadow of the Horned Rat and Warhammer: Dark Omen units were individually named and under the leadership of their own captains with distinct visual and vocal feedback.

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