UPDATE: I Was stupid, and my model still needed some brains in it, now I think it works...
Hello, I created this blog because I don't know which place would be a better place to place this thing in, and talk about it. What this is, is the model I've come up with when trying to figure out what exactly makes a strategy game a strategy game in relation to other genres. This model doesn't really discuss game play features or mechanics as such but answers the question: How do I win a match or round of a game? or How is it determined how victory is achieved in a round or a game?
When it comes to StarCraft: Brood War for example, where you place that game on the model, depends on the match up, game type and players involved for example. So most of the time in 1v1 or team games, the genre where the game would land in, would be between the action and memory game genres. Sometimes it might fall closer to luck games, for example in 1v1 PvP on certain maps, due to blind counters deciding the game most of the time. Also, sometimes in Free For All or Melee game types, the game turns more into a luck game, when multiple opponents team up on a single player, often someone equally strong as one of the two attackers, or even weaker, but at other times, when this doesn't happen, it resembles more 1v1's and regular team games, where the strongest player simply wins, although this time, the game tends to drag on, even if the outcome is almost certain.
This was part of my ongoing project in conceptualizing exactly what is it, that is needed, in order for me to actually try and make this game what it was meant to be already in the 90's, as the official name of the genre Real-time strategy implies. My solution is by creating maps, that change almost everything about how the game is played on them, without affecting game play mechanics and features, as these will not even be UMS maps. That, however, is a topic for another day.
Anyway, here's the model if you're interested:
![[image loading]](https://i.imgur.com/GEnzjVM.png)




