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By: Bruce Geryk Furthermore, real-time gaming was becoming ubiquitous in the strategy genre. In 1997, the third installment in the classic X-COM series, X-COM: Apocalypse, added a real-time combat option to a design that had come to stand for everything that was good and turn-based. In 1999, however, Interplay released a real-time strategy game of Star Trek combat based on one of the archetypal turn-based board games, Star Fleet Battles, and it was a surprising success. Another standard-bearer of turn-based strategy, the Jagged Alliance series, added real-time movement to the noncombat portions of Jagged Alliance 2. The tide was rising. Several factors contributed to this state of affairs, including a broadening of the strategy gaming audience, but the single most significant reason for the upsurge was simply that hardware had made it possible. Finally, home computers could handle graphically attractive games in real time without choking the processor. While Total Annihilation had broken the 3D barrier in 1997, it had not started a trend, and 3D graphics would have to wait several years before they started to take hold in RTS gaming. Even now, 2D games haven't completely disappeared from the genre.
The second part of our history takes a look at the explosion in real-time strategy gaming since the release of Starcraft. Because there were far more games to choose from than in Part I, not every notable game could make the list. We tried to select not only the best games but also some high-profile disappointments, as well as those that made an important contribution to the genre although they have not sold well. Because the history of the genre is still being written today, we also take a look at what's in store further down the road.
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