A developer of Nexus: The Jupiter Incident remarked on his game being called a "tactical fleet simulator" rather than a "traditional RTS", citing its focus on tactical gameplay and fixed units at the start of each mission. A developer for Close Combat said their game never aspired to be an RTS in the "classic sense", but was rather a "real time tactical simulation", lacking such features as resource collection. For instance, GameSpy described Axis & Allies (the 2004 video game) as a "true RTS", but with a high level of military realism with such features as battlefield command organization and supply lines. Nonetheless, efforts have been made to distinguish RTT games from RTSs. Further, precise terminology is inconsistent. While some publications do refer to "RTT" as a distinct sub-genre of real-time strategy or strategy, not all publications do so. Turn-based strategy and turn-based tactics were obvious first candidates for computer implementation but as computer implementation eventually allowed for ever more complex rule sets, some games became less timeslice-focused and more continuous until eventually "real-time" play was achieved. Only with computer support was turn-based play and strategy successfully transposed into real-time. These board and table-top games were out of necessity turn-based. The genre has its roots in tactical and miniature wargaming, where battle scenarios are recreated using miniatures or even simple paper chits. Īs suggested by the genre's name, also fundamental to real-time tactics is real-time gameplay. 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. Real-time strategy games de-emphasize realism and focus on the collection and conversion of resources into production capacities which manufacture combat units thereafter used in generally highly stylized confrontations. For instance, in large-scale turn-based strategy games battles are generally abstracted and the gameplay close to that of related board games. This contrasts with other current strategy game genres. Real-time tactical gameplay is also characterized 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. Typical real-time strategy titles encourage the player to focus on logistics and production as much as or more than combat, whereas real-time tactics games commonly do not feature resource-gathering, production, base-building or economic management, instead focusing on tactical and operational aspects of warfare such as unit formations or the exploitation of terrain for tactical advantage. Two factions fight a battle in Medieval: Total War. Real-time tactics games generally endeavor to present a realistic experience of battlefield tactics.