(facepalm) vậy trước giờ không biết thể loại RTT à ?
http://en.wikipedia.org/wiki/Real-time_tactics
bạn trên trên nữa, mình chướng mắt thì mình nói ? bạn cấm à ?
Như cái link bạn đưa, thì :
Genre classification
While some publications do refer to "RTT" as a distinct sub-genre of real-time strategy or strategy,[1][4][5] not all publications do so. Further, precise terminology is inconsistent. Nonetheless, efforts have been made to distinguish RTT games from RTSs.[citation needed] 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.[6] 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.[7] 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.[8]
Comparison with real-time strategy
In general terms,
military strategy refers to the use of a broad arsenal of weapons including diplomatic, informational, military, and economic resources, whereas military tactics is more concerned with short-term goals such as winning an individual battle.[9] In the context of strategy video games, however, the difference often comes down to the more limited criteria of either a presence or absence of base building and unit production.[10]
Real-time strategy games have been criticized for an overabundance of tactical considerations when compared to the amount of strategic gameplay found in such games.[citation needed] According to Chris Taylor, lead designer of Supreme Commander, "[My first attempt at visualizing RTSs in a fresh and interesting new way] was my realizing that although we call this genre 'Real-Time Strategy,' it should have been called 'Real-Time Tactics' with a dash of strategy thrown in."[11] Taylor then went on to say that his own game featured added elements of a broader strategic level.[11]
In an article for Gamespy, Mark Walker said that developers need to begin looking outside the genre for new ideas in order for strategy games to continue to be successful in the future.[9]
In an article for Gamasutra, Nathan Toronto criticizes real-time strategy games for too often having only one valid means of victory—attrition—comparing them unfavorably to real-time tactics games. According to Toronto, players' awareness that their only way to win is militarily makes them unlikely to respond to gestures of diplomacy; the result being that the winner of a real-time strategy game is too often the best tactician rather than the best strategist.[12] Troy Goodfellow counters this by saying that the problem is not that real-time strategy games are lacking in strategic elements (he calls attrition a form of strategy); rather, it is that they too often rely upon the same strategy: produce faster than you consume. He also says that building and managing armies is the conventional definition of real-time strategy, and that it is unfair to make comparisons with other genres when they break convention.[10]
Vậy ra các game RTS trứoc giờ a e ta chơi toàn là RTT cả. Chả mấy tro đạt được cái tiêu chí RTS

. Tiếng Anh mình không giỏi lắm nên mình hiểu thế.
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RTS là chiến thuật thời gian thực
game cho vài đội quân bắt bem nhau trong thời gian nào đó cũng coi là RTS đc rồi nên về cơ bản có thể xếp 2112 vào bảng RTS
khai thác tài nguyên hay micro đều không phải là yếu tốt bắt buộc
ngay cả game như EU3 hay CK2 đều thuộc nhóm RTS cả
game chiến thuật thực sự chỉ chia làm RTS và TBS thôi còn các dạng khác toàn sub-group
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