Continuing from: http://www.ludumdare.com/compo/2013/04/26/minimalistic-strategy/
So, you can’t say strategy and not instantly think of Starcraft. The two go hand in hand, like American presidential scandals and Ronald Reagan. Because the game is so competitive, to understand the key concepts of the game you simply have to ask: What do I need to do, to win? So here comes this article: http://www.gamesradar.com/14-ways-to-win-at-starcraft-ii/
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While out of date, right of the bat the article drops something insightful: “Enter an online match of StarCraft II without attack plans, counters and build orders already in mind, and you will be almost instantly ruined.” So this translates too: Meta-game knowledge. In StarCraft you’re expected to know things about the game, before you start the match. You’re expected to have a strategy before you start the match, and you’re supposed to be able to predict things before you start the match. So concept #2: Meta-Game.
So point 1), 2), 3), and 8) boil down to one thing: Management of limited resources. The player who best manages their limited resources will have the edge. This gives us concept #3: Optimal management of limited resources. However, this concept is incomplete. In a blank world, there would be only one optimal manner of resource management, which translating to a game would mean very repetitive battles and symbols of bad design. So what else is there to it?
Points 4), 5), 9), 12), 13), and 14) all spell the same thing: Understand the strengths (and by extension weaknesses) of your race. This is interesting, a strategy game does not necessarily need to have races. However, by giving each player a range of different possibilities for actions the depth of the game increases exponentially. So while this isn’t minimal at its core, its so inexpensive and provides so much that its impossible to pass-up. So here is concept #4 Strength/Weakness.
Point 7) Is an interesting one. Its the only point about information gathering, which in my opinion is very interesting. Having an effective strategy implies that you believe your plan of actions will defeat your opponents plan of actions. However, you cannot have certainty of that unless you know what your opponents plan of action is to begin with. So while undermentioned, information gathering is a crux component of strategy. #5 Gather information.
After reading several more articles, they all seem once again reinforce the concepts mentioned previously. However, one that constalty gets mentioned: Hotkey your units. Is an interesting derivation. It after all directly escalates with your manual dexterity, and optimizes your flow. However, since we have already established that manual dexterity isn’t at the core of strategy, then we are only left with optimization. Which allows me to change point #3 to: Optimization of resources.
So here we have our 5 concepts that the game is going to incorporate:
1) Sequence of actions to achieve a goal.
2) Reward Meta-Game
3) Optimization of resources.
4) Strengths/Weaknesses
5) Gather information.