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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.
Players ' awareness that the only way for them to win or lose is militarily makes them unlikely to respond to gestures of diplomacy.
The result is that the winner of a real-time strategy game is too often the best tactician rather than the best strategist.
Troy Goodfellow counters this by saying that the problem is not that real-time strategy games are lacking in strategy ( he says attrition is a form of strategy ), rather it is that they too often have the same strategy: produce faster than you consume.
He also states that building and managing armies is the conventional definition of real-time strategy, and that it is unfair to make comparisons with other genres.

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