SimuLord said:
True RTS is something like the battle scenes in Total War, where actual strategy is required. If you're given a troop mix of your own choosing, thrown into a battle where you can't zerg-rush reinforcements, and the strategy is not a pre-defined series of moves and/or builds, and in addition the action's in real-time (turn-based strategy meets this same requirement), then you've got a true RTS.
Note that a definition this narrow excludes a LOT of games (from Blizzard War/Starcraft games through Age of Empires and even into chess on a board), but the art of war is as it is in life, a matter of making victory with what you are given, nothing more.
Actually, I'm pretty sure that's real time tactical, a game were you have a specific number of troops and cannot obtain any more, and need to work with what you've got. They usually try to simulate real battlefield simulations. (units have their own morale, ammunition, energy etc...)
Though, Real Time Tactical is sometimes considered a sub-genre of real time strategy, its description probably can't define real-time strategy.
It might be a good argument to define good strategy games, but here I don't think it applies for real-time strategy games in general, unless you discriminate games that don't meet those standards from real-time strategy games.
To me, an average real-time strategy game is a military simulation were you can
typically construct buildings and train/create new units, gather resources and research technology. You must also be able to indirectly control multiple units, and it must not be restricted by turns. (hence the name 'Real Time' strategy)
Though to be less literal, I think a true RTS is a game were you must control your economy, place buildings and build different units strategically, command your units in an organized and strategic/tactical way, and be able to adapt to different situations to win. So, you can't do one thing the exact same way over and over again and expect to come out victorious every time. You should also need to use tactics to control your units during battles, rather than just throwing your units against the enemy, and then quickly scrolling back to your base to make more. (the last part is generally used more in games were units have special abilities, rather than just stats, like in War/Starcraft and Dawn of War 1/2)
Again, Simulord's definition might work for the definition on a 'true' RTS, but not the RTS genre in general. (But I don't think this thread is about RTS's in general anyway) But I don't agree that pretty much all RTS's besides those in the Real Time Tactical sub-genre should be considered not 'true' RTS's.
As one last thing, RTS's that include base building/recource gathering/unit production (like Simulord's examples) are usually on a much greater scale. This fact kind of separates the two genres, as tactics are short term plans and strategies are long term ones. In real-time strategy, instead of just focusing on a single battle in every scenario, it might focus on an entire war, an entire phase of a war in one area. This generally means that time is sped up, maybe to a year or month per second. It might also mean that it covers a much greater distance, maybe up to an entire country or continent. So they are not any less realistic or in close relation to the art of war, they just speed things up a lot and show you many more battles, probably at the cost of the detail of those battles. And the increased scale in distance mean that your base could be considered maybe thousands or hundreds of miles away from another person's base, so you would build training barracks's and research buildings there. This isn't true with all base-building RTS's though, like Command and Conquer for example. CnC has a scale that's pretty much even to that of the real world's scale, so in that game none of the above applies.
no offense or hatred to you Simulord, and I'm not proclaiming myself right either, just stating my opinion.