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====Rushing vs. planning==== A third common criticism is that real-time gameplay often degenerates into "[[rush (video gaming)|rushes]]" where the players try to gain the advantage and subsequently defeat the opponent as quickly in the game as possible, preferably before the opposition is capable of successfully reacting.<ref name=ign_scvsdow>{{cite web | title =StarCraft vs Dawn of War | website =IGN | date =August 6, 2004 | url =http://pc.ign.com/articles/533/533146p1.html | archive-url =https://web.archive.org/web/20090414092309/http://pc.ign.com/articles/533/533146p1.html | archive-date =April 14, 2009 | url-status =dead | access-date =December 1, 2007 }}</ref> For example, the original ''[[Command & Conquer]]'' gave birth to the now-common "tank rush" tactic, where the game outcome is often decided very early on by one player gaining an initial advantage in resources and producing large amounts of a relatively powerful but still quite cheap unit—which is thrown at the opposition before they have had time to establish defenses or production. Although this strategy has been criticized for encouraging overwhelming force over strategy and tactics, defenders of the strategy argue that they're simply taking advantage of the strategies utilized, and some argue that it is a realistic representation of warfare. One of the most infamous versions of a rush is the "Zergling rush" from the real-time strategy game ''[[StarCraft]]'', where the Zerg player would morph one of their starting workers (or the first one produced) into a spawning pool immediately and use all of their resources to produce Zerglings, attacking once they have enough to overwhelm any early defense; in fact, the term "zerging" has become synonymous with rushing.<ref name=bgeryk_gspot/> Some games have since introduced designs that do not easily lend themselves to rushes. For example, the [[Hegemony (video game series)|''Hegemony'']] series made supply and (seasonal) resource management an integral part of its gameplay, thus limiting rapid expansion.
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