It depends on wether it's a singleplayer- or a multiplayer-strategy-game.
In a SPSG(single-player-strategy-game) the game-design-goal is to make the player win in the end. The computer should take up a good fight but loose in the end. Since most players are fascinated in feeling smart but the target audience of today's mass-market SPSGs certainly doesn't entirely consist of really smart people, there was found another way to make the player feel professional:
It's no longer the "being smarter" but rather the "having spent more time and nowing more tricks"-gameplay.
Do you remember the "Settlers"-games or titles like "1503A.D."/"1701A.D."?
None of this games really requires an utterly smart mind but both have lots of different units, buildings, production-cycles so it takes a very long time really understanding the gameplay entirely but once you've spend enough time learning all the tricks and combinations you'll win the game every time you play it.
If you are searching for "true strategy games" you should look out for multiplayer-strategy-games (MPSG) like C&C3, Warcraft 3 or Starcraft.
People who compete in those games all know every single unit, building, action and trick of the game. The one who analyzes the situation best (based on his knowledge of the game) is able to outsmart his enemy and win the game.
Anyway, those games aren't perfect in that respect. Chess, Go or Backgammon all have one thing in common, they are "easy to learn yet hard to master".
Each of those games has rules that can be learned in... maybe 30 minutes. From there on the player can improve his play playing lots of games or reading theory books. Still... If two players play one of those games the stronger player will always win. And there is always a stronger player.
If you know look at Starcraft, Warcraft III or C&C3... I never felt the urge to memorize all those stupid units, abilities, buildings. There are hundrets of them in each game. It takes days and weeks to even know every unit. It takes months and years to understand every unit. So it often happens that casual players play against each other and the one with superior knowledge of the game's contents wins. Which is not good, from a game design perspective.
Well, after I thought about that I started designing the game I'm currently developing:
http://forums.tigsource.com/index.php?topic=1332.0Facts about c0re:
- 1 resource
- 5 different unit-types
- 5 different abilities (which include movement...)
Still, we're aiming at making a game in which the better player always wins.
We'll make sure that both players participating in a match have the same knowledge over the game's contents.
All in all: I think it's not a bad idea to call SPSGs "RPGs" in some way.
MPSGs have to change it's philosophy from "hard to learn, even harder
to master" to "easy to learn, hard to master" to be as interesting as
games like Go, Chess etc...
BaronCid