Overview
What you canโt see can kill you. Fog of war transformed strategy games from perfect-information puzzles into tense contests of scouting and deduction. Pioneered by Dune II and refined by every RTS that followed, it made reconnaissance essential and turned the minimap into a battlefield of its own.
Fast facts
- Origin: Board game wargaming.
- Digital pioneer: Dune II.
- Purpose: Information uncertainty.
- Impact: Scouting becomes gameplay.
Implementation types
| Type | Visibility |
|---|
| Unexplored | Never seen, black |
| Shrouded | Seen once, terrain visible |
| Visible | Currently observed |
Strategic impact
| Effect | Consequence |
|---|
| Hidden movements | Surprise attacks possible |
| Scouting value | Information gathering |
| Defensive advantage | Attacker uncertainty |
| Map control | Vision as resource |
Scouting methods
| Unit type | Scouting role |
|---|
| Fast units | Quick exploration |
| Air units | Overview capability |
| Buildings | Static vision |
| Abilities | Reveal spells |
RTS implementation
| Game | Variation |
|---|
| Dune II | Basic fog |
| Warcraft II | Shroud system |
| StarCraft | Refined mechanics |
| Age of Empires | Line of sight |
Minimap importance
| Feature | Function |
|---|
| Territory | Explored areas |
| Units | Friendly positions |
| Alerts | Attack notifications |
| Strategy | Overview planning |
Design considerations
| Factor | Balance |
|---|
| Vision range | Unit differentiation |
| Reveal speed | Pace of information |
| Permanent reveal | Terrain memory |
| Detection | Counter-stealth |
See also