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Techniques & Technology

Fog of War

Strategic information hiding

Fog of war obscures unexplored areas and enemy movements in strategy games, forcing players to scout and making information as valuable as military might.

pcAmigaSNESPlayStation strategyrtsgameplay 1992โ€“1999

Overview

What you canโ€™t 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

TypeVisibility
UnexploredNever seen, black
ShroudedSeen once, terrain visible
VisibleCurrently observed

Strategic impact

EffectConsequence
Hidden movementsSurprise attacks possible
Scouting valueInformation gathering
Defensive advantageAttacker uncertainty
Map controlVision as resource

Scouting methods

Unit typeScouting role
Fast unitsQuick exploration
Air unitsOverview capability
BuildingsStatic vision
AbilitiesReveal spells

RTS implementation

GameVariation
Dune IIBasic fog
Warcraft IIShroud system
StarCraftRefined mechanics
Age of EmpiresLine of sight

Minimap importance

FeatureFunction
TerritoryExplored areas
UnitsFriendly positions
AlertsAttack notifications
StrategyOverview planning

Design considerations

FactorBalance
Vision rangeUnit differentiation
Reveal speedPace of information
Permanent revealTerrain memory
DetectionCounter-stealth

See also