Rts is mainstream, it's called dota and league.
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My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.
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Based on this histogram, they're still coming out at a decent clip in absolute terms.
https://en.wikipedia.org/wiki/List_of_real-time_strategy_video_games
That has the peak year being 2001, with 41 releases.
But still 14 releases in 2023.
The CEO from the article is also making an RTS. He is not claiming they are unprofitable. He is saying they are not mainstream enough to sell tens of millions of copies.
And some of those are games that I have played or purchased but not played -- I can say that there are some decidedly good recent releases.
Like, Carrier Command 2 is on there and is pretty nifty. It doesn't play much like Starcraft, but it's hard to argue that it's not a real-time strategy game.
Can you recommend any that have good single player campaigns? I've no interest in competitive multiplayer
I haven't seen an RTS with enough marketing to promote itself that actually was like how the best RTSs were back when it was a popular genre. Perhaps devs should try going back to what they were like when they were good? 🤷🏻♂️
Halo Wars made a dent. It had marketing.
"we don't want to make good games because when we make bad ones we have more profits short term"
I don't think that is an accurate reading of what he is expressing. Crate (his company) is a smallish indie studio that makes high quality games (in my opinion) and supports them long term with both paid DLCs and free updates.
He made that statement when talking about Embracer Group that was looking to buy Crate. When he told them "we are currently working on an RTS" they said "Why don't you make something multi platform and a different genre instead?" (i.e. a cashgrab) to which his reply was "you can't buy my company, fuck off".
RTS are inherently limited to PC. RTS are not popular as eSports anymore. His company is making one not because they want a short term profit, but because he thinks they could make a great one for a niche target group that will stay loyal for a long time (e.g. their 2016 game Grim Dawn just got a massive free content update and a new story DLC in February this year).
RTS are inherently limited to PC.
I agree with everything else you said, bar this. I first got into RTS’s on the PS1.
To me, RTS’s peaked around Red Alert 2 (pre-Yuri’s Revenge); I just wish I could find more voxel-based 2d RTS’s with that same ‘arcade-y’ feel.
dorf screenshots look pretty good
I disagree with this premise. I think games like age of empires and StarCraft had mass appeal and success. They brought in audiences who don't normally like games, and broadly were well received by young, old, and different genders. Especially age of empires 2.
Modern RTS games are just (mostly) sloppy, unfinished, cashgrabs with no vision. They suffer the most from the transition to 3d as well. If a major studio actually put work and time into a polished, 2d, isometric, RTS that wasn't solely focused on being an esport, I think there is a major vacuum for them to fill.
To Tiberian Sun and StarCraft were my obsession for years. SC2 was pretty awesome, but I would not trust Blizzard to make another good RTS at this point.
Are we going to pretend Age of Empires 4 doesn't exist? The last expansion outsold every single one from AoE2.
According to steamDB AoE IV has between 1.27 and 2.5 million owners. That is a good number, but not mainstream. At the very least not mainstream in the definition used in the article.
Modern RTS games are just (mostly) sloppy, unfinished, cashgrabs with no vision.
As were many classic RTS games. I fondly remember Machines, a fully 3D example from the late 90s. I recently noticed the CD case describes it as "3D Real-Time Startegy."
I mean, StarCraft was mentioned in the article. He just doesn't think RTS is big enough for AAA dev companies when they're all trying to sell tens of millions of games
That's not to say RTSes can never be any kind of hit: StarCraft 2 sold many millions of copies, Bruno noted, and Crate Entertainment only needs to sell a million to make "an OK return," he said. The series has also been an esports phenomenon. But for a company like Blizzard, he doesn't think that's enough anymore, which is why the developer stopped making new RTSes, or at least seems to have for now.
That doesn't really contradict their premise about making modern RTS. StarCraft and Age of Empires 2 are ancient at this point. An entire generation of kids has grown up since they came out.
I don't think the fact that you could make a successful mainstream RTS way back then really says much about whether you could make one in 2024.
Starcraft 2, at this point, is 2 years Older than Starcraft 1 was when it was released.
Shit that actually hurt.
A lot of the competitive RTS crowd transitioned to MOBAs and it's hard to scratch that itch with an old-school RTS now. Having the full offline and online package was key of the time when those games were popular and you don't get that when the competitive space has moved on.
But you have a point. RTSs at their peak were super triple-A stuff, with mind blowing execution and production value for the time. Point and click adventures have a bit of the same problem, they used to be these massive technical showpieces and as a mid-size or indie thing they are a tougher sell when the modern equivalent of investment is going to absolutely insanely huge games in other genres. Even when a triple-A studio does one of those you tend to not get as much of a massive investment, and when you do (say, Total War: Warhammer, or even Manor Lords) they do see success. It's just never going to be the same because you're never going to call your friends over to show them Warcraft 2 running on your PC.
Hell, starcraft created the concept of a professional gamer being a thing. To say that RTS games dont have popular appeal is just outright wrong.
3D isnt a bad thing though, C&C Generals did it fantastically.
Generals was really fun. The C&C series really started to decline once EA went balls deep on what was left of Westwood studios for the games after that.
3D is great. I just don't trust most AAA companies to make a decent RTS these days.
Definitely! Just to clarify, I think that good RTS games make good esports, but fundamentally on the basis is being carefully made, captivating, and nuanced. I think an overt focus on developing an RTS as a esport tends to lead to low risk, streamlined designs which while fun, lack some of the staying power that older, more established titles have. Perhaps, I'm disillusioned about the genre in general, and that's not the case!
Also, yeah 3d can be good, but I do think that Sprite based graphics are easy to parse and very pleasing to look at. I wish we had a healthy balance of the 2. 2d also tends to look more, evergreen, with 3d RTS looking dated on release due to the quantity of animated units. Though, strong art design would help offset this.
Or Command & Conquer, which didn't had as strong of a competitive community comparatively, but were very successful through their fun story campaigns. Also, there's some pretty successful real time 4X titles too that very much hit mainstream audiences, despite being even more of a niche due to their scale. I think a lot of RTS games often tried too much to compete with the esport niche too, trying to replace the established titles, which is kind of an impossible task. Doing an RTS that doesn't aim for this goal can still be successful however, if one puts the focus on that instead of targeting unreachable heights.
You know, they said, 'An RTS is like PC-only by nature, why would you work on a single platform game when you could have made something multiplatform and another genre?'
Bruno thinks that's because big publishers are hoping for lightning-in-a-bottle hits that return 10 times their investment—"When you're operating at that scale, you want to build something that has the potential to sell 30 million copies," he said—and he doesn't think the RTS genre is ever going to produce that kind of success. If it did, he's skeptical the game in question would really be an RTS as he defines it.
So, first, even if the audience is limited, you can make a game that has a 10x return on investment if you can do the game on a smaller investment. A big publisher doesn't intrinsically need to do big-budget games.
Second, the genre grew up on the PC. And it often has conventions tuned to a PC platform. Precise selection, use of groups off a keyboard. But it seems to me that it's not impossible to produce new controls. The roguelike genre also was developed on a PC, and had a lot of conventions that were not friendly to other platforms, like use of many keyboard buttons that one would need to tap. But Shattered Pixel Dungeon ( [email protected] ) is a pretty good mobile adaption of the genre.
Based on this chart, video game revenue on the PC is relatively-strong compared to consoles in historical terms. What's new is mobile.
According to that, in annual game revenue, consoles are about $30B, the PC is about $45B, and mobile -- the newcomer -- is $101B.
So, first-off, the PC is a quarter that. I'm not sure that it's unreasonable to do a game that targets a quarter of the market. There are lots of genres that target only some of those platforms. First-person shooters aren't gonna be all that great on mobile either.
Secondly, there have been console RTS releases. Off the top of my head, Supreme Commander also came out for the XBox 360. That series tends to be less of a clickfest, but it clearly means that doing an RTS on console is doable.
Thirdly, I think that console controllers are the hardest to adapt to that. I think that it's probably pretty reasonable to do a touch interface. And if you can do PC and mobile, that's more than three-quarters of the market.