AoS will never escape the stigma of being FB's gravedigger, people are going to be predisposed against anything to do with it from the start.It's not the setting that's the problem.
AoS will never escape the stigma of being FB's gravedigger, people are going to be predisposed against anything to do with it from the start.
It's not the main problem, that's why it was my first argument.It's not the setting that's the problem.
This ruined RTS.Almost all units have active abilities, which is good
Continued developer antagonism towards macro level gameplay as a concept and perfunctory singleplayer experiences are what killed the genre.This ruined RTS.Almost all units have active abilities, which is good
Latest versions of Spellforce 3 went back on crazy macro (which is good) and you got heroes to provide active abilities. it is fairly enjoyable to play.Spellforce 3 has overwhelming macro and almost 0 active unit abilities, yet it failed and is not a very good RTS.
Also that, yes.Continued developer antagonism towards macro level gameplay as a concept and perfunctory singleplayer experiences are what killed the genre.This ruined RTS.Almost all units have active abilities, which is good
Sure why not, if the game's not good it's not good.Spellforce 3 has overwhelming macro and almost 0 active unit abilities,yetit failed and is not a very good RTS.
Latest versions of Spellforce 3 went back on crazy macro (which is good) and you got heroes to provide active abilities. it is fairly enjoyable to play.Spellforce 3 has overwhelming macro and almost 0 active unit abilities, yet it failed and is not a very good RTS.
It is just not what modern players want. Stuff like Dota killed classic RTS.
Dota2 and LoL playerbase is much bigger than AoE4. Its "success" means nothing.Latest versions of Spellforce 3 went back on crazy macro (which is good) and you got heroes to provide active abilities. it is fairly enjoyable to play.Spellforce 3 has overwhelming macro and almost 0 active unit abilities, yet it failed and is not a very good RTS.
It is just not what modern players want. Stuff like Dota killed classic RTS.
And yet most new non-mobile MOBAS ended up failing, MOBAS is a dying genre, and small-scale, more micro RTS also all failed with the exception of DoW 2.
Blaming Dota/MOBAS for RTS failing is just a misconception. Every RTS catering to MOBAS player pretty much failed while the recently performing one like Age of Empires 4 are just normal RTS
The genre is just dead and hold no appeal to younger people
Dota2 and LoL playerbase is much bigger than AoE4. Its "success" means nothing.Latest versions of Spellforce 3 went back on crazy macro (which is good) and you got heroes to provide active abilities. it is fairly enjoyable to play.Spellforce 3 has overwhelming macro and almost 0 active unit abilities, yet it failed and is not a very good RTS.
It is just not what modern players want. Stuff like Dota killed classic RTS.
And yet most new non-mobile MOBAS ended up failing, MOBAS is a dying genre, and small-scale, more micro RTS also all failed with the exception of DoW 2.
Blaming Dota/MOBAS for RTS failing is just a misconception. Every RTS catering to MOBAS player pretty much failed while the recently performing one like Age of Empires 4 are just normal RTS
The genre is just dead and hold no appeal to younger people
Only successful RTS in last 15 years was Starcraft 2 and you need to be that successful to be considered a success.
Funny shit, last time I tried playing Sc2 was few years back. I mostly played Co-op Commanders at that time. You could find a match fast (usually within 1 minute) and play games. After I maxed out all the free commanders I got bored and told myself to go play 1v1 that I didn't play for a long while.I'd consider an RTS successful if you can queue in the random matchmaking at peak times and get a match within a reasonable timeframe against a person of your ELO. Surprise, surprise, neither SF3 nor RoR managed that. I have no interest in AoE4, so can't comment on that.
I only know from people around me. When we were growing up we all loved RTS. After MOBA arrived they all moved to MOBA, only I was left playing RTS. From where I am standing MOBA killed RTS.Dota2 and LoL playerbase is much bigger than AoE4. Its "success" means nothing.Latest versions of Spellforce 3 went back on crazy macro (which is good) and you got heroes to provide active abilities. it is fairly enjoyable to play.Spellforce 3 has overwhelming macro and almost 0 active unit abilities, yet it failed and is not a very good RTS.
It is just not what modern players want. Stuff like Dota killed classic RTS.
And yet most new non-mobile MOBAS ended up failing, MOBAS is a dying genre, and small-scale, more micro RTS also all failed with the exception of DoW 2.
Blaming Dota/MOBAS for RTS failing is just a misconception. Every RTS catering to MOBAS player pretty much failed while the recently performing one like Age of Empires 4 are just normal RTS
The genre is just dead and hold no appeal to younger people
Only successful RTS in last 15 years was Starcraft 2 and you need to be that successful to be considered a success.
Which has nothing to do with RTS. MOBA today is an independent genre, and nobody playing it is interested in "MOBA-lite RTS". Trying to get those "MOBA market" to play RTS assume that MOBA player has any interest in RTS to begin with but this is incorrect.
While Dota initially was being played by people who play WC3 custom maps it becomes the reverse that people install Warcraft 3 to play Dota. And later people just play LoL/Dota 2 directly. The way you say "Dota kills classic RTS" assumes that the genre would get popular if there is no Moba. It won't, RTS will still be a dead genre. Unlike Fighting Games, there is no casual appeal to playing RTS and casual RTS just miss the target market of RTS player entirely that they fail.
I know some guys that have played RTS in the past and only one ever played any multiplayer game and it was only Local game with friends. Nobody from this guys ever played a game with random guys on the internet.I'd consider an RTS successful if you can queue in the random matchmaking at peak times and get a match within a reasonable timeframe against a person of your ELO. Surprise, surprise, neither SF3 nor RoR managed that. I have no interest in AoE4, so can't comment on that.
That's not entirely wrong, but it works in reverse too. I don't like MOBA, I like RTS, if I see a new RTS and it looks and is marketed like a MOBA there's no chance I'm going to buy it. Why even make an RTS if from the get go they assume RTS can't succeed? Maybe it can't, but these weird pretend RTS / MOBA hybrids don't either, and then the failure gets blamed on lack on interest in RTS.I only know from people around me. When we were growing up we all loved RTS. After MOBA arrived they all moved to MOBA, only I was left playing RTS. From where I am standing MOBA killed RTS.
As for new players, MOBAs are clearly easier games than RTS with more "fun" stuff happening at all times.
If you want RTS to succeed you need to find a way to get some of those players back.
When SC came out we were on dial-up, going online was still like a special treat/novel (at my house anyway).In the old times (before Starcraft) most of the players played the campaign and never played any multiplayer.