RTS not popular because people are musch dumber today. It is established fact that global IQ drops 1 point per year.
People simply do not have the brain to play these games.
True but them also being balanced around playing 8hours a day and having no love/social life is not the best thing to do.
Multiplayer balance doesn't impact single player campaign if you set them into two different stat folders.
The rooting question is what bring more revenue on a game.
- New content = direct revenue
- Fun goodies = direct revenue
- Multiplayer/Competition = indirect revenue, maintain the game live between two content additions.
- Modding = indirect revenue, he is right on this point Relic must release something solid to allow players to create their own content.
In term of multiplayer, Relic needs to develop a solid lobby that can include the others aspects:
- New content, coop content to play with friends.
- New competitive mods, Imo we reached to the end of the capture the flag mod and it needs to be renewed
- Fun goodies, skins, voices, UI
- Modding, the lobby should integrate better the mod, give them much more visibility.
I think Relic is already doing a great job on the single player experience, the Ardenne campaign was an interesting try and COH3 campaign taking all the good ideas from Total War experience is probably the way the go to catch new solo players.
I have repeatedly talked about this (did I cite my "Make COH3 MP F2P to save the franchise" post?). The business model of F2P and paid shit inside game is the future for every game that wants to have a decent pool of players.
Because according to statistics, eSports is about 10% of the game's audience. And reworking the game so that these 10% would be comfortable to play without thinking that other people can lose fun in the game is a very bad idea. That's why I don't like all the esports hype and balancing around the esports mode. For eSports, there should be a separate game mode.
Or not at all but ok.
10% is WAY too high for esports """fans""". Maybe CSGO and LOL have those numbers but COH2 is like 0.001%.
Something about this video annoys me. Basically attributing causaulity all over the place to create a picture that fits his "campaigns are kewl, units should make big boom!!!!!!!" narrative, when in reality the reason that RTS are niche these days is just the fact that popular gaming culture has happened to develop into a different direction for reasons regarding the fundamental gameplay principles underlying the differen genres (e.g. teamplay as core feature is a must have, accessibility needs to be high etc.). No, better campaigns wouldn't suddenly lead to RTS becoming mainstream games. It's so obviously not true. Anyone who is in touch with what young people are into gaming wise should know this. It's also annoying how he bases his anti multiplayer claims mainly on his own viewerbase, when his entire channel is dedicated to RTS CAMPAIGNS.
Edit: Okay I finished it and it has only gotten worse at the end. His point about RTS having to be sandbox...because Minecraft was succesful? what?
LMAO you are wrong on so many levels I doubt if you actually watched the video and even if you did, I doubt you can understand what the video was about.
Basically it said that: RTS ShOULD NOT be balanced around competitive symmetrical statistic designs BUT on actual artistic choices as seen on Starcraft II which is actually what COH SHOULD be (factions that end up playing fair against each other while being COMPLETELY different in terms of unit types).
Also, saying that
Is a completely sterile and unproductive view, because it does not begin to touch the reality of 2022 RTS games. The truth is that RTS games want to be like AOE (which was the best RTS ever in 1990 terms) and be linear, every faction being the same, and the game coming down to build order vs build order and speed/skill aka they cater to really professional and really one-sided people.
COH almost broke that curse with WFA (and please don't start the bullshit with OP and UP units) but over the long run it tends to be like another cookie cutter game that caters to babies. That's where I also make the claim that I have been talking about it for YEARS.
All my life I have been preaching that balancing around numbers and stats instead of design decisions is wrong and unfun. Today on the trending stuff this got posted:
What about removing smoke from nade tech and making it unlock as part of LT/CPT. Would preserve OST mg opening but at about the 4 min mark assaulting MG positions becomes viable.
Unlock would be specific to RE.
What?????
This is more than retarded, even by Wehraboo standards.