IMO the problem is learning curve, it makes it difficult for non-rts players to get into it
And the menuing in the trailer (tech trees) seems to exasperate this issue
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IMO the problem is learning curve, it makes it difficult for non-rts players to get into it
And the menuing in the trailer (tech trees) seems to exasperate this issue
Devs or more specifically the parasitic executives who want nothing that a money machine look no further than Factorio as a shining example of how to innovate a gaming experience and genre. It is as easy or difficult and as simple or complicated as the player wants it to be and it's not because difficultly settings. Your playstyle is the difficulty setting and it feels like there is ALWAYS something new to do, or a wildly different ways to do the same things. Also, their mod support and integration is unparalleled as far as any other game that comes to mind. No micro transactions, no ads, just an excellent game and experience. Sure, Factorio isn't for everyone but the way it has been build, supported and all of those other elements that make it what it is beyond the core factory building sim ARE FOR EVERYONE. These aspects can be applied to other RTS games in general and can make it feel like a brand new experience while still being exactly what draws players into a specific RTS game.
Mmhhmm, factorio team is top tier. Excited to see what they make next.
Beyond all reason is next gen of RTS. I'm a huge beyond all reason simp so..
BAR 4 leif
I've discovered this project this month but haven't played it yet nor am I an RTS player. What do they do differently?
I was an extremely casual rts player for years playing mainly aoe3. Beyond all reason captured me instantly with the controls. Basically other rts games control difficulty with limited control scheme so you require high apm. Bar gives players as many quality of life controls as they want and allows for long action queues. I can queue up a unit to operate for 10mins while I focus on other parts of the game.
Bar also has basically no pop limit so you're only limited by the resources you control it also doesn't incentivize storing large amounts of resources. So wealthy is income focused. This means if you have more map control you have more wealth but because units drop a %of their cost in wrecks if you're behind and you win a good fight and can control the wreckage field you can catch up.
There is also so much more like the ability to transfer units, metal, energy to other players at 0 cost means working together is op. Strats involve a lot of "communism" and communication to decide where on the map needs the resources.
Example I might have won my side of the map and I'll send some metal over to another player who is losing so they can stay in the fight. Or my eco player will make units and sell them to players for their metal costs. Which means front players don't need to pay the metal and energy cost of building a t2 lab they just pay the unit cost.
AoE4 strikes a nice balance between old AoE and more modern games if you ask me. You can even play it with a controller if you want.
If anything, I think RTS need to go back to its roots. I’m not a huge RTS fan, and I’m not particularly nostalgic about the genre, but I have played a few games. My favorite? AoE2! It’s just a damn good game.
Sc2 WoL is one if my favourite games, and no RTS has come close to it in my eyes
They are evolving. Just look at battle aces
That's what it was called, I tried to remember the game from a couple of months ago, when a bunch of big RTS streamers were suddenly all playing it for a few days. I've never seen a game that got boring so fast.
Typical micro-only focus with basebuilding and economy completely automated and a extremly limited pre-selected tech tree.
It was fun to play. Early Access / beta access ended which is why everyone stopped playing it.
Looking forward to release
It's people that need to evolve, not games