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#rts#starcraft#game#blizzard#games#years#more#still#play#https

Discussion (95 Comments)Read Original on HackerNews
RTS is not a very popular genre all things considered, and the ARTS/MOBA variants are dominated by DOTA and League of Legends.
You also can’t play RTS games on consoles.
A lot of fans of StarCraft still wish they saw StarCraft: Ghost see the light of day. Arguably the franchise is very much underdeveloped. The IP and story would work well for many game genres that haven’t been explored.
If StarCraft 3 comes out it would only be popular in South Korea and possibly not all that popular at all even there.
Given that StarCraft 2 still hasn't fully displaced BroodWar, I shudder to think of the uphill battle a StarCraft 3 would face.
Really, in this era of live service games, it would make more sense to release a client refresh (multithreading + anniversary graphics) for SC2, and an expansion pack of new campaigns...
You can, see StarCraft 64.
Pikmin.
> You also can’t play RTS games on consoles.
You certainly can. See Halo Wars.
It was commercially successful but not in a mainstream mass audience kind of way.
Yes, it proved that RTS can be done on a controller (arguably, StarCraft 64 kind of sort of proved that, too), but if you’ve ever played StarCraft 2 I think you’d agree that particular style of RTS is really not possible without a keyboard and mouse. The game is almost entirely revolving around maximizing your actions per minute.
I also think the RTS genre is very much less popular today and then it was at that time.
Nailed it. People want patched versions of the same RTS. AoE4 came out a few years ago as an IMO fantastic RTS which smoothed over many of the idiosyncrasies of AoE2. From a multiplayer perspective, it was doomed from the start, for not being AoE2. I couldn't even convince my friends to play it with me. (Everyone is still playing AoE2, and expansions + patches are still regular)
If you’re trying to launch a cool new shooter, why use SC IP?
That said, whether the game itself will be good is still TBD.
Halo was originally conceived as an RTS, then turned out to be a successful FPS. Then they made a fairly successful RTS too.
Everything Blizzard does is met with such absurd hostility. Gamers pay $60 for 100+ hours of entertainment and still feel like they’re getting screwed at every turn.
They may be alienating the core audience that made them who they are, but I don't think they're disconnected from their customer base, which has changed. RTSes are not popular and they are not platform-agnostic like an FPS is.
If you don't believe me, read some books and articles -- this has been well analyzed and discussed.
Sorry but you are the one disconnected from the reality of today's gaming market.
https://www.youtube.com/watch?v=HIpLl2W2chg
I'm still amazed that Blizzard dropped the ball on recreating the same environment that enables dynamic play, instead it's always a formation of rock paper scissors with very little nuance in between.
The balance team had no idea of the game they wanted StarCraft 2 to be. By the time it all settled down the community went back to SC:BW.
I'm positive there was some combination of SC2 patches that was amazing, if only the patch/balance team stuck with it. I don't know which set of patches that was though.
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I have ranted before about deathballs. Beginners want deathballs but advanced players want something deeper than a deathballs.
For all of their faults, SC:BW and AoE2 are anti-deathball. SC:BW is somewhat "accidentally" anti-deathball because of map bumping and poor patching.
AoE2 has incredible siege and defensive emplacements (castles and bombard cannons and siege onagers) that counter deathballs, above and beyond SC2 anti-deathball options.
The AoE2 deathballs unit, the Crossbowman (line) needs like 30+ units before it really starts to feel oppressive, and universally everyone has rams and mangonels to kinda deal with them (or Skirmishers).
I can’t tell if this is too late a move though or if there will be a void and a desire still by the time this releases.
Is there any other studio working on releasing a similar game already since it was obvious Destinys life was short lived for a while with Bungies focus on Marathon?
You think you do, but you don't.
Don't get me wrong, I'm excited for a StarCraft shooter despite it not being StarCraft at all (I enjoy the universe). I wanted StarCraft: Ghost back in the day, and this feels like a taste of that dream.
That said, targeting a release of 2030 is wild to me. Look at the Astra game dev hype that's hitting twitter right now. Yes it's all filtered to the best possible examples / yes people are not one shotting these things, but still it's very clear that LLMs are beginning to be very capable at game dev in a way that doesn't look/feel like ass.
LLMs are going to become more capable over time. I think most of us can agree that eventually they'll be competitive with AAA developers given enough GPU cycles. I would argue that given rate of improvement, we're looking at that point coming in the next year or two.
To emphasize this point, a year ago GPT-5 got released. This was the type of game it would make: https://youtu.be/yTHo7tMborY?t=324
This is the type of game Astra is making: https://youtu.be/GuO_Eo34C8E?t=348
It's just starting to be capable of making assets in blender / unreal. Given this rate of advancement, what is the state going to be like 4 years from now? It really feels a bit like the "travelling to distant stars" problem, where at some point it's faster to wait for better engines than to leave now. I worry that by the time this gets released, the market is going to be flooded with fully custom AAA games that are hyperniche. 4 years out is a long, long time to wait, and it's a longer time to bet on success / market dynamics.
I am getting more and more pessimistic about these studios and their AAA works. Every game is now a gamble with multi year effort with hundreds if not thousands of staff behind it. If a game doesn't sell, and that happens more than once, layoffs are coming. And for Blizzard specifically, it'd better be an online game that's going to be a multi billion dollar cash cow they can keep milking for years. If not, they would not work on the game in the first place.
Of course they have released many great games, but as the history has proven, you can't just keep coming up with new games that are original, fun if not addictive and also make money, especially with the fierce competition today.
Which makes me think I should spend more money/time on indie games than the action/adventure game from big studios that are increasingly repetitive and boring. We need more, smaller studios to give us something new.
Why even bother to announce this now? I only see downsides in mentioning something that far out.
[0] https://en.wikipedia.org/wiki/StarCraft
It's finally cementing Classic as a format with its own set of disciplines, and I believe it'll draw a lot of players back from Turtle, Ascension, etc. which have seen interest in recent years.
I'd love to see Blizzard work with the community projects [0][1][2] that underpin most private servers to release first-party (or "blessed by Blizzard" third-party) engine tooling (the way they used to with games like StarCraft and Warcraft) for WoW as a whole.
Doing that would be a lot easier than continuing this cycle of having to revamp things every few years to keep pace with what their arch enemy (the private server community) is doing.
Some players would argue that private servers are where the most interesting ideas for the WoW franchise are coming from, and that Blizzard haven't made experiences that are compelling enough to justify paying their subscription to play on official servers for a long time. WoW Forever is probably changing that for a lot of people, obviously, but for how long?
Consider, also, solo creators [3] who want to work on passion projects (with no intent to hurt Blizzard's bottom line by running a public server and "stealing" their players with their own intellectual property.) Why should they have no support whatsoever from Blizzard to create new games/experiences within WoW?
It's worth remembering that entirely new genres of games emerged from the communities of earlier Blizzard titles, like tower defences and MOBAs. And they turned out to be famously missed opportunities for Blizzard. Why haven't they learned this lesson yet?
0: https://github.com/mangos
1: https://github.com/TrinityCore
2: https://github.com/azerothcore
3: https://www.youtube.com/@Yafrovon
It just makes me sad that every decision nowadays is driven by profit and there is just very little courage left to do something else.
For me, two things:
1) Going to Diablo 5 without even having Diablo in Diablo 4 is strange. I don't know the reasoning behind this. I'm assuming the recent acquisition by Microsoft made them have to put out a set of new trailers and this was one of them. Anything to please the shareholders to prevent themselves from getting canned. I don't know for sure, just a hypothesis.
2) Starcraft's trailer, to me, was WH40K in almost every way. It was uncannily not Starcraft. This is partly because, while Blizzard basically killed Starcraft from inside, Warhammer grew massively and now has a presence across many game genres (and table top of course). In a lot of cases, franchises such as Dawn of War, Space Marine, and so on and so forth. WH40K took the gamers "back" from SC, in a sense, since Starcraft and Warcraft cribbed too much from WH early on anyway. Nowadays a new genre could be invented and Warhammer would have some random developer able to license their IP and build a game around it, and it would have a fan base from day one. As an IP, Warhammer fucks.
It is very strange to see Starcraft lean into a competitor like this rather than stand on their own with the character and narrative development they have established. The trailer was very off-putting in its tone and somewhat uninteresting. At the very least WH40K has a grimdark vibe with its whole "there is only war" attitude. Starcraft never had that as part of its cachet.
Compared to SC2's "Hell it's about time" which ties nicely into the campaign that actually makes sense, this trailer leaves a lot to be desired.
StarCraft now also has its own figurine tabletop game. No idea what it's worth though: https://starcraft-tmg.com/
2030 though... isn't that like 8 years away?
"From Glory To Goo" is a small indie RTS+tower defense+base building+automation which has great value for its price. WARNO is pretty great nowadays, if you're into "modern" military RTS, online community is a bit up their own ass sometimes though, but what online community isn't, better with friends! Beyond All Reason is also great and entirely free and open source, and runs great even for really huge maps and games, totally worth a try if you've never played it and like RTS.
> Anything worthwhile on mobile?
Never heard of anyone playing RTS games on mobile :P Sorry
Doesn't it look like a copy of Factorio? Is the game play different?
But really, aren't there enough first person shooters? But a huge lack of RTS's. Lets have a new Star Craft Real Time Strategy game.
Maybe if the First Person Shooter works out, they will spend the money on an RTS.
> At the very least, what we are building right now is not a seasonal game.
20-25 years ago I’d be certain Blizzard has some aces up their sleeves. Today not so much. They probably do this to respond to pressure from corporate overlords.