![]() ![]() During this meeting, much of it is still locked behind a non-disclosure agreement, they discussed two things they really wanted people to know right away: ![]() A few months ago they copied an idea they learned when they hired a batch of former Westwood/EA employees, to have a gathering of professional players and community members to discuss the state of the game, preview new features and ask for feedback. ![]() Rather I bring this up because Blizzard knows it’s among the last of the old guard. Now this isn’t predicting Blizzard’s fall, they are obviously fine since they have multiple pillars to stand on, and their RTS sales remain the top in the industry with Starcraft 2’s two parts both ranking among the best selling real time strategy games ever. Now we have other companies doing a great job, Relic immediately comes to mind, but of those from around the beginning, it’s a dying group. Westwood is also gone with it’s parts scattered among EA, Blizzard and Petroglyph. ![]() Ensemble is now broken up with it’s developers spread among other companies. Of the great founding real time strategy companies Blizzard is really the only remaining giant. I do first want to talk about the foundation of my ideas, so I hope you’ll indulge me here. Today I want to expand on this list a bit. – User interaction: “This enables the player, once the they learn the system, to very quickly and with very little finger travel time, to navigate through complex menus to choose commands, abilities, research, or structures for construction, as the menu is global and contextual.” – Skins, customizations and loadouts: “I believe firmly that their adoption is part and parcel of the evolution of the real time strategy genre, and are necessary for it to remain competitive with games of other genres.” And some of these things are long overdue for widespread adoption.” I expect systems like this (especially Steam Workshop integration) to become standard for mainline RTS games as they seek to broaden their audiences and become stickier to players. – Workshops: “Bottom line, the games that utilize all-in-one launchers and custom map delivery services benefit from them, and have since at least 2004. He lists three things that he feels will be key in the growth and survivability of the RTS genre. Wayward recently republished a great article on what future real time strategy games have to do to help themselves succeed. ![]()
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