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Pity. This game had potential before they fragmented the playerbase and made the DLC a whole new game.
I wish I could prove you wrong.
Hmmm. I've never thought of rts as niche, why do you say that?
The whole professional starcraft thing would seem to refute that. FPS is bigger no doubt, and RPG makes more money because of OCD, but I don't see how that makes RTS niche. What am I missing?
Looking at how they funded the game and what happened thereafter makes me think there isn't the numbers of dissenters requisite to make them change their mind (like the Deus Ex devs).
What's the average player count on Titans? PA usually was around 300+
There's normally more than that on Supcom Forged Alliance forever server.
Maybe this offers some small comfort....
http://www.pcgamer.com/ubisoft-postpones-world-in-conflict-server-shutdown-after-outcry/
Sometimes entities act in benevolent ways, and there is always hope that there is hope :)
Strategy games, including RTS hits like starcraft, made up about 4% of the gaming industry's sales in 2014 as an example. That makes the genre the 2nd lowest for revenue opportunities, which is why it's often considered niche.
True but I think that's a function of development tools.
99% of modern games are built using game dev tools and recycled engines.
I suspect at this point it's just 10x easier to develop the kind of games you reference, and that accounts for the numbers.
Low hanging fruit is the most often picked.
I don't consider profitability to be the only metric of relevance.
See my comment above about low hanging fruit.
If I could gather any numbers I want I would look at total hours spent by humanity gaming when not constrained by hardware or social context (like mobile gaming at work or something) and break down those hours by genre and then average them.
I highly doubt RTS gaming accounts for 2% or less of humanity's hours spent gaming.
Still, I accept your argument. Officially I'm happy to stipulate RTS as being niche. /shrugs
I was just curious what the logic was there. Thanks for sharing :)
Functionally strategy games often provide alot more hours of playability then several other genres but to an investor or developer deciding what to produce a player who buys their game and plays for 10hrs is the same as a player whos buys their game and plays 100hrs. Of course there are several other factors to consider and nothings quite as simple as this brief explanation would suffice to cover it all.
As an aside, I'd love to see the information on humanities hours spent gaming in the context you suggest. I'm sure there would be a quite alot to discover and likely a few suprises.