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No comment about its multiplayer yet right now.
This 'lack of innovation' is a double edged sword, and it's not like modern RTS players know what they want from the genre at this point anyway.
Some like you want innovation, but don't say how and in what aspect. And even if some devs do do it, you won't support it.
Some want a game just like the ones they played way back one. And if a game is even slightly changed from that to try and make it it's own thing (with some inspiration), then it's not good enough for them.
Moral of all this is to not make dumb judgements before the game is even out.
If you actually care, then either buy it, or play it long enough to then refund it and write good feedback. Otherwise this cycle with continue until the genre is dead and everyone who played it in the 'good ol days' is dead too.
You'll probably enjoy yourself more you let go of that mindset. 11 mission campaign isn't that bad and 9 multiplayer maps for online and skirmish is a start.
This is most likely because it's not only their first base building RTS but also because they need to see how well it does first before they put more effort in via additional maps, units and what not. Perhaps we will also get a map editor with some modding support for the game in the future as well.
Real-Time Strategy - Top Sellers :
https://store.steampowered.com/category/strategy_real_time/?flavor=contenthub_topsellers
The price is going to remain the same price for the Deluxe Edition even post 1.0 release. You are paying for the Digital Artbook and 40+ track soundtrack. The preorder bonuses are just additions that are only for a limited time.
This game is history in the making. This is the rebirth of RTS. If you want to miss out, more power to you, but the rest of us are going to experience and witness the best moment that's happened in gaming history since C&C and Starcraft.
I like how people are saying "It's top #", and how it's not even released yet. With that Logic, "No Man's Sky" should have been a giant success when it released, the only difference is, they kept working on the game, and adding free update, after update to make, and continue working on their game.
Just because something is a "top seller" doesn't mean nothing. It just means they got people's money for now, until the refunds start piling in.
Again, like I said, hope the game does well, I just really have doubts about nostalgia amassing thousands of players, and keeping them.
But meh, take it with a grain of salt.
Unless it's tied to a bundle like C&C4.
11 for each faction is pretty good and in this day and age expect DLC
People liked simple strategy games that where fun. instead of the micro cluster ... games that followed.
Less e sport, more fun.
I know that "innovation" is still a pretty big buzzword for gamers and those that talk about games on Youtube but it only really tells a small fraction of the story.
Here is the thing. Some games are going to be innovative. Some games have the creative space to make big innovative swings and in some cases, those swings land perfectly and that game becomes an instant classic. Like any other art/entertainment media, this isn't going to happen with everything and nor should it.
Let's think about it in another context. When we look at the history of mainstream music (music that managed to insert itself into mainstream culture in one form or another), there are quite a few artists/bands that managed to bring something truly "innovative" to the table. These were the kind of artists that either established whole new genres/sub-genres or completely rewrote the rules of an established one. Bands like The Beatles, Pink Floyd, The Beach Boys, and later Black Sabbath, Metallica, and even Korn (and obviously many more across the decades) managed to truly break from the norm and do something that people hadn't really heard before (at least not in any mainstream, accessible context).
The same can be said of individual artists like Frank Zappa, Jimi Hendrix, Robert Fripp, and the like. They challenged the status quo and truly innovated.
There is one thing that all of these share in common. They were not just trying to "innovate". They were doing what their creativity demanded of them. They were simply following their individual artistic processes and it happened to produce work that we consider innovative. They didn't try to be innovative. They didn't sit there and go "I can't do that because someone else already did." The innovative aspects came forward organically.
On the other side of the equation you have "iteration". For every one innovative artist, you have hundreds (or even thousands) that are deeply inspired and go on to learn those songs, learn the process behind them, and iterate on it with their own creative spin. This isn't as flashy and it doesn't make for good hyperbole in a discussion but it is how art and entertainment media works. It is how genres find their audiences and how those genres maintain their distinct identity even when iterated on several hundred or thousand times.
Tempest Rising isn't trying to be innovative because that isn't really required. It is iterating on what older RTS's set up and bringing those ideas into a more modern context. I can't speak for how successful they will be in this endeavor but if it doesn't work, it isn't because it "wasn't innovative enough". A good chunk of the playerbase for a game like this isn't even looking for "innovation" anyway.