Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The downfall of this game was them tripling down on "B-but proplay!" I'm sorry but i don't care AT ALL about waht Proplayers want when the game state is like this and continues to be like this cause said Proplayers are feeding bad information to the developer.
To me it seems like the Dev is in an echo chamber with these bad actors and self sabotaging, Nobody wants 3v3 2v2 1v1 ETC . . We wanted Custom Games, More Co-op Content, Better Co-op Heros, An actual campaign . . I paid full price for Campaign and am very disappointed at the quality of the paid content.
They've had lots of feedback and 90% of it seems to have been ignored, This game had A LOT of potential. It still DOES have a lot, Unfortunately one cannot force someone to listen if they do not want to listen.
If it survives long enough it has a high chance to make a comeback, But not if they keep quadrupling down on these choices.
They were right to get rid of Tims, but for the wrong reasons.
There was third Blizzard. A long time ago. They made The Lost Vikings, Rock-'n'-roll Racing, Diablo 2, WC 1-3 and SC 1-2. But they disbanded for some reason. No idea why.
JoeyRay may write an insiders POV book about it some day.
Blizzard produced good games, countless good times, many good content creators, inspired millions. They are not what they represented and made the world their fans anymore... others are carrying the torch, in exile. :O
They even inspired this dude to make 3d printed rockets... named their rockets Terran One.. their machines pylons... stargates. He talks about this @14:15.
https://www.youtube.com/watch?v=kz165f1g8-E
Edit: And now think about D4's trajectory. The game launched to massive hype and amazing reviews but was in fact pretty ♥♥♥♥ and riddled with overpriced microtransactions. Then they said it's early live service give it time! Plenty of excuses and developer interviews talking about how amazing the changes were gonna be. Then they hyped up the expansion, finally D4 was becoming the game it was meant to be, and it launched once again, to great reviews, but the game turned out even ♥♥♥♥♥♥♥♥ than before and had even worse microtransactions... do you see a pattern here? lol
Blizzard games used to make you wonder, transport you to new worlds, make you think and see things in different ways, they were experiences that enriched your life(admittedly, not just blizzard games, but many of the best pc games really...) nowadays they are just designed to nostalgia bait you and make you as addicted as possible and extract as much value out of you, game quality be damned(again, perhaps reflective of the modern industry as a whole).
Then of course PoE2 launched and showed Blizzard how it's done... and I am not even a PoE fan... smh.
If they put them on Starcraft 3 and Warcraft 4 it could have turned out better but other than some rumours about starcraft 3 blizzard is wasting those strategy IPs.
He thinks starcraft 3 will be made under MS.
https://www.reddit.com/r/starcraft/comments/1g4e4nk/joeyray_hall_an_old_blizzard_employee_answers_a/
I wonder if anyone asked him about stormgate haha.
Now for Stormgate... Yes it has potential and there is a lot of Starcraft that can be found in it. From some of the co-op missions to even the story line when they go drilling and find the stone carved relief that look like the one in Legacy of the Void story cinematic. I will play it and hope they make changes such as those offered above about expanding the co-op and really fleshing out the story/campaign. There is a lot of work still to be done and I just hope that they truly work on it.
That is my two cents on this matter and will leave it at that.
Procedurally Generated Maps
Introducing procedurally generated maps would revolutionize the scouting, making it more dynamic and engaging. This approach would also vastly increase replayability, as each match would present unique challenges and opportunities. Players enjoy adapting to fresh conditions rather than memorizing static, handcrafted maps. Age of Empires 2 serves as a perfect example: its map diversity, ranging from Arabia to Nomad or Gold Rush to Black Forest or Team Islands to Arena, requires entirely different strategies and skills, keeping gameplay fresh and exciting across thousand of matches.
Evolving Economy and Resources
A more diverse economy system could further enrich gameplay. Imagine resources with distinct mechanics: one tied to fixed points on the map, like gold or minerals, and another that players can harvest or generate anywhere, turning the entire map into potential strategic hotspots. Such a design would shift the focus dynamically during matches, ensuring that battles and critical moments happen in varying locations. Art-wise, resources should also stand out visually, adding aesthetic appeal and aiding gameplay readability. This diversity would make every match unique and create opportunities for more complex strategies, enhancing both player experience and spectator enjoyment.
Buildable Walls for Strategy and Comebacks
Walls are essential for creating strategic depth in RTS games. Cheap, high-HP walls allow for defensive maneuvers, buying time, and enabling dramatic comebacks—especially in team games, where protecting allies becomes vital. Walls also influence the flow of battles, shaping chokepoints and forcing creative unit compositions. The destruction of walls can spark tense, exciting moments across the map, keeping viewers and players alike engaged. Without such a tool, gameplay risks losing variability and tactical nuance.
Aiming Beyond SC2: Learning from Age of Empires 2
Stormgate aspires to be a next-generation RTS, but to surpass Starcraft 2’s appeal, it must broaden its scope. While SC2 excels in fast-paced 1v1 matches, Age of Empires 2 boasts the highest active player base in RTS history due to its unmatched gameplay diversity and robust multiplayer modes (1v1 through 4v4). Even if one personally prefers SC2, the numbers don’t lie: Age of Empires 2 has found a formula that resonates with a wider audience. Stormgate can benefit from adopting and improving upon these mechanics without losing its identity. Procedural maps, diverse resources, and walls would not make Stormgate a clone of Age of Empires, but rather a richer game that combines the best elements of various RTS titles.
Embracing Innovation
The success of RTS games lies in openness to innovation. Just as Stormgate borrows successful elements like early scouting from Age of Empires and player abilities from C&C Generals and AOM, it should embrace new features that foster replayability, strategic variety, and accessibility. Procedural maps, walls, and an evolved economy are not constraints—they are opportunities to craft an RTS that stands out in the modern gaming landscape. By combining the best ideas from across the genre, Stormgate can deliver the diversity, excitement, and depth that players crave.
To limit its scope would be to limit its audience, ensuring it remains a niche game rather than a genre-defining masterpiece. A broader, more adaptable vision will unlock Stormgate’s true potential.
Listen to the nay-sayers who like Starcraft 2 will not improve Stormgate much. They want a game like Starcraft 2 and how successful this was and is we can see. It has less active players than SC 1 and Age of Empires 2. So they have to think about if they want to build a game for a niche or they really want to build the best next gen rts possible.
There are still plenty of things that differentiate Stormgate from Age of Empires. Not only the futuristic setting but also the look and feel of the units, the better technical execution, and the improved unit responsiveness make the game still feel like a Blizzard RTS. By the way, Age of Empires, like Warcraft 3, features units with higher HP, which is one reason Age of Empires has a larger player base as Starcraft 2 and why Starcraft 2 is beyond its potential. Even the developers of Stormgate knows that and that is the reason why they increase the life of all units and structures compared to Starcraft 2. But here the good parts of Age of Empires doesn't stop. There is more like the benefits of procedural generated maps, walls and a bit more different economy. There are also good things for the economy in other games like C&C. The concept of power plants that work a bit like Pylons have a big potential to create interesting mechanics and decisions during one match. Don't just think about the mechanics in other games one by one, but also be creative. Change something in a new direction to the things you take from other games.
To be successful, a game needs casual players, not just professional ones. The pros will come on their own if the game is successful with the broader audience—if players not only enjoy playing it themselves but also watching others play. Seeing the same revealed maps repeatedly, already knowing how they will be played (as is typical in Blizzard RTS games), becomes very boring for viewers. It lacks the variety and surprises that make for exciting spectator experiences.
Everyone opposed to these changes should carefully consider their effects: fewer players, longer queue times in ranked matches, fewer tournaments, less support, and ultimately a less developed game. Is that what you really want? Then continue to be endlessly enthusiastic about Blizzard RTS games and ignore everything other RTS games have to offer.
You can dislike Age of Empires, but you can't dislike walls or procedural-generated maps, because they offer to much for the exciting gameplay and the replayability and from which game these ideas come doesn't matter. There are lot of other games with procedural generated maps and buildable walls.