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The problem lies with the fact that the more sucessful rts' released the less time the nich community of rts players can give to a new game, particularliy one that hasnt had bugs ironed out.
They lack personality and uniqueness and a RTS with factions only lives when they are interesting, not only to play mechanical-wise (which they achieved in my eyes), but also in their personality.
When i choose a faction in an RTS, i choose it because of said personality, maybe because i identify with it or want to roleplay with it.
When i pick Zerg, then i want to overrun, swarm and spread like a desease. And the faction has that personality as has every single unit a personality that i remember, it sticks.
But when i pick lets say Humans in Grey Goo, i just see drones that look the same. Neither will i remember what unit did what, nor its name, or ofcourse its personality.
They all feel like placeholdes.
Playing interesting factions in an RTS is what primarily keeps me returning to the RTS and sticking to it. I dont play Starcraft 1 or 2 because i really dig micromanaging and using unit abilities, i play it frequently because i dig the factions and their unit designs.
I play Warcraft for the same reasons (and its high quality in sounddesign and music ofcourse).
But Grey Goo feels too blant and generic in that regard.
If they put a lot more work into shaping solid factions, with an agenda, a motivation, a personality, then i will remember that faction and play it.
Without, i just wont.
A game like that can only carry so far, but at one point it has to provide enough personality to have people stick with it. Grey Goo was just not enough. Great looking, well playing, but blant.