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I think the main problem here is that many people expect a game Grey Goo doesn't want to be. Grey Goo is clearly marked and designed as an old school RTS, having their pros and cons. And the game and designers did this job very well. There are some points which could have been better but overall the game is just what it wants to be.
But imho many people here have different expectations, thinking Grey Goo is some groundbreaking new RTS which all the mechanics and gameplay features developed in the last 15 years including hot new stuff. But that's not in the game and it's not intendend to be in the game. So many people think it's flat or bad, because they expect something different.
I'm just replaying StarCraft 1 at the moment and compared to the games I played since SC1 has been released, it's just extremly boring and flat as well. So SC1 wouldn't have any chance today and SC2 is a great improvement of SC1 and the development the RTS genre had, maybe a bit too APM focused.
But I wanted to get this old feeling again from a new game without having to replay the old games over and over again. And this game did it. It was great.
Another problem might be that they made some wrong decisions at release by not having the most important multiplayer features included right from the beginning which pretty much killed most of the e-sports scene off. When it finally came it was too late.
And maybe it would have been a great idea to offer way more mod support, to let people create their own campaigns and funmaps just like SC or WC3 had and even in C&C2 I remember building some early "funmaps" and playing them with friends.
So for the next game, just get all important multiplayer features ready for launch if you want your game to be part of e-sports. And add as much mod support as possible which will be a blessing to it's long life circle.
- No depth
- Community was dead 2 week's post launch
- Performance was bad for alot of people at launch
- Sound bug when exiting game that forces the player to restart his/her machine
- No support for 3v3,4v4 despite having absurdly big map's for 2v2
- No replay at launch
- Unit design is pretty uninspiring aside from the super units
- Base mechanics were a hit or miss
- Lack of map's at launch
- Short campaign
Since launch they've addressed Map's and replay's...Oh and they implemented twitch integration