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As someone who's spent countless hours immersed in the BattleTech universe, from dice-rolling tabletop campaigns to PC games spanning turn-based tactics and first-person MechWarrior titles, this franchise holds a special place in my heart. I’ve watched it grow and adapt over the decades, but, like you, I find myself wondering what the future holds for this IP—and for fans like me who appreciate its deep, tactical roots.
I’ll admit, my bias leans heavily toward turn-based strategy games. Harebrained Schemes' BattleTech (2018) was a real winner for me, capturing the tactical depth (and even some storytelling) of the tabletop game that I've been playing since the Reagan administration, while modernizing it for a digital audience. That game’s Kickstarter success gave me hope that there’s a strong market for turn-based strategy in the BattleTech universe, even if it's not the flashiest genre. I’m not sure if that success was an anomaly or a proof of concept, but I hope future developers take note of what it achieved.
That said, I also enjoy the MechWarrior games for what they are: action-packed first-person-shooter experiences that let you step into the cockpit and feel the raw power of piloting a 'Mech. MW5: Mercenaries and MW5: Clans shows just how much potential this side of the franchise still has. But as much fun as it is to stomp around in a Madcat, I can’t help but feel that first-person combat isn’t what BattleTech is really about. The franchise has always been, at its core, a story of tactics, strategy, and the complex interplay of factions and characters in a sprawling, war-torn galaxy. I think there is plenty of compelling content still to be mined in the BT universe. Even if you don't know who Natasha Kerensky, Jaime Wolf, Morgan Kell, Grayson Carlyle, Victor Davion, Kai Allard-Liao, and Phelan Kell are, their stories could be compelling springboards for future games in the franchise, or at least some DLC in the current games. Fighting with (or against!) one of them would guarantee my purchase… :)
I can’t help but speculate (and worry) about where BattleTech might go. The popularity of online PvP shooters makes it easy to imagine a future where the BattleTech IP pivots toward fast-paced, competitive multiplayer experiences. While I understand the financial appeal of catering to that market, I’d hate to see BattleTech reduced to just another online shoot-em-up for the Call of Duty crowd. The BattleTech universe is, frankly, above that, and its best games (both tabletop and digital) have always offered more than just flashy explosions and twitch reflexes.
What I think fans like me hope for—is a future where BattleTech continues to embrace its versatility. There’s room for the high-octane MechWarrior games and the thoughtful, turn-based tactics of HBS’s BattleTech. I hope future developers recognize the distinct markets this franchise can address and resist the temptation to chase only the most lucrative trends.
BattleTech’s heart and soul lie in its depth, complexity, and the stories it allows us to tell. Let’s hope its future doesn’t lose sight of that.
as far as I've heard if they lose the license it doesn't mean they have to close down MWO or any other mechwarrior game but they'd have to stop adding new content and would basically have to put the game in maintenance mode. I do not know the technicalities of their agreement that make it work like this but that is what I have heard from interviews.
If it started time right around when this one ends, around the 3040s, giving you time to build up for a decade before the clan invasion, would be perfect.
https://www.sarna.net/news/mechwarrior-onlines-renaissance-is-all-thanks-to-the-developers-putting-players-in-charge/
"MechWarrior Online is a textbook example of what happens to an online service game when it expands faster than its developers can keep up. You can hardly blame PGI for wanting to monetize MWO as best they could, but the way they decided to do that was to keep throwing more and more ‘Mechs and weapons into the game until it became too overwhelming for their dev team to keep up with both balancing the game and also creating the next big thing.
Those big things often became sweeping changes to MechWarrior Online‘s mechanics that nobody really asked for. Perhaps the best example of this is MechWarrior Online‘s absolutely byzantine skill tree--resoundingly panned for being both overly complicated and ludicrously expensive at launch, and that opinion hasn’t changed much in the years since.
Throw on engine desync, overly quirked Hero ‘Mechs, pay-to-win airstrikes and artillery strikes, and the still-infamous golden ‘Mech cash grab, and at times it seemed almost like PGI was deliberately trying to alienate MechWarrior Online‘s audience.
It certainly alienated me. Until recently, I hadn’t even touched the game since sometime back in 2017. And although we don’t have a complete report on MechWarrior Online’s total player count, we can assume based on the game’s Steamcharts performance that it also alienated plenty of other players over the years.
By early 2020, MechWarrior Online had reached its lowest point. With few players still left actually playing the game, it made far more financial sense for PGI to focus on creating MechWarrior 5 than it did to waste resources in a game that nobody was playing. Although the servers remained online, few players meant extra-long wait times for MechWarrior Online’s matches to start, and so PGI declared official updates for the game would end in January of 2020.
At that point, the writing was on the wall. MechWarrior Online was on life support, and it seemed only a matter of time before it became more profitable to turn the MWO servers off rather than keep them online."