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Rory McGuire, chief creative officer at Blackbird Entertainment, which is currently developing the much anticipated Homeworld 3, notes that a ton of RTS players are satisfied with a story campaign and a handful of skirmishes against the AI. It also isn't clear how much of a market those cosmetic flourishes would find in the first place. There's definitely considerations that you need to factor in.”
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Do you skin them all? That's a lot of work that's a lot of development time. “If you're selling skins in an RTS, there's 15 to 20 units per faction. “Those problems crop up when people take business models and plaster them onto a game without adapting for the difference in the genres,” continues Campbell. League of Legends has 156 different champions, but it would be almost sacrilege to disrupt the Zerg/Protoss/Terran holy trinity. It is awkward to retrofit all of those micro-transactional tendrils to a genre that never needed them in the first place. RTS games, on the other hand, were not crafted with that goal in mind. League of Legends turned Riot Games into a monolith because the studio could roll out a brand-new champion on a strict seasonal schedule, and Hearthstone keeps the ball rolling with randomized card packs that are sold for three bucks a pop. It's capped at three factions and is bereft of "hero" units or paint-splattered AK-47s.
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StarCraft II is a dinosaur compared to the titles that burn up the Twitch charts every day. One of the factors that relegated the RTS to the "game B" tier is how ill-prepared the format was for modern monetization sensibilities. But their decisions are opening up opportunities for us.” They're making smart decisions from their perspective. Those decisionmakers “don't have the same passions connecting them to the genre that we have. "A company can fund game A or game B, and they believe that game A, right or wrong, is going to make a lot more money," adds Tim Campbell, also a Blizzard veteran. In 2021, the investor class has no time for moderate success, even if that mindset is actively making the world around us more staid and boring by the day. A great RTS might make a lot of money, but not quite as much as, say, a loot-shooter. All of this is emblematic of a greater rot summoned up by the single-minded pursuit of monopolized gains. But outside of that ecosystem, in a realm where it's OK to generate a solid, steady profit rather than dominate the planet, real-time strategy has a chance to thrive. The subtext in his words are clear: Morten and Campbell couldn't get a new project off the ground within the confines of an avaricious Activision boardroom. He, along with his colleague Tim Campbell, founded the startup Frost Giant Studios, which is producing-you guessed it-an RTS. Morten was one of many high-profile departures that has dogged Blizzard over the past few years. Remember Ubisoft's EndWar? Or EA's Command & Conquer? Or, hell, Nintendo's Pikmin? No distribution portfolio was complete without a flagship RTS the shareholders demanded that we click and drag boxes over smatterings of idle riflemen. Blizzard proved it was possible to build a dominion out of tight, well-balanced RTS titles, and the rest of the power brokers in the industry raced to catch up. This is what life was like in the mid-2000s.
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I mean, has there ever been a better movie tie-in than The Battle for Middle-Earth? Or Empire at War? RTS games were even major players in the licensing ecosystem. I remember being in awe of Supreme Commander, and the mountains of RAM necessary to render its buzzing, quicksilver spaceships. Gamers benchmarked the latest graphics cards by how well they could process the swarming units onscreen. It was the trump card they held over the console contingency-seriously, what's the point of buying an Xbox if it can't play Homeworld, Dawn of War, or Company of Heroes?
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PC grognards used to orient their entire hype indexes around the latest Relic release. The game's first sequel, StarCraft II: Wings of Liberty, sold over 3 million copies in its first month on the market. StarCraft emerged out of the '90s as the world's most prestigious esport.
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There was a time, not long ago, when real-time strategy (RTS) games ruled the world.