The Next Major RTS Will Fail. This Is Why.
Video Statistics and Information
Channel: GiantGrantGames
Views: 769,215
Rating: undefined out of 5
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Id: XehNK7UpZsc
Channel Id: undefined
Length: 25min 9sec (1509 seconds)
Published: Sun Mar 20 2022
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Great video! Though it's hard for me not to like it when it validates my love of this game. Thanks, thumbnail!
I think it's hard for me to wrap my head around the idea that the ability to mod an RTS is the most important aspect, because I just don't really touch it, despite the fact that I play Melee, Co-Op and campaign all together. But he's right: these things can't exist without a flexible editor, and for people who enjoy campaign (which is the majority of people who download the game) having extensions are a necessity.
Grant nailed it perfectly in that video.
I got WarCraft 3 when it came out. The campaign was amazing; it introduced me to the mechanics of the game and gave me a decent understanding of how each unit and hero worked. I was eager to try ladder but soon realized the competitive scene just wasn't for me. The thing is, I -loved- to watch competitive games. I would wake up, grab a cup of coffee, and pop over to W3champions and look for a good replay to watch while I enjoyed my coffee. Now days that's replaced with watching the games live on twitch or watching live esports broadcasts, which I still very much enjoy.
The reason I didn't lose interest in WarCraft 3 wasn't the competitive esports scene either, it was exactly as Grant said, the custom games. I didn't play ladder, but it was awesome to hop into a tower defense or an early DotA game with my buddies, or find a new custom campaign that was released. That was what kept me interested in WarCraft 3 and interested in watching the competitive scene.
The competitive scene is important in a game, but it needs viewers to be successful. Just like Grant said, you hook those viewers with the campaign and then keep them interested with the custom community content and they'll love watching competitive games. That's why WarCraft 3 was such an iconic part of my young years and it's exactly what's missing in new RTSs.
edit: a typo
Great video from GGG as always !
Absolutely true. I follow and watch eSports so I would be considered a "hardcore" fan, but I only very casually dabble in ladder. 99% of my play time in sc1, wc3, and sc2 was in custom games or campaign.
I love watching SC2 esports, but I also want to admit that I got hooked up in the RTS genre by playing a lot of custom games in WC3. In SC2, I didn't play as much as I hoped for because I didn't have any friends purchasing this game to play with. I realized that I played an RTS game mostly from the custom game modes.
Player-generated content is what shapes everyone's imagination beyond limits. It really sets everything up with the world setting and the tools provided by the game. Many old RTS games have that, but they are kinda gone now. While esports and multiplayer are great to establish the marketing, the player-generated content for everyone whether it's for the single-player experience or the multiplayer experience, those do matter so much with how RTS gameplay works.
AOE4 is nice and solid and you might hear their fanbases and viewers saying different things. But I believe the player-generated content lasts much longer than what so-called games cater around e-sports and multiplayer solely. Just having a good RTS game alone won't cut it, but a way to let the community enjoy the world it was built upon is the best in my opinion.
Honestly sc2's launch was a miracle the community lasted, battlenet 2.0's ability to interact with others was a ghostland. It's a testament to how well designed the actual game was coinciding with the 2nd launch of Esports through twitch.
Great video, 100% agreed with Grant here. And a reminder that Destiny argued the exact same main point as Grant on this very subreddit.... 9 YEARS AGO. link
The points discussed by the two are why I am a little bit hopeful but still mostly pessimistic about the future FrostGiant game, which seems to be the one that most starcraft fans are hedging their bets on.
FG have taken on the co-op devs from starcraft 2 and have stated (from what I've heard) that the game will release with co-op. Which gives me the impression that they understand to some degree that casual modes like co-op are what caters to the majority of the playerbase, not competitive 1v1/multiplayer.
However, we have been given crumbs and tidbits about some of the starcraft personalities and content creators being consultants to FG. While I don't have a list of all the consultants or anything like that, plus they're all under NDA and therefore can't say much, what I am disappointed by is the fact that a lot of them (can't say most or all since again, I don't know) seem to be current/former pros, casters, and other 1v1/multiplayer-oriented content creators.
This is why I'm pessimistic. I am afraid that they'll get disproportionately more/strong feedback from people who represent and are a part of a minority of the playerbase - a concept that Grant mentions explicitly in this video, by the way. Because let's be real here, out of the current pros, ex-pro/ladder heros, and casters, how many of them honestly care that much about things like campaign, co-op, or custom arcade games? Maybe they played the campaigns when they came out years ago. A lot of them haven't even touched co-op. Maybe a few of them play one or two matches of mutation per week, if that. Maybe a special arcade stream with viewers once in a blue moon.
Obviously my point is not to bash on these guys for not playing a mode that they're not interested in. My point is that I don't want FG to spend so much effort and time on tailoring 1v1, making an extremely robust observer interface and replay system for casting, and brainstorming how to support tournaments that they sacrifice the quality of co-op, campaign, and arcade on release.
Grant makes other minor, but important points in the video, but he and Destiny are, and have been arguing this main point for years. Why shoot yourself in the foot and prevent hundreds of thousands of people from literally creating a huge chunk of your game for you? Don't be like SC2 on release. It was painful.
I don't like how you search for ums games in sc2. I want to see a scrolling list of games people are currently making, I don't want a list of ums maps most people usually play that you then join. It's too hard to get people to join some of the more rare maps. I'll decide which games I want to play I could not care less which games are the most popular.
This goes for regular non ladder games too. I still havent figured out a way to do 2v2v2v2 in sc2. In BW you could create a regular non ladder 8 person game and have everyone ally up in game. In sc2 there seemingly isn't a way to get a game like that going. Some of the most fun I had playing bw was 2v2v2v2 killing fields. Because the map wasn't symmetrical it was interesting.
I’m hopeful for the Frost Giant game. Ryan Schutter and Kevin Dong gave a lot of attention to the SC2 editor in Patch 5.0 as well as some new items in other casual modes. We’ll see.