According to Dave Pottinger, the RTS genre peaked in the 1990s and 2000s with iconic titles such as StarCraft, Command & Conquer et Age of Empiresbut got bogged down in the endless recycling of his own findings. Game mechanics, once revolutionary, now seem static, and attempts at innovation are often greeted with skepticism by a community attached to the traditions of the genre. Pottinger points out that this resistance to change has slowed the evolution of the genre. He mentions in particular the example ofAge of Empires III where innovations, like formation-based combat, were removed for fear of displeasing fans of the series.
Several factors explain this difficulty in innovating. The development of RTS games requires considerable resources (human and monetary), and publishers are reluctant to take financial risks by modifying proven formulas. Additionally, the genre's inherent complexity, combined with an often steep learning curve, can discourage new players, thereby limiting the expansion of the user base. Furthermore, increased competition from other genres, such as competitive FPS and battle royale games, has diverted public attention. These games offer more immediate gratification, contrasting with the strategic and thoughtful nature of RTS, where satisfaction only comes after long hours of personal investment.
The RTS would therefore be going through a pivotal period, swinging like a pendulum between a paralyzing nostalgia and the imperative need to reinvent itself. Let's not be fooled, Dave Pottinger's observation also resonates with his own need for publicity for his own RTS, the Project Citadel cited above. This will be launched in early access during 2025.
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