And over 2000 year, maybe even before, there was a game named Warhammer Dark Omen, pure strategy, only fighting, so friggin hard to beat (for me). In every mission enemy have higher numbers. Fighting system very nice, like...charge from behind give us big bonus and enemy morale go down, and then they flee in fear. Also Warhammer story line is included, very climatic storys talked before every battle, lorebooks in menu. Awesome stuff. Is someone want nice strategy then i recomend
Climat, music, races, undead blight, magic. All in one!
I started play RTS when i saw this game. It was my first, then KaM. After all these years i totaly forgot about this title...shame on me.
http://forum.dark-omen.org/tournaments-b32.0/
There was a serie of monthly Dark Omen tournaments from 2008 to 2012. The peak multiplayer activity was in 2009, after that there were gradually less participants, and most of the newcomers didn't have good tactical level.
Watch some of my uploaded battles
:
https://www.youtube.com/results?search_ ... t+jeronimo
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Respect Main topic: Why doesn't people play RTS games?
I love this question. It has made me think 1 hour about multiple factors.
If you analyze it deeply, it's like thinking in a long-term strategy "reality" (not "game").
What are the steps or mechanics that make a game become popular nowadays?
I think is very very hard to do it genuinely, because you can program an excellent videogame (system/balance/playability), BUT if you don't take advantage of your peak popularity... if you miss your best moment... you won't comeback (R.I.P. title).
Does anyone know the game Sacrifice? The game was a blast in year 2000, innovative, amazing, even won "game of the year", but failed commercially due a poor strategy in marketing (advertisement/publicity).
So, you must focus in "real market strategy", specially when you have the advantage of good critics.
Now that is NOT enough tough... Keep global interest of human players by organizing "money tournaments".
If your game becomes "competitively popular" (thousands of videos from addicted players on social networks/gaming platforms), it will bring commercial attention towards your game (clothes, CD, comic, etc)... and awake interest from usually careless/casual players (who give a damn the game genre, as long as it is "popular").
Nowadays it's preety naive to believe that "players will bring players" (in a small percentage yes, but never exponentially).
Massive media, $$$$ tournaments, commercial agreements, continuous game renovation (DLC's announcements).
You need an economical mind to see your game triumphing in the worldwide.
Invert money to get money and public approval in return. Expand like a virus and don't let your name stop replicating.