scobie said:
Although they often get called RTSs, what they actually are are grand strategy games that let you fight out the battles in your massive continent-spanning campaign in the form of real-time tactics gameplay.
In other words, RTS.
To keep the peace, let's call it an RTT, real-time-tactics.
Why do you think that no-one else has decided to play follow-the-leader and rob the Creative Assembly of their monopoly?
Because such games tend to have fairly steep learning curves due to a vast gulf of complexity that simply does not exist in the overwhelming majority of popular video games, which can dissuade casual or new-to-the-genre gamers from buying.
You have spent years with these games, if you picked up a brand-new RTT by a brand new developer, chances are you'd be pretty familiar with the UI from the first time you booted the game up - to say nothing about your experience with troop placement and movement, and such things as micromanaging battle of tremendous scope.
The casual gamer (where the money is) or the new-to-the-genre-gamer (where the money will be) might look at the hundreds upon hundreds of options, buttons and controls and just feel completely lost right away - like they are staring at the control console of a nuclear warhead written in an alien language and suddenly all the lights on it are blinking red.
Now, you, and the other gamers like you who enjoy RTTs, you
expect and demand that complexity - without it, the games feel stripped down, idiot-proofed, built for the kiddies.
The problem is, the idiot-proofed ones - which tend to lack satisfying depth and often feel either far too easy or frustratingly difficult - are the ones that will sell to casual gamers.
Casual gamers and gamers who are not already fans of the genre will drown in the ocean of complexity that the better, deeper games represent, and thus need, in theory, to be eased in... but these idiot proofed ones are generally
too shallow, they often end up sucking and won't make any new fans. Or, worse, may turn a gamer off to the genre entirely.
So devs are faced with a choice:
1) Make a really deep RTT that will have a limited pool of potential buyers
2) Make a really shallow RTT that will not appeal to the hardcores
3) Say 'fuck it' and just churn out another space-marine shooter or American Sports game, both of which have such impossibly broad market appeal, even if the game completely sucks it stands a chance of making a profit.
Unfortunately, the choice is often clear: leave the hardcores to the company that is willing to cater exclusively to them and go off to make more space-marines.