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Why did Real Time Strategy genre die out?

Mangoose

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Global decline in IQ might have a bit to do with it. Phones and MOBA's just have eviscerated attention spans.
I grew up playing way too much competitive chess (officially... and i get competitive with every little stupid minor game anyway), so the only thing I can stand are turn-based.

Well it also doesn't help that I played too much BattlefieldVietnam/2/2142 as sniper... too competitively (not in a real competition but again I can't stop every fight from turning into a hateful grudge).. so

...All that being said... I actually do prefer RTS that let emphasize control on the strategic layer than the tactical (or on the tactical vs the individual). You make decisions as an officer, your "AI" subordinates carry it on. Because a strategist is just a cog in the military machine. You are one role. To make strategic decisions, tactical decisions, then manually maneuver individuals is not within the time capacity of any strategist. In fact, to understand the persnoality and convey correctly to your "subordinates" is extremely important.

And again in terms of strategic and tactical layers, I dislike base building because I like choosing what to build but I do not like manually placing them for efficiency nor do I like constantly maintaining them out of combat. That's because this is logistics. I do not like logistics.


Better examples:

To be perfectly honest the Kohan games are ideal RTS because of this. To play Starcraft is to play the general, the officer, and every troop. To play Kohan is to set plans, contingencies, and organize elements on a level to the capacity of the player-strategist.

Then you have Men of War, which lets you control units just like Company of Heroes (RTT), except Men of War being on the RTS level.

On that note, Company of Heroes (RTT)/ Dawn of War (RTT)-> ended up failing to MOBA when THQ revived when Dawn of War 3, as Dawn of War 3 was full on MOBA. (Dawn of War 2, single-player campaign-wise, was actually kind like a realtime-without-pause somewhat Diablo-like. Thinking Chaos Rising specifically, which incidentally have branching storylines. Wish for more of those.)

TLDR there are too many conventions in these genres, especially given that exploiting convention is the epitome of strategy.
 

Damned Registrations

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I like choosing what to build but I do not like manually placing them for efficiency nor do I like constantly maintaining them out of combat. That's because this is logistics. I do not like logistics.
Agreed with rest of the post but felt I had to nitpick this. I DO like logistics. Maintaining buildings out of combat isn't logistics. Deciding the ratio of buildings/production and placement to facilitate things, sure. But needing to constantly tell your researchers to research shit or your factories to build shit; that's not logistics any more than commanding a single marine is strategy.
 

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