It’s also one of VERY few that puts all of the effort upon a single player, RTS games are like the only other genre that do that. The other(and more popular) games all have emphasis on teamplay and working with other people, and having a team based game helps people who suck ass shift the blame to others things when they underperform like a form of coping mechanism to stop you from getting too pissed off and quitting.
While I agree with this sentiment, I do wonder what it is exactly that RTS games and Smash has that keeps people playing in droves, despite the negative feedback of knowing you’re the only reason why you suck.
^ This. Being personally accountable for all your failures isn’t everyone’s cup of tea, and even in the FGC many people are willing to blame cheap characters, spamming or 8 frames of lag instead of thinking there’s something wrong in their gameplay.
Also contrarily to many other games the difference between casual and competitive playing is very sharp. A friend of mine and longtime LoL player told me that he couldn’t believe so many people looked like they were putting their own life at stake even in Casual. Indeed, even when I play Rocket League I rarely feel the same kind of pressure as when I play a good opponent in SFV on Casual. I don’t even think it is possible to really play a FG casually online unless you create a private lounge and play with your friends.
@QuixoticNeutral I don’t know much about RTS, but Smash is a 4 players party game with characters from well known franchises that everyone can pick up and play. Everyone wants some of that shit in the house when they invite friends.
And, I’ve been under the impression that the RTS genre has dropped out of the mainstream competitive spotlight. As in, nobody cares about games that aren’t made by Blizzard (specifically SC2), and even that has fallen off quite a bit compared to 5 years ago. Correct me if I’m wrong though.
Nah you’re right, MOBAs were the successor to RTS games in terms of competitive popularity. They function in a similar manner but are more focused on PvP and teamplay rather than building up your resources efficiently as possible and being a micro-manage god that can manage a thousand something clicks per minute.
Eh, the whole micromanagement-god-thing depended on the game. I played Company of Heroes for a few years, and that game didn’t really require the sheer APM of Blizzard-games. Decision making was king in that game. Of course you had a couple of micro-gods in that game as well, but the three most consistent top players in that game had like 150 APM average.
Too bad the game was marketed almost as badly as SFV, despite being widely considered one of the best RTSes of all time. I loved that game =(