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Starcraft II Sucks!

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Date Editor Before After
1/11/2015 12:03:00 AMFRrankBlueTemplar before revert after revert
Before After
1 While Starcraft (1) is not the first RTS I've ever played, it's the one that had the most impact on me (as you can see from my nickname) ... before Spring/*A=>Zero-K. And I agree that Starcraft gameplay is now mostly obsolete, with Starcraft 2 not having made many changes to the gameplay formula. 1 While Starcraft (1) is not the first RTS I've ever played, it's the one that had the most impact on me (as you can see from my nickname) ... before Spring/*A=>Zero-K. And I agree that Starcraft gameplay is now mostly obsolete, with Starcraft 2 not having made many changes to the gameplay formula.
2 \n 2 \n
3 [quote] 3 [quote]
4 (I know that TW is older than C&C) 4 (I know that TW is older than C&C)
5 [/quote] 5 [/quote]
6 Huh? 6 Huh?
7 Command & Conquer 1 was released in 1995. 7 Command & Conquer 1 was released in 1995.
8 Shogun Total War was released in 2000 (it even has 3D battlefields with units as 2D sprites) 8 Shogun Total War was released in 2000 (it even has 3D battlefields with units as 2D sprites)
9 \n 9 \n
10 Here's an important quote, I bolded an important passage : 10 Here's an important quote :
11 [quote] 11 [quote]
12 cd 12 cd
13 August 19, 2014 at 4:17 pm 13 August 19, 2014 at 4:17 pm
14 \n 14 \n
15 “Make a better game if you want it to sell for more than a dollar.” 15 “Make a better game if you want it to sell for more than a dollar.”
16 \n 16 \n
17 To the clear industry professionals making this ingenious statement, I offer a brief explanation of reality… 17 To the clear industry professionals making this ingenious statement, I offer a brief explanation of reality…
18 \n 18 \n
19 A game’s monetary success is based on four things, ranked in order of importance: 19 A game’s monetary success is based on four things, ranked in order of importance:
20 1) The size of the target audience 20 1) The size of the target audience
21 2) The product’s market visibility 21 2) The product’s market visibility
22 3) The price point of comparable existing products 22 3) The price point of comparable existing products
23 4) The quality of the game 23 4) The quality of the game
24 \n 24 \n
25 I’ll elaborate on these points a little. 25 I’ll elaborate on these points a little.
26 \n 26 \n
27 To start with, it doesn’t matter how good your game is or how much you advertise it if there’s a very small target market. For example, if i were to spend four years and 10 million dollars making the greatest, most awesome, groundbreaking furry relationship simulator, it really wouldn’t matter how good the game was, how much I was selling it for, or how well I advertised it… I’d only be selling copies to lonely furries that play computer games, which is indeed a very small subset of the population. 27 To start with, it doesn’t matter how good your game is or how much you advertise it if there’s a very small target market. For example, if i were to spend four years and 10 million dollars making the greatest, most awesome, groundbreaking furry relationship simulator, it really wouldn’t matter how good the game was, how much I was selling it for, or how well I advertised it… I’d only be selling copies to lonely furries that play computer games, which is indeed a very small subset of the population.
28 \n 28 \n
29 The product’s market visibility is pretty obvious in why it’s important. If they made the new Elder Scrollz 7: CoD Hardline Madden Edition… and they released it silently without ever saying a word… do you think they’d be selling millions of copies? Obviously not and that’s even true for well-known AAA developers and IPs. [b]What if an indie team released a game without ever telling anybody? The answer to that one is well documented. They’ll sell maybe 50-100 copies, max. [/b] 29 The product’s market visibility is pretty obvious in why it’s important. If they made the new Elder Scrollz 7: CoD Hardline Madden Edition… and they released it silently without ever saying a word… do you think they’d be selling millions of copies? Obviously not and that’s even true for well-known AAA developers and IPs. [u]What if an indie team released a game without ever telling anybody? The answer to that one is well documented. They’ll sell maybe 50-100 copies, max. [/u]
30 \n 30 \n
31 The product’s comparative price point is next. If your game has a large market, and it’s got lots of exposure, the next question is how much does it cost in comparison to the competition. There’s plenty of times throughout gaming history where the superior option was shunned by the community as a whole because it was the more expensive choice. Countless multi-platform releases on consoles bear this point out. 31 The product’s comparative price point is next. If your game has a large market, and it’s got lots of exposure, the next question is how much does it cost in comparison to the competition. There’s plenty of times throughout gaming history where the superior option was shunned by the community as a whole because it was the more expensive choice. Countless multi-platform releases on consoles bear this point out.
32 \n 32 \n
33 Last, and least, is how good your game really is. The ultimate proof of this one is everywhere. Do you care how good those games really are in the bundles that you purchase? Or are you just buying them because they’re cheap and you happen to see it? Why would CoD sell well every single year? It’s well polished, but it’s certainly no masterpiece… but it does have the first three things in my list 100% perfected. 33 Last, and least, is how good your game really is. The ultimate proof of this one is everywhere. Do you care how good those games really are in the bundles that you purchase? Or are you just buying them because they’re cheap and you happen to see it? Why would CoD sell well every single year? It’s well polished, but it’s certainly no masterpiece… but it does have the first three things in my list 100% perfected.
34 \n 34 \n
35 TL;DR — Quality doesn’t determine success. 35 TL;DR — Quality doesn’t determine success.
36 [/quote] 36 [/quote]
37 \n 37 \n
38 Zero-K (and Spring) is going to get that visibility once it's released on Steam... hopefully it will be polished enough for the general (multiplayer-interested) RTS public by then. 38 Zero-K (and Spring) is going to get that visibility once it's released on Steam... hopefully it will be polished enough for the general (multiplayer-interested) RTS public by then.