Our strategy gaming veterans dive into the decline of AAA involvement in real-time strategy games, examining why major studios have abandoned the genre and whether passionate indie developers represent the future of RTS gaming.
https://criticalmovespodcast.com/listen
This episode provides a comprehensive analysis of the current state of RTS gaming, exploring why Triple-A studios have largely abandoned the genre following disappointing releases like Homeworld 3 and Age of Empires 4. The hosts examine how the audience has fragmented between mobile action games and grand strategy titles, discuss the failure of recent AAA RTS releases to innovate beyond decade-old mechanics, and analyze whether indie developers with games like Beyond All Reason, Manor Lords, and Falling Frontier represent the genre’s salvation. The conversation covers the evolution from classics like Total Annihilation to modern spiritual successors, the role of passion-driven development versus shareholder-focused production, and speculation about potential AAA comebacks through franchises like Warhammer 40K’s Dawn of War series.
Critical Moves Podcast – Episode 16 Show Notes
Episode Title: Why AAA Studios Abandoned RTS Games and Will They Return?
Hosts: Al, Tim
Episode Length: ~42 minutes
Special Note: Happy Valentine’s Day episode
Episode Summary
The hosts examine the current crisis facing real-time strategy gaming, analysing why Triple-A studios have largely abandoned the genre following a series of commercial and critical disappointments. From Relic’s struggles with Age of Empires 4 to the bombing of Homeworld 3, the discussion reveals how major developers have failed to evolve RTS mechanics beyond concepts established over a decade ago. The conversation explores whether passionate indie developers creating games like Beyond All Reason, Manor Lords, and Falling Frontier represent the genre’s future, while speculating about potential AAA comebacks through established franchises like Warhammer 40K’s Dawn of War series.
The AAA Exodus from RTS Gaming
Recent Triple-A Failures and Market Retreat
The discussion opens with the stark reality facing RTS gaming: major studios have effectively abandoned the genre following a series of high-profile failures. Homeworld 3’s commercial disappointment stands as perhaps the final nail in the coffin for AAA RTS investment, while Age of Empires 4’s lukewarm reception despite the strength of the franchise name demonstrates the challenges facing even established properties.
Stormgate’s troubled development, despite securing substantial funding from former Blizzard developers, illustrates how even experienced teams struggle to recapture past success in the modern gaming landscape. The game’s free-to-play model and extended early access period suggest uncertainty about traditional RTS monetization strategies.
The comparison between Age of Empires 2’s enduring popularity and Age of Empires 4’s struggles reveals a fundamental disconnect between what long-term RTS fans want and what modern AAA development provides. This gap suggests that major studios have lost touch with the core audience that sustained the genre through its golden age.
Audience Fragmentation and Genre Evolution
The hosts identify a crucial factor in RTS decline: audience fragmentation across multiple directions. Players seeking more action-oriented experiences migrated to mobile gaming platforms, while those desiring deeper strategic complexity moved to grand strategy games like those published by Paradox Interactive. This split left traditional RTS gaming serving a smaller, more specialized audience that major publishers consider commercially unviable.
The evolution of MOBAs from RTS origins represents another audience drain, as competitive players found more focused multiplayer experiences in games like League of Legends and Dota 2. These titles captured the tactical combat elements that made RTS competitive scenes exciting while removing the economic management and base-building components that some players found tedious.
Console gaming’s dominance further marginalizes RTS gaming, as the genre remains fundamentally tied to PC gaming’s mouse-and-keyboard interface paradigm. The massive cost difference between high-end gaming PCs and consoles, combined with the convenience of couch-based gaming, has shifted mainstream gaming audiences away from PC-exclusive genres.
Technological Innovation Stagnation
Missing Industry Standard Features
The discussion reveals a troubling trend: newer RTS releases often lack innovations that were introduced years or even decades earlier. The strategic zoom feature pioneered by Supreme Commander in 2007, which allows seamless transition from godlike battlefield overview to unit-level detail, remains absent from many contemporary releases despite its obvious benefits for large-scale tactical coordination.
Age of Empires 4’s mechanical similarity to games released a decade earlier exemplifies this stagnation. Rather than building upon accumulated innovations in interface design, control schemes, and battlefield visualization, many recent releases feel like graphical updates to outdated gameplay concepts.
This technological conservatism extends beyond interface improvements to fundamental gameplay mechanics. While indie developers experiment with environmental destruction, procedural generation, and hybrid genre elements, AAA releases often retreat to familiar formulas that feel increasingly dated compared to innovations in other gaming genres.
The Strategic Zoom Revolution Ignored
Supreme Commander’s strategic zoom system represented a paradigm shift in RTS interface design, enabling players to command massive battles with intuitive scale transitions. This innovation addressed one of the genre’s fundamental challenges: maintaining strategic awareness while managing tactical details across large battlefields.
The continued absence of similar systems in recent releases suggests that AAA developers either don’t understand what made certain RTS games memorable or are unwilling to invest in implementing sophisticated interface innovations. This represents a missed opportunity to make RTS gaming more accessible to players intimidated by traditional micromanagement requirements.
Beyond All Reason’s implementation and improvement of strategic zoom demonstrates how indie developers are preserving and advancing innovations that commercial studios ignore. This pattern suggests that technological leadership in RTS design has shifted from major studios to passionate independent developers.
The Indie Renaissance Movement
Community-Driven Development Success Stories
Beyond All Reason exemplifies how passionate community development can exceed commercial studio output. The game’s evolution from the Spring RTS engine project through years of volunteer contributions demonstrates the power of sustained enthusiasm over profit-driven development cycles. Swedish developers’ initial work on bringing Total Annihilation into a 3D engine created the foundation for what became a completely reimagined strategy experience.
The organic development process, where contributors added improvements based on personal passion rather than market research or shareholder demands, resulted in innovations that commercial developers haven’t matched. This grassroots approach enables experimentation and refinement that shareholder-focused studios might consider too risky or time-consuming.
Manor Lords’ success as essentially a one-person development project challenges assumptions about the resources required for compelling RTS experiences. The game’s combination of city building, resource management, and tactical combat created a fresh take on medieval strategy gaming that resonated with audiences seeking innovation beyond traditional RTS formulas.
Technology Democratization and Development Access
Modern development tools and game engines have dramatically lowered barriers to creating professional-quality gaming experiences. Graphics capabilities that would have required major studio resources decades ago are now accessible to individual developers or small teams, enabling ambitious projects like Falling Frontier to achieve visual quality that rivals AAA productions.
This technological democratization extends beyond graphics to fundamental game systems and mechanics. Developers can build upon established foundations, implementing proven concepts while adding their own innovations, rather than creating everything from scratch. This approach enables small teams to focus resources on creative differentiation rather than basic technical infrastructure.
The success of games like Manor Lords demonstrates that compelling gameplay and innovative design matter more than massive budgets or team sizes. Players respond to creativity, passion, and genuine innovation regardless of the development resources behind a project.
Genre Hybridization and Innovation
Breaking Traditional RTS Boundaries
The discussion emphasizes how successful modern strategy games increasingly blur genre boundaries, incorporating elements from city builders, RPGs, and simulation games. Warcraft 3’s integration of RPG elements through hero characters and item systems created a template for genre evolution that few subsequent AAA releases have matched.
Stronghold’s combination of castle building and siege warfare demonstrated how architectural simulation could enhance traditional RTS combat, creating more engaging and varied gameplay experiences. This approach suggests that pure RTS mechanics may be insufficient for modern audiences who expect more diverse and sophisticated gaming experiences.
The hosts advocate for further genre hybridization, suggesting combinations with simulation games, roguelike elements, and other mechanics that could revitalize RTS gaming. Games like Frostpunk, while not traditional RTS titles, demonstrate how survival and city-building mechanics can create compelling strategic experiences that could be adapted into real-time formats.
Learning from Successful Hybrid Models
Manor Lords’ success stems from its intelligent combination of familiar mechanics from different genres. The game takes city-building elements reminiscent of the Settlers series and combines them with tactical combat and resource management in ways that feel fresh despite building on established concepts.
This approach suggests that innovation in RTS gaming may come from creative recombination of existing mechanics rather than completely novel gameplay concepts. Developers who understand what made different strategy subgenres successful can create hybrid experiences that serve multiple audiences simultaneously.
The key lies in ensuring that different mechanical systems reinforce rather than compete with each other. Successful hybrids create synergies where city-building decisions impact military capabilities, tactical victories enable economic expansion, and resource management drives strategic decision-making across multiple gameplay layers.
The Publisher Landscape Transformation
Specialized Strategy Publishers Emerging
The discussion reveals how specialized publishers like Microprose and Hooded Horse are filling the void left by major publishers’ retreat from strategy gaming. These companies focus specifically on sophisticated strategy titles for dedicated audiences, providing the marketing support and financial backing that passionate developers need to reach their target markets.
This publishing model represents a more sustainable approach to niche gaming markets than traditional AAA publishing. Rather than requiring massive sales numbers to justify development costs, specialized publishers can succeed with smaller but dedicated audiences willing to pay premium prices for high-quality strategy experiences.
The competition between specialized publishers benefits both developers and players by providing alternative funding sources and encouraging innovation. Developers can choose publishers who understand their creative vision rather than being forced to compromise with mainstream publishers who don’t appreciate strategy gaming’s unique requirements.
Risk Management vs Creative Vision
AAA publishers’ risk-averse approach to RTS gaming reflects broader industry trends toward safe, profitable investments over creative experimentation. Shareholders expect consistent returns rather than breakthrough innovations, creating institutional pressure toward sequels, remasters, and proven formulas rather than genuinely new experiences.
Sanctuary Shattered Sun’s decision to refuse a million-dollar investment to maintain creative control illustrates the tension between financial resources and artistic integrity. This choice represents the kind of principled stand that enables truly innovative development but requires significant personal sacrifice from development teams.
The success of privately-owned studios like Larian Studios demonstrates how freedom from shareholder pressure can enable long-term creative vision and risk-taking that publicly-traded companies cannot match. This model may represent the future for ambitious strategy game development.
Future Possibilities and Franchise Potential
Warhammer 40K as AAA Comeback Vehicle
The hosts identify Warhammer 40K as potentially the most promising avenue for AAA RTS revival, combining a massive and growing IP with proven RTS gaming success through the Dawn of War series. Amazon Studios’ collaboration with Games Workshop for Henry Cavill’s Warhammer 40K television series represents unprecedented mainstream attention for the franchise.
The IP’s inherent strategic complexity, from individual squad tactics to galactic-scale campaigns, provides natural framework for multi-layered RTS experiences. The universe’s established lore enables story-driven campaigns while its diverse factions offer varied gameplay styles that could appeal to different player preferences.
However, previous failures like Dawn of War III demonstrate that franchise recognition alone cannot guarantee success. Any new Warhammer 40K RTS would need to learn from past mistakes while innovating beyond simple nostalgia-driven design.
Multi-Scale Strategic Vision
The discussion envisions a hypothetical Warhammer 40K RTS that seamlessly integrates space and ground combat, inspired by games like Empire at War. This approach could address RTS gaming’s scale limitations by enabling strategic decisions at multiple levels, from individual battles to sector-wide campaigns.
Real-time fleet movement combined with tactical ground combat could create the kind of epic scope that matches Warhammer 40K’s galactic setting. Players would need to coordinate space superiority with planetary conquest while managing resources and reinforcements across multiple simultaneous conflicts.
This vision represents the kind of ambitious design that major studios could theoretically execute with sufficient resources and commitment. However, it also requires exactly the kind of creative risk-taking and long-term vision that current AAA development culture discourages.
Industry Structure and Development Philosophy
Passion Projects vs Industrial Production
The fundamental tension between creative vision and commercial production methods represents a core challenge for RTS gaming’s future. Industrial development approaches that treat games as manufactured products rather than artistic expressions struggle to capture the passion and innovation that make strategy games compelling.
Independent developers working on passion projects often produce more engaging and innovative experiences than major studios following market research and focus group feedback. This suggests that RTS gaming’s future may depend on supporting and nurturing individual creative vision rather than committee-driven design processes.
The comparison to factory production lines reveals how AAA development culture may be fundamentally incompatible with the kind of deep, systemic thinking that great strategy games require. Moving band development cycles prioritize meeting deadlines over perfecting complex interactions between multiple gameplay systems.
Community Engagement and Authentic Development
Successful indie RTS developers typically maintain direct relationships with their player communities, receiving feedback and incorporating suggestions in ways that major studios often cannot match. This direct engagement enables iterative improvement and ensures that development priorities align with actual player preferences rather than market assumptions.
The grassroots nature of projects like Beyond All Reason creates authentic connections between developers and players that commercial marketing cannot replicate. Players become invested in development success when they can see their feedback directly influencing game design decisions.
This community-centred approach may represent the most sustainable model for RTS gaming’s future, creating dedicated audiences willing to support development through early access, crowdfunding, and word-of-mouth promotion rather than relying solely on traditional marketing budgets.
Contact & Links
About | Contact | Meet the Team | Get Involved | Forum | Episodes
Patreon | Discord | Reddit | Twitter / X | Facebook
Instagram | Twitch | Steam Group | Steam Curator
YouTube | Spotify | Apple | Amazon
Email: [email protected]
Episode Verdict
This episode effectively diagnoses the current crisis in RTS gaming while offering both realistic assessments and cautious optimism for the genre’s future. The hosts demonstrate deep understanding of both historical context and contemporary challenges, avoiding simple nostalgia while acknowledging what made classic RTS games special. Their analysis of why AAA studios have abandoned the genre feels accurate and well-supported, particularly regarding audience fragmentation and risk-averse corporate culture. The discussion of indie developers as the genre’s salvation strikes an appropriate balance between enthusiasm and realism, recognizing both the potential and limitations of community-driven development. The Warhammer 40K speculation provides an engaging thought experiment about how AAA involvement might return while acknowledging the significant challenges any such project would face. The episode succeeds in providing both analysis for long-time strategy gaming fans and accessible context for newcomers wondering why this once-dominant genre has become niche.
Next Episode: Sid Meier’s Civilization: How One Franchise Defined 4X Strategy
Discover more from Critical Moves Podcast
Subscribe to get the latest posts sent to your email.