So EA cancelled their Command & Conquer f2p client based online game and closed the Studio Victory Games.
http://kotaku.com/ea-cancels-command-conquer-1454179860
What is it with RTS that makes them so hard to do persistent online? We got online fps, RPG, racing sports, everything but RTS somehow never manages to surface on the online games market. Many have tried and failed and EA just joined them recently. I don't blame them, maybe they just didn't know they tried to create something where everyone else has failed so far.
Don't mix up RTS online game play like Starcraft II has and persistent online gaming. Those two can live together but as I said it hasn't been done before. So either the target audience for RTS loves the twitch game play of Starcraft and that's it, or we totally miss the point when trying to do persistent online games using RTS mechanics.
What is it? Any ideas?
Just as a statement I don't like Starcraft, its too fast for me, I more like the slower paced C&C series which unfortunately died the EA death.