At E3, EA announced the “next generation” of Command and Conquer as Command and Conquer Rivals: A F2P version of the beloved franchise. As they, and many supporters on Twitter, were quick to point out, this is the evolution of the real time strategy genre and mobile strategy games. As a fan of RTS games, and obviously the CnC series, this is incorrect, and it’s time to talk about how mobile has failed to learn the lessons of RTS design.
I’ve wanted to talk more about Planetary Annihilation for awhile. Planetary Annihilation was the second big name success on Kickstarter following Doublefine with Broken Age and the Kickstarter seemed to be perfect for me: A Macro oriented Real Time Strategy game with one of the largest scales seen. The Kickstarter hit every one of its goals and had every indicator of being a success, but things didn’t happen that way. I barely played the game and it was released to a lot of poor to bad reviews.
For this post, I want to explore this further and why one of my most anticipated games failed so badly in the market.