The future of real-time strategy (RTS) games has been discussed extensively in the past few months. The central theme revolves around the difficulty of the genre and its popularity. This article discusses this topic from the perspective of marketing.
As we know, the Starcraft community on forum has a reputation of being negative toward the game, even though that seems to have improved recently (hope I don’t jinx it). I realise this phenomenon is actually consistent with the recent academic findings.