The Future of RTS
&gt;&gt; Simply put, most RTS games are exhausting. As someone who has achieved a relatively high level of play in numerous popular RTS games, my best coaching advice for the vast majority of players would be to play more and to play faster. In most instances being able to micro, macro, and multi task is the biggest obstacle keeping players from pushing their play to the next level. Many times, I hear players getting frustrated as they ultimately know what and how to execute, but their fingers cannot keep up. Often a player with higher APM will trump an opponent who might otherwise make better decisions and have a better grasp on the game. There are always exceptions, but most players would agree that a 300 APM player will beat a 100 APM player almost every time.<p>I used to love RTS games (until I discovered Total War) and I have to say I&#x27;m a bit taken aback by this assumption that playing an RTS game must necessarily mean that the player is chasing some ultra-high performance standard, quantifiable in APM. I get that the author is a competitive player, but the vast majority of players are casual players who don&#x27;t thnk of games as a career. If the reason no new RTS games are being made is that they are not very good for e-sports, then that&#x27;s just sad. I would really have thought that making a good game that is pleasant to play, would do the trick. Maybe it&#x27;s the ultra-competitive edge that&#x27;s actually driving players away and keeping the incentives to make more such games low? If game procuders are thinking of how to make the next big e-sports RTS hit, instead of a game that many people will want to play, then yes, I can see how they are finding design constraints hard to satisfy.