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United States33541 Posts
https://amovegames.com/
Site got an update, teasing an upcoming "Project Marionette"
No hints on what the game will be like except that it's an RTS, and that it will be in a Fantasy setting (according to the discord). There's a brief line on the official site about "Team emphasis on collective achievement over individual goals." that may suggest a teamplay focus, but that's prolly reading too deep based on extremely limited info.
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On February 03 2026 02:02 Waxangel wrote: "Team emphasis on collective achievement over individual goals." that may suggest a teamplay focus, but that's prolly reading too deep based on extremely limited info.
Why does this smell like the "truely social RTS" we were promised in another thread. 
They have a nice little easteregg on the webiste. You can select the devs and move them around the map with right click.
I still won't get my hopes up before the game is released.
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On February 03 2026 02:02 Waxangel wrote: "Team emphasis on collective achievement over individual goals."
As worded this has to do with company culture, not about the game itself.
edit:
I don't feel that team pvp is the way to go these days anyways. I think you want to keep your player requirement low unless you're shooting for the moon or just have some spectacular idea. Even then..
(@scoutBF) Social RTS isn't born from team games, in my opinion. It comes from a game that wants to be talked about or an in-game social system, the latter of which pretty much everyone has declared as "outdated". No one seems to want to think outside the box though. Pretty much everyone agrees that chat, clans, achievement icons, etc. are really cool but without a UI to show them off they're useless. So no one builds anything and you're left with the game itself and then discord for side chats. Obviously everyone uses discord so I'm not gonna ice-skate uphill on this one, but it's undeniable something great has been lost and the whole thing feels significantly worse since the advent of socials that so called "everyone uses".
Erroneously, I think web design would be super cool if you didn't have to design for phones. You can see the jank of this Project Marionette with the spacing between the elements on mobile but on desktop it looks cool. Another reason to hate phones.
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On February 03 2026 02:02 Waxangel wrote:https://amovegames.com/Site got an update, teasing an upcoming "Project Marionette" No hints on what the game will be like except that it's an RTS, and that it will be in a Fantasy setting (according to the discord). There's a brief line on the official site about "Team emphasis on collective achievement over individual goals." that may suggest a teamplay focus, but that's prolly reading too deep based on extremely limited info.
Well, team games is where the money is right now. So that's an understandable shift. Fast paced RTS with reasonable short games (20min max) in a 3v3 (or more) scenario with a possible solo Q does kinda sound like a neat idea to me. It has to be flashy and it absolutely needs to have features that an individual can shine even with shitty teammates. Main reason Heroes of the Storm "failed"
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On February 03 2026 21:11 Harris1st wrote:Show nested quote +On February 03 2026 02:02 Waxangel wrote:https://amovegames.com/Site got an update, teasing an upcoming "Project Marionette" No hints on what the game will be like except that it's an RTS, and that it will be in a Fantasy setting (according to the discord). There's a brief line on the official site about "Team emphasis on collective achievement over individual goals." that may suggest a teamplay focus, but that's prolly reading too deep based on extremely limited info. Well, team games is where the money is right now. So that's an understandable shift. Fast paced RTS with reasonable short games (20min max) in a 3v3 (or more) scenario with a possible solo Q does kinda sound like a neat idea to me. It has to be flashy and it absolutely needs to have features that an individual can shine even with shitty teammates. Main reason Heroes of the Storm "failed" team games is where the non rts money is. Team games in RTS sounds very risky. You are making a gamble you will be able to convert some of those "team players" from other games into your rts which i dont know how successful that will be unless they have a truly spectacular product. RTS players tend to love 1v1 mostly. though that isnt to say plenty of people dont love 2v2, 3v3, and 4v4 also.
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On February 04 2026 01:47 CicadaSC wrote:Show nested quote +On February 03 2026 21:11 Harris1st wrote:On February 03 2026 02:02 Waxangel wrote:https://amovegames.com/Site got an update, teasing an upcoming "Project Marionette" No hints on what the game will be like except that it's an RTS, and that it will be in a Fantasy setting (according to the discord). There's a brief line on the official site about "Team emphasis on collective achievement over individual goals." that may suggest a teamplay focus, but that's prolly reading too deep based on extremely limited info. Well, team games is where the money is right now. So that's an understandable shift. Fast paced RTS with reasonable short games (20min max) in a 3v3 (or more) scenario with a possible solo Q does kinda sound like a neat idea to me. It has to be flashy and it absolutely needs to have features that an individual can shine even with shitty teammates. Main reason Heroes of the Storm "failed" team games is where the non rts money is. Team games in RTS sounds very risky. You are making a gamble you will be able to convert some of those "team players" from other games into your rts which i dont know how successful that will be unless they have a truly spectacular product. RTS players tend to love 1v1 mostly. though that isnt to say plenty of people dont love 2v2, 3v3, and 4v4 also.
What is the proof that most people prefer 1vs1 in RTS? If all modes had same queue time, which would people play the most? In for example BAR the players in team games vastly outnumber the 1vs1 count.
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On February 04 2026 06:49 Yurie wrote:Show nested quote +On February 04 2026 01:47 CicadaSC wrote: team games is where the non rts money is. Team games in RTS sounds very risky. You are making a gamble you will be able to convert some of those "team players" from other games into your rts which i dont know how successful that will be unless they have a truly spectacular product. RTS players tend to love 1v1 mostly. though that isnt to say plenty of people dont love 2v2, 3v3, and 4v4 also. What is the proof that most people prefer 1vs1 in RTS? If all modes had same queue time, which would people play the most? In for example BAR the players in team games vastly outnumber the 1vs1 count.
Sounds like a source: trust me bro.
Definitely not the case. Team and custom games easily dominate almost every RTS by a mile.
I think it's pretty rare for a player with no RTS experience to jump into solo. Even when I started playing Wc2 before BNet existed it was strictly almost all 3v3's on GSE&W and GoW. Was very rare to see more than two 1v1 lobbies at any time.
Make the actual game (and systems/interface) good and that's all you need. The infinite money machine comes after. Then you're able to fund events to get more eyes on your game to rinse and repeat.
The fact they never spammed minimal effort microtransactions in sc2 is wild. Different colors for stalker lasers or zealot blades, bio skins/suits, ability animations, more emote animations. The 'spray' which they eventually put in. Anything that doesn't go overboard with visual clarity. All these could, and should have been inside the game at or shortly after launch.
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