|
United States33584 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.
|
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.
|
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that wants to be talked about or an in-game social system, the latter of which pretty much everyone has declared as "outdated".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.
|
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"
|
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.
|
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.
|
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.
|
Definitely not the case. Team and custom games easily dominate almost every RTS by a mile.
The difference is that MOBA/FPS game-modes need multiple players for the game-modes to even work. Otherwise its just an arena game. RTS is more similar to FIFA. The gameplay is ultimately the same.
|
On February 05 2026 20:09 Hider wrote:Show nested quote + Definitely not the case. Team and custom games easily dominate almost every RTS by a mile.
The difference is that MOBA/FPS game-modes need multiple players for the game-modes to even work. Otherwise its just an arena game. RTS is more similar to FIFA. The gameplay is ultimately the same.
I would rather compare it to fighting games as the ultimate 1 v 1 test. But I guess FIFA counts as well. And both have a rather social component that Starcraft doesn't have. You can play it with multiple friends on the sofa. So while not a online 5v5 or similar, both are very socially interactive games. You play, you talk about the playing with friends, you watch YT vids, you talk about YT vids with friends,... These are all things SC is missing and I think a successor of SC needs to have to be successful
|
Generally speaking if you're passionate about RTS dev and have limited budget I think you rock a solo/co-op campaign or a very dedicated 1v1 that takes no prisoners. Converting what would be a 1v1 into a 3v3 feels weak. Campaign just seems very enjoyable to develop with a lower threshold for people to actually embrace what you've made and have a good time. Creative freedom feels higher and the balance whining is way, way down. Ho ho.
|
On February 05 2026 23:14 Harris1st wrote:Show nested quote +On February 05 2026 20:09 Hider wrote: Definitely not the case. Team and custom games easily dominate almost every RTS by a mile.
The difference is that MOBA/FPS game-modes need multiple players for the game-modes to even work. Otherwise its just an arena game. RTS is more similar to FIFA. The gameplay is ultimately the same. I would rather compare it to fighting games as the ultimate 1 v 1 test. But I guess FIFA counts as well. And both have a rather social component that Starcraft doesn't have. You can play it with multiple friends on the sofa. So while not a online 5v5 or similar, both are very socially interactive games. You play, you talk about the playing with friends, you watch YT vids, you talk about YT vids with friends,... These are all things SC is missing and I think a successor of SC needs to have to be successful Why can you watch YouTube vids of FIFA or Street Fighter with friends, but not of SC2? I personally have watched infinitely more SC2 than FIFA and find it quite enjoyable!
|
On February 06 2026 03:19 Acrofales wrote:Show nested quote +On February 05 2026 23:14 Harris1st wrote:On February 05 2026 20:09 Hider wrote: Definitely not the case. Team and custom games easily dominate almost every RTS by a mile.
The difference is that MOBA/FPS game-modes need multiple players for the game-modes to even work. Otherwise its just an arena game. RTS is more similar to FIFA. The gameplay is ultimately the same. I would rather compare it to fighting games as the ultimate 1 v 1 test. But I guess FIFA counts as well. And both have a rather social component that Starcraft doesn't have. You can play it with multiple friends on the sofa. So while not a online 5v5 or similar, both are very socially interactive games. You play, you talk about the playing with friends, you watch YT vids, you talk about YT vids with friends,... These are all things SC is missing and I think a successor of SC needs to have to be successful Why can you watch YouTube vids of FIFA or Street Fighter with friends, but not of SC2? I personally have watched infinitely more SC2 than FIFA and find it quite enjoyable!
This seems like a bad faith troll post to be honest. Not sure if intentional or just missunderstanding between us
|
On February 05 2026 23:14 Harris1st wrote:Show nested quote +On February 05 2026 20:09 Hider wrote: Definitely not the case. Team and custom games easily dominate almost every RTS by a mile.
The difference is that MOBA/FPS game-modes need multiple players for the game-modes to even work. Otherwise its just an arena game. RTS is more similar to FIFA. The gameplay is ultimately the same. I would rather compare it to fighting games as the ultimate 1 v 1 test. But I guess FIFA counts as well. And both have a rather social component that Starcraft doesn't have. You can play it with multiple friends on the sofa. So while not a online 5v5 or similar, both are very socially interactive games. You play, you talk about the playing with friends, you watch YT vids, you talk about YT vids with friends,... These are all things SC is missing and I think a successor of SC needs to have to be successful
I meant the gameplay of a Fifa 1on1 game is the same as a game 2v2. Yes it works a bit better as a social game where you can have friends over, but a lot of more casual players still play it as a 1v1 online.
My point is that you don't need to make RTS into a social experience - whether your focus is 2v2 or 3v3, as long as the mechanics still have a steep learning barrier this doesn't matter you can't attract casuals.
The idea that MOBA's/FPS games become succesful because they are teamgames is wrong. They are successful because the gameplay is awesome and the teamplay is part of the gameplay experience. This isn't the case for Fifa nor RTS games where a single player controls multiple units/players.
Battle Aces was a terrible new player experience as it was actually super stressful. And on top of that it was full of a-move units which made the skillcap boring.
I believe you need to focus on getting the skillcap awesome. Expand upon, add new awesome with new micro opportunities never seen in any RTS game before. If you can nail that there is at least some target group out there is willing to learn the game because there is a payoff.
To attract a wider audience, then yes you need a lower learning barrier as well. I don't think nailing the social experience is actually a neccesity if the gameplay is good - I view it more as a nice to have that can enhance the overall experience.
|
Agreed: Gameplay is obviously the most important factor. Though I still believe that a decent game with social elements (be it couch play or online team games) will be a lot more successful than a decent game with only 1v1. That is my point FIFA is an odd example because billions of people basically know the game and love the sport behind the game. Disagreed: Yes you do need to make RTS into a social experience. Battlenet is soulless and empy and people have been raging at that since release. Part of the reason why we are here on TL.net is because we need (more of) the social interaction to the game we love
|
On February 11 2026 17:42 Harris1st wrote: Agreed: Gameplay is obviously the most important factor. Though I still believe that a decent game with social elements (be it couch play or online team games) will be a lot more successful than a decent game with only 1v1. That is my point FIFA is an odd example because billions of people basically know the game and love the sport behind the game. Disagreed: Yes you do need to make RTS into a social experience. Battlenet is soulless and empy and people have been raging at that since release. Part of the reason why we are here on TL.net is because we need (more of) the social interaction to the game we love If you need that social interaction, you can go to a forum. People have been doing that since the dawn of time. Even in a genre like MMORPG, which has the biggest ingame sociability, forums are lively. If you need to "socialize" in Starcraft, visit the General Channel
|
Is there really an untapped market for "fast action RTS"? There isn't really a lack of fast paced RTS, like C&C games since RA2 typically have 1v1 ended within 10 minutes, or Zero-K, the free RTS that Beyond All Reason borrowed a lot of features from, was too fast that the developers had to tune it down to make it more manageable for average player. If you want to go faster than those games, you may have to sacrifice the complexity of game mechanics a lot just like many failed mobile RTS attempts in the past.
|
On February 12 2026 02:42 qwerty4w wrote: Is there really an untapped market for "fast action RTS"? There isn't really a lack of fast paced RTS, like C&C games since RA2 typically have 1v1 ended within 10 minutes, or Zero-K, the free RTS that Beyond All Reason borrowed a lot of features from, was too fast that the developers had to tune it down to make it more manageable for average player. If you want to go faster than those games, you may have to sacrifice the complexity of game mechanics a lot just like many failed mobile RTS attempts in the past. That's exactly what they're doing, sacrificing mechanics. It's an interesting idea to lower the barrier of entry to get more players into RTS but it doesn't seem to be working and isn't attracting the core RTS audience either. I think whatever this new game is they have to be very careful with how they approach it or the main player-base for RTS won't switch over.
|
First and foremost you need a campaign, a good story presented with some decent visuals. Almost nobody but the hardest of core RTS players are in it for 1v1 directly from the start. Hell I played RTS games for almost 30 years. Right now I'm trying to get into Zerospace but I can't because I know nothing of the world, the lore, the characters, the units. And I don't want to read endless descriptions. I want them presented to me. Preferably in an interesting way.
|
When is the next time we can play?
|
On February 12 2026 18:28 Harris1st wrote: First and foremost you need a campaign, a good story presented with some decent visuals. Almost nobody but the hardest of core RTS players are in it for 1v1 directly from the start. Hell I played RTS games for almost 30 years. Right now I'm trying to get into Zerospace but I can't because I know nothing of the world, the lore, the characters, the units. And I don't want to read endless descriptions. I want them presented to me. Preferably in an interesting way.
Right, but other PvP games are not like that, so I understand why they did not go for it. Maybe the Heroes of the Storm approach of presenting each unit (hero) with a short video would help?
Doing a better job of building the world is a must in any case.
|
|
|
|
|
|