jonwil: I think the real problem right now is that unless your name is Blizzard, its not possible to make the big bucks with a proper RTS title of the sort people like me (who have been playing the C&C games since day one and still play the older
titles on a regular basis) actually want to play. Trying to clone Starcraft hasn't made money for the people who tried it so now EA is trying to clone Clash of Clans in the hope that might make the big bucks,
Is anyone other than Blizzard making any meaningful amount of money with the RTS genere right now?
Most new RTS games are guilty of
a. No base building, while building and destroying bases is fun and adds strategic depth to the game.
b. control point nonsense, which often feels meaningless and forces you to constantly clash your units on set points on the map, restricting how you can play.
c. Small scale / tactical combat, so no large armies clashing.
While the majority of people prefer a laid back playstyle. Sit back, turtle in a big base, amass a large army and roll over the enemy. Preferably in a comp-stomp setting.
New RTS devs constantly try to make a game around competitive multiplayer and watchability, while forgetting that most competitive games didn't start out as competitive games. The only real exception is Petroglyph, who makes games that lack any form of tactical depth.
But if you look at the games people love, they certainly don't follow the same formula as what the devs are making:
Starcraft 2, Age of Empires, Warcraft 3, Command and Conquer (Red Alert, Generals, CNC), Supreme Commander.
The only exception to the rule seem to be historical RTS games (such as Company of Heroes and Wargame: Red Dragon). Where it's accepted due to the setting. So you need a compelling reason that fits the lore why you deviate from the norm.
So now all RTS gamers seem to flock towards genres that resemble those RTS games, such as Total Warhammer and They are Billions. That still allow you to kill lots of things and play in a laid back manner.