Great strategic games that were wrongly selling

Summary

  • Quality does not guarantee sales – factors such as market saturation and lack of marketing can affect the success of the game.

  • Innovation is not enough – even with strong IP, lack of balance and poor timing can disappoint fans.

  • Commercial success is hard – experimental gameplay and India The origin can reduce the attraction of the mainstream, which, despite its strengths, prevents the sale of the game.

Strategic games have long been a popular fan in the world of games and transport players to a tactical universe where every movement counts and each action has its own set of consequences. The genre includes all types of backgrounds, from science fiction to WW2 battlefield, each providing its own unique view of the genre and something new for fans to explore.

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Not every game is a roaring success and sometimes it is difficult to predict whether the game will work well, because the quality and praise the game receives is never guaranteed to be transferred to sale. Some of the best strategic games outside are trying to make progress in the financial department, but that does not mean that the game is poorly done in any way, as sales can be attributed to many factors outside the real design.

7

Warlords 3: Darklords growing

Excellency based on the move shaded by his rivals

  • Sale: 27 387 units (April 1999)

Warlords 3 It has expanded to its predecessor with its improved AI systems and a number of deep tactical possibilities, which in great way to equalize the game, while maintaining all the simplicity and availability of the original. Players can choose between several factions each with their own strengths, and play through an engaging campaign that rewards the strategy over gross force.

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Where the game fought, it was caused by the market saturation. At the end of the 90s, there was numerous issues of high -ranking strategies, and as a result, the game had a lot of competition with which it simply could not compete with. The lack of marketing and probably the dated design caused the game to feel more edges and, compared to the rest of the strategic games at that time, gained little follow.

6

Dominion: Storm Over Gift 3

High expectations, low total sale

  • Sale: 7000 units of the first month (1998)

Dominion It was ambitious to its extent, boasting full 3D graphics and a absorbing strategy in real time long before the function became a matter of course. The game had a lot of depth and playback, from the possibilities of adaptation to a diverse environment, which has always represented something new for players.

However, technical problems and clumsy interface design made the initial reception mixed bag positive and critic. When the game was rushed to the market, along with a shabby release, the interest of consumers quickly stepped out and pushed the game into confusion despite its pressure on modernity and innovation.

5

Warhammer Age of Sigmar: Realms of Ruin

Fighting Despite IP

  • Date of issue: November 17, 2023

  • Platforms: PlayStation 5, Microsoft Windows, Xbox Series X | WITH

  • Sale: 69 330 units (2024)

The empire of the ruins It shows that despite the fan has a favorite IP, not all releases will be a hit. The game was established for success right from the start and delivered a war game that had all the tools to remove from the park and a rich tradition that has lasted for decades for decades of titles over decades of titles.

Despite the character of the brand, lack of innovation and some problems with poor balances disappointed fans of the series and comparison, the comparison was attracted with previous titles that simply made the formula better. The release window was also warmly challenged, so even though there was a lot of love and use, the benefits were seen only by a smaller number of players.

4

Silent storm

Mixing history and sci-fi at unsuccessful risk

  • Edition date: 2003

  • Platforms: Windows

  • SALE: According to Gamespot, less than 20000 units

Silent storm Combined tactical struggle based on RPG elements, which provides an experience awarded for its destructive environment, complex mechanics of line and rich adaptation. The game was determined during the alternative World War II and offered complicated missions and tactical tensile weapons that rewarded careful planning thanks to deep systems and emphasis on the player's decision.

Strong reviews, however, do not always help the cause and its timing of the release and lack of support of the publisher severely limited market penetration. In addition, the status of the genre niche and the demanding system requirements of the game discouraged more occasional players. Without a strong brand or prominent franchise, the game tried to gain traction, especially outside Europe, despite a fun and convincing experience.

3

Darwinia

Retro aesthetics without a real impact

  • Sale: 60000 units (2024)

Darwinia For his clear visual style and inventive gameplay, he turned and mixed real -time tactics with abstract digital aesthetics. The game has placed players in a retro-venturistic virtual world inhabited by developing AI life forms, which required strategic deployment of units across cyberspace, along with indirect control mechanics. Critics appreciated its originality, atmosphere and minimalist, but meaningful design.

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Commercially, however, the game fought thanks to the experimental nature and indie origin limiting the mainstream attraction. The marketing range was a minimal and unconventional interface of the game represented a barrier to entry for less patient players, and without recognizable IP or publisher tried to break through the market dominated by brighter and more accessible titles.

2

Unity of Command 2

A new look but a niche

  • Date of issue: November 12, 2019

  • Platforms: GeForce now, Microsoft Windows, Linux, MacOS, Mac Operational Systems

  • Sale: 56 760 (2024)

Unity of Command II It provided a strategy for World War II at an operational level with refined mechanics and an elegant interface that built on the basis of its predecessor. He offered campaigns based on scenarios and a distinctive system of war fog, which made logistics and supply as important as the movement of soldiers. The game was praised for its clarity and elegant design that balanced availability with depth, which was rarely seen in other war simulations.

Despite its critical strengths, this game did not make such a big spray. Its focus on hardcore Wargaming has reduced the audience a wider attraction, especially among players looking for a narrative or action strategy. In addition, even though he represented pure visual effects, he lacked the production value of titles with a higher budget, which made it easier to overlook digital interpretations. It also came up with decent production costs, which caused the overall income to suffer.

1

Lamplighters League

The modernization of the genre in a way that few appreciated

  • Sale: 27 900 units (2023)

Lamplighters League The aim of re -reviving the tactical genre based on the pull with a significant mixture of real -time infiltration and the team -based struggle. The game, which became an alternative world of 30 years, allowed players to hire a team of unconventional heroes to prevent a global authoritarian cult from climbing power, with a unique atmosphere and a funny dialogue that tried to separate from traditional strategic games.

Despite these strengths, the game was unable to resonate commercially. Factors such as the minimum visibility on the market and the attraction of the genre niche have made the game less than desirable for strategy fans, as well as hard sales for newcomers. It was a good attempt to create something new in space, but eventually led to more failures than a wave of innovation.

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