Earlier quoted context omitted.
I think one big reasons why RTS are having trouble is, that loosing in an RTS, as a new player, can be one of the worst experiences in gaming (not counting player toxicity): you just spend several minutes, maybe a lot of them, playing this game, you finally got your T2 fab, and then the enemy nukes you with his experimental artillery and you are just gone. No way to understand what exactly went wrong. To slow? Wrong…
> Compare that to a shooter I wouldn't claim they're quite so opaque, but Quakelike FPS games have a similar problem. They appear to be about shooting, but in fact at least 50% of the game is resource control (and even the combat itself is more nuanced than a new player realises). So when you're a new player losing to an experienced player, it can be super confusing and demoralising. Confusing because you probably do…
It got to the point that on such servers I'd protest by refusing to use guns at all and used a crowbar and grenades exclusively. Not sure if anyone really took note of what I was protesting against, but it sure got me on top of some monthly crowbar kill leaderboards :)