More players will play on those easy modes then on the hardcores mode. Just ask about the "achievements" on AI war, and how few are done to begin with, and fewer still given to higher difficulties / hardcore plots as opposed to easier ones
That's true of every game, ever, because even the people who are playing hard are playing easy first to learn the game. Finding out what level people are actually playing at regularily requires metrics in the game, and a single player game that doesn't phone home has no way to report them.
This is ancedotal evidence. In general, Arcen does there updates based on sales. When sales decline, a new project is done. VotM got by far the least amount of sales, given the amount of support in polishing it got. The majority of the expansion / advertising was for harder things such as the two new brutal plots / other advanced AI features. Core turrets were hardly advertised, if at all, so really didn't factor to sales in my mind.
Maybe those features just aren't sellers in general. If you look at what previous expansions added, they tended to be bigger things. Champions (like them or not) are a big deal that can really alter how the game plays. Light of the Spire adds a whole new campaign. No offense to the Shark Plot, but a whole new campaign mode with alternate victory conditions is a bigger selling feature.
In previous expansions, tons (sometimes bordering on literally) of changes were done after an expansion. VotM in volume got the least from ancedotal evidence. Given just_how_fast its updates stopped (Yes, arcen, I consider VotM not particually polished, in fact, the least polished AI War game since 5.0
Wouldn't argue about VotM, it really got halted fast. I mean the dev version is halfway through implementing hacking. It doesn't sound like it's going to resume anytime soon either. But that doesn't mean sales were bad, maybe they changed development direction and now want to focus on new projects first.
Maybe Keith will tell us, since he's reading this.
Was FTL a runaway success? If they were, they would have an expansion. That is the most reliable sense if a game was reliable, if a game had an expansion. Profits don't lie, nor does the profit motive. Even Arcen of all developers acknowledges this. _One_ AAA game having an expansion does not make a successful genre. And I would laugh at the comparison of XCOM being a roguelike, even as ignorant as I am.
They said FTL was a success. I don't know what they're making now, they may have moved to something else. It wasn't a game that really needed anything else. When you're as small as a two man indie team is, sometimes it's better to just take the money and move on rather then keep going to the well.
As for XCOM, it's not a roguelike, but it has the element we're talking about in this thread. When your super powered psychic max level soldier gets sniped and dies, he's gone. Hope you levelled up some others to fill the empty space, because you're using a rookie if not! The game is unforgiving even at normal difficulty, and extremely so on "classic" difficulty. It was a selling feature.
If the game isn't too hard, then what else would explain the game's poor sales? That it is poor to begin with? The game isn't poor according to reviews. Unless you are saying the game simply isn't popular to begin with (that I won't argue with)
That we don't know what caused it doesn't mean it's too hard. No reviewer has said it's too hard. No person is here complaining it's too hard (except maybe you). No people on other forums are talking about it saying it's too hard.
When *nobody* is talking about it being too hard, it's probably not too hard. Casual difficulty is a total cakewalk, and easy is really easy. I've seen more chatter that normal is too
easy than that it's too hard.
Not making the featured rotating banner on Steam for Windows (the overwhelming majority of the market) probably has a lot more to do with it. Beyond that, who knows? I think releasing games at this time of year is a crapshoot at best given how many AAA games (and new consoles) are coming out right now. There's a whole lot competing for the attention of gamers right now. February is a much quieter time of year. (Hell, one of the main reasons cited by Stardock as to why Sins of a Solar Empire was successful is that it was released after Christmas when there was no competition whatsoever for a month. It's a lot easier to get peoples attention with a good game when there isn't 40 other ones coming out at the same time.)
What makes AI wars enjoyable is its dynamic AI. It doesn't actively try to be, but the RNG, threat, and overall sense of the AI moving where it seems best is what makes it great. Extra units enhances this base AI, it doesn't magically replace it.[/color]
The AI only takes you so far when the game is otherwise the same every time. AI War has a lot of options to shake things up when starting a game, and that's why it's still being played this many years later.