Video summary
Cтоит ли разрабатывать стратегии в реальном времени — Интервью с Кириллом Бубенко
Main summary
Key takeaways
Storyline / Premise (what the interview is “about”)
- The video is an interview about whether new RTS (real-time strategy) games are still worth developing commercially and creatively today.
- Kirill Bubenko argues RTS is not dead, but niche:
- It has a loyal, smaller audience that keeps coming back.
- The audience is driven mostly by nostalgia.
- Players want campaigns, army-building, and tactical fights.
Gameplay Highlights & What Players Actually Want in RTS
RTS emotional payoff comes from:
- Building an army
- Tactical skirmishes/fights (including vs AI)
- Campaign/story missions and mission-driven pacing
- “Unit battles that feel meaningful,” not just one-hero control
Compared to MOBAs:
- MOBAs “casualized” RTS by reducing/removing core RTS elements:
- Base building
- Macro/economy management
- Micro complexity
- As a result, many casual players find MOBAs easier to enter and more fun.
Key Strategies & Key Development/Marketing Tips Discussed
1) How to Succeed in the Current RTS Market (unit economics mindset)
- RTS rarely reaches mass numbers like shooters or MOBAs.
- A realistic success target for a new RTS is framed as:
- ~1 million copies sold at release (order-of-magnitude target), not tens of millions.
- Success is described as being more achievable through:
- Nostalgia + strong IP or recognizable vibe
- A clearly identifiable audience
- Lower budget / smaller team / fan-driven scope
- Delivering what RTS players call “the RTS fantasy” (not a shallow clone)
2) Nostalgia as a Product Design Lever
Nostalgia-driven approaches mentioned include:
- Styling/theming like older RTS eras (e.g., 2000s style / “C&C-like” feel)
- “Old RTS campaign emotions” and the familiar army-building experience
A “fresh” hook can also replace pure nostalgia:
- A prominent new pitch, strong visuals, or an unusual concept.
- Example mentioned: “simulator” framing as a sales headline style.
3) Early Access / Roadmap to Reduce Backlash
For Kirill’s cited project (and his marketing logic):
- Early Access was used to avoid release-time backlash by:
- Shipping a mechanics-complete “tech demo” feeling first
- Gathering feedback
- Communicating a roadmap so players know campaign/story content is coming
- Core idea:
- Players may buy to support the developer and then wait for the campaign—but they need reassurance it will arrive.
4) Player Retention: Single-Player Majority, Not Just Multiplayer
Key claim:
- A large majority of RTS players prefer single-player/campaign.
- Multiplayer is often less attractive because it is:
- Harder to enter
- More competitive (higher barrier)
Therefore:
- Keeping single-player engaging matters:
- Campaign variety
- Skirmish variety
- Mod support
5) Modding Tools as a Retention/Engagement Engine
RTS development can be extended more easily/cheaply if you provide:
- Mod editor / workshop support
- Scripting (Lua)
- Easy creation of maps/content
Benefit:
- The community becomes a long-term content generator (custom AIs, custom modes, survival scenarios, etc.).
RTS Development Pitfalls (the “Top Issues” Discussed)
1) Readability / Unit Countability (major design challenge)
RTS units must remain readable when:
- There are hundreds of units
- Units are spread across multiple fronts
- Visual conditions get complex (e.g., day/night, lighting changes, dense scenes)
Solutions discussed:
- Visual tier/HP bar readability
- Internal highlighting/glow/visual treatment so players can instantly understand:
- Who is theirs
- Who is enemy
- Where danger is
2) Training / Onboarding (players skip it)
Even streamers may leave quickly if:
- They can’t select units or learn basic controls
- They don’t understand the game loop
Important note:
- Good training is expensive and tedious, and many devs underestimate it.
3) Balance (especially with asymmetrical factions)
Symmetrical vs asymmetrical balance:
- Symmetrical: units have the same combat stats/game roles, different visuals.
- Asymmetrical: factions have different mechanics/abilities, which is harder to balance.
Balance goals must ensure:
- Comparable outcomes at similar “army value” moments
- Variety doesn’t collapse into one optimal unit (example failure case cited: “everyone builds jeeps”)
4) Multiplayer Infrastructure / Network Code
- Dedicated servers help but are costly and time-consuming.
- Networking issues (ping routing, regional server paths) can cause lag and affect regions like China.
5) Lore / Narrative Delivery (and community expectation)
- RTS lore requires ongoing communication and strong writing.
- Players expect “Warcraft/StarCraft-like” story texture via:
- In-game dialogue/briefings
- Regular lore updates (e.g., in Discord)
- Difficulty:
- Matching the impact/quality without “legendary writer” teams (Chris Metzen mentioned as an iconic figure).
Promotion Strategy (how to market RTS today)
Kirill’s main claim:
- Promoting a high-quality RTS is easier than many think because RTS players are concentrated in:
- YouTube
- Twitch
- Discord
- thematic communities
For marketing to work:
- RTS must meet expectations (visuals, mechanics, “not a clone”)
- A Steam page alone won’t sell a weak product:
- RTS audiences quickly benchmark against known titles
Tactics mentioned:
- Provide keys to RTS creators/streamers
- Invest in partner streams and content in the RTS blog ecosystem
- Use community-driven feedback loops (Discord, patches, adding naval units, etc.)
Mentioned / Featured Gamers, Creators, and Sources (as named in the subtitles)
People
- Sasha Semyonov (host/interviewer)
- Kirill Bubenko (Orgoup / Workoup)
- Pavel Zagrebelny (“Pasha” — programmer/game designer; Sprintes, MudRunner; SnowRunner; engine/rendering credits listed)
- Konstantin (mentioned as the person Kirill spoke with; associated with a bundle/release)
- Chris Metzen (named as a key lore narrative figure for StarCraft)
- Chris Metzen’s son (joke/aside)
- “BRM” (gamer/streamer mentioned; struggled with training)
- Tsengrabi (mentioned)
- Grabir (mentioned)
Games / franchises used as references
- Dota 2, League of Legends
- Warcraft III, Warcraft II, World of Warcraft (indirect via Warcraft references)
- StarCraft / StarCraft II / Wings of Liberty
- Age of Empires 2 / 4 / V
- Stormgate
- Broken Arrow
- Tempest Rising
- Command & Conquer Remastered Collection
- Red Alert (including remaster discussion)
- DaFrost / “Dafro” (referenced project)
- Lords / “King simulator” (as an analogy)
- Game of Thrones RTS (discussed without a specific title)
- Warhammer / Warhammer-like references
- World of Ships
- Atomic Heart
- Extract
- Smut
- “Three-of-name” C&C-like examples (portfolio references)
Metrics / sites mentioned
- SteamDB, Steam
- Homaly(tics) / Homalytics (revenue tracking site)