I already showed the numbers- the A*'s aren't a threat to anybody's marketing plans.
The rest of the analysis is equally questionable:
First: A large number of people would not be able to play the most popular game without treading into ÔÇ£questionable intellectual propertyÔÇØ territory regarding ported content.
If we go by most popular, and we exclude P.U.R.E. and BA, CA is the most popular, in terms of downloads worldwide. I did some checking on their numbers, and if they had a solid SP experience, they'd be a very popular game.
Second: The engine and games for it, while very playable, lack a certain amount of ÔÇ£somethingÔÇØ that would really make them shine. People tend to waffle on what this ÔÇ£somethingÔÇØ is, be it barriers to new player adoption like lack of tutorial campaigns or GUI or stability issues or whatever.
The main lack is having SP gameplay and a polished frontend. Both are areas of engineering concern. Quantum's work on the Mission Builder is very important, and what Quantum's done is very exciting.
The fact that we don't have a decent game-skinnable frontend that is simply a part of the engine at this late date is a mystery to me.
Is it because people with commit access have refused to let this happen, as AF semi-suggested, or because nothing has been done because nobody has described what we need it to do (in which case, I may find time to describe a business case) and established some agreement with everybody?
In addition, the idea that campaigns are just "tutorials" is a very shallow understanding of the RTS market. Of the people who bought Starcraft II, for example, less than 15% have played it online at all. The fact that people here still don't understand what these numbers mean is pretty funny. People do not play RTS games online at anywhere near the levels that they expect to play a FPS online. Developing solely for the online segment is a strategic error.
Third: That the ÔÇ£engineÔÇØ shouldnÔÇÖt be marketed directly because it is the responsibility of game makers to promote their own games/content.
There is no point in advertising the engine as an engine, other than to researchers and academics looking for something that does RTS functionality, and in many ways, the complexity of the engine makes it unattractive. The engine developers would be doing themselves a giant favor by actually acting upon the query which came up about porting more engine functionality over to Lua, other than core processes, so that the underlying engine is cleaner, meaner, and more focused.
The attractiveness to teams seeking an engine for commercial purposes is zero, because it's so dated and all code would have to be GPL'd. There are few people out there who want to develop really hot tech and put it under GPL in that context, which also makes it harder to attract people to work on the engine, especially when they could work on OGRE and sell their work instead.
The attractiveness to serious mod teams is also zero, because the engine's graphics are so dated compared to anything modern, building new content is difficult, there is no library of plug-in-and-make-game content available and other problems. If you mod Crysis, you don't have to model / rig / animate / code / etc. / etc. every tree in the forest- with Spring, you are largely stuck. This is a very bad situation, and I don't know what to do about it, other than to continue working on World Builder content and hoping that eventually people get it, or that somebody builds some tech that uses it that makes it obvious to everybody, like a copy of the Starcraft II map editing system (which, again, people here need to go view some videos about- it makes the best stuff we've done look sad indeed).
In short, other than attracting more research projects (which isn't bad, but is hardly a raison d'être for a game engine) the engine is actually a negative. Until the fundamental engineering problems have been solved and the engine is modern enough to be presentable, emphasizing the engine will be counterproductive.
It would probably be a good idea for Spring to explicitly advertise for more engineering talent through various resources at this time, but it would be very unwise to try and put Spring up against OGRE, Unity3D et al.
We don't need to worry about "competition" from other engines atm, because either the people seeking an engine want something modern, or they really don't care, so long as it isn't utter rubbish, and are much more interested in the powerful, flexible Lua guts of the engine (which is the
only thing about Spring that is remotely attractive atm) or want a RTS gametype without much work.
But basically, without the games, Spring's not that interesting atm. Also, we don't even have any official tech demos to show the engine off, and if we did, we've been breaking backwards compatibility a lot over the last year, and until MT is final, it would probably be unwise to consider building one, because it might become bit-rotten fast.