Will talk for myself (Not as a MB:G dev!).. cRPG is
still lots of fun, although I don't play it as much as I used to. It still gives me those adrenaline kicks that no other game has done for me. No other games, not even huge ass grinding MMO's have been close to creating the kind of addiction cRPG has given me.
Yes, declining player numbers sucks, and IMO it happened because the inherited WB system was too hard to "Fix" and balance. Causes for player numbers declining imo: Age + Good players abusing mechanics + Very high skill level/Player levels/Gear + Delaying trolls + Unfixable balance issues like very OP cav + Newbie unfriendly == Many Unfixable gameplay issues. (Can be rectified and fixed in MB:G!)
I don't think us vets noticed it so much, because i.ex I was always on the front part of the wave, keeping up with the development skill, gear and level wise. For me, it was always fun, built a unique char that could keep up and deal with anything.
So I think, cRPG is the best thing that ever happened in modern gaming. Even with its flaws.Problem is that majority of gamers don't know or realize this!
Here we have the perfect e-sport candidate: a unique/unknown game
TYPE requiring reflexes, precision and knowledge deeper than all multiplayer games out there. (That I'm aware of.)
As a concept: Customization (Aka player recognition) + Great MP melee combat has the potential to be huge. Not as big as FPS because of the FPS ultra simple point and click gameplay, but very near. It's going to appeal to relatively serious gamers, which there are more and more of anyway in this world.
I tried to sell this idea in the KS video, perhaps naively so. People don't _get_ the power of this Customization+Melee combo at a glance. Perhaps it's too complicated to explain in such short time, perhaps I'm a retard for not being able to explain it in the video, IDK. Probably my perspective is also just coloured by being part of this community for so long and not being able to see the game "from the outside".
Anyway.. I still think the problem is in communication, not in the game type. We need to make something where players immediately understands and gets into the game, understanding the power of the idea, the fun and challenge to be had. Then we need to sell and package it in a way players like.
As in what happens AFTER KS.. We all probably have our thoughts, but I think it's most fruitful to talk about it once KS is over, and we have had time to look at it from a distance. After new years. As many people have pointed out, the options are many, and I hope we manage to pull an ace out of our sleeves in the last few days. We'll see.