1 - Kinda
2 - It is a very simple design staple, the kind of idea you can use on every new engine you get your hands on (including starcraft II's engine for example)
Sadly, it gets quite repetitive, and they don't feel very different from one another...
3 - Less than an hour. Possibly 30 mins, although some great ones got me addicted, but I think its really a casual game made for desktop use while doing something else.
4 - Actually, I am currently using TD games ad an improvement to other genres. I think their metrics, logics, etc, is something you can export and use in other genres. It is very rock-paper-scissor oriented and could do with helping flesh out say, an RTS for example. After all, they are static defenses! So I really think TD are a staple to design that can help think other genres differently. They can't seem to self expand on their own.
5 - Like I said, they do well on casual players, and as anyone could tell you, casual market has boomed significantly (facebook app users are slowly shifting to 40+ female... mostly casuals of course).
Now, could it be used for mainstream players? Asking the question hints at, can there be such a thing as skill-oriented "pros" to tower defense?
I suppose it could, for example, if towers need to be user controlled. This would increase micro by a lot, but I'm not sure it would be fun of its own accord.
There was this popcap game i didn`t particularly enjoy (with zombies in a yard) it had this whole different approach where money was not gathered from kills but from "towers" and rather than increasing normally, you had to catch suns as they passed over your screen (they appeared at the rythm imposed by the amount of resource-towers). It added a bit of skill to the game as, if you miss-clicked and didn't get your resource, you were disadvantaged.
Re-thinking resource and control is one way to get it to mainstream market... I guess.
Quote:
Original post by Halifax2
I'm conducting a survey for school, and I would just like to gather a little bit of information with regards to tower defense games:
1.) Do you like them?
2.) What are your reasons for liking them/disliking them?
3.) If you could guesstimate, how many hours at a time do you spend playing a TD game?
4.) What improvements would you make to current TD games?
5.) Do you see a future in the mainstream market for them? If not, what market do you feel they fit into?
Thanks to anybody who answers the questions. I would be very grateful.