And yet the original BF1942 never became an esport. The old CoDs never became an esport. If you are trying to create an esport your fluff material has to be as inoffensive as possible Blizzard even removed the references to drugs in SC2 (stim pack sounds).
The difference between CoH and GTA is that you can invoke Godwin's law very easily in a game about ww2. CoH2 came out and was bombarded with bad reviews by angry russians calling it a Nazi game and other choice stuff because of the campaign story. By the time CoH2 came out the e-sport market was already shifting from RTS. Starcraft 2 had been overshadowed by league. Dota was coming out and CSGO was getting itself together. Relic missed the metaphorical esport bus so as to speak. Instead of doubling down and milking the community with DLC, relic should have had invested more money into the scene itself with community funded stuff a lot more. Oh and balance the game better. Over time CoH2 would have had a stable online community and eventually become an esport by itself.
For what it's worth relic seems to be following this idea with DoW3.
Being a good game has very little to do with being an esport success. First and Foremost, you need a game that sells a metric shit ton. Total War Warhammer got an ESL league and less than 5% of the people in the game have played a single MP game. Despite the very barebones Multiplayer, the game has it's own organic multiplayer community now.
Yes, I agree that Relic makes unique and innovative RTS games in a genre that is largely stale (See SC2). But making a game like CoH that is fundamentally RNG dependent and has long playtimes is an uphill slog.
Could Relic have done it if they handled things differently?
Probably yes.
But that ship has long sailed. We are better off actually making the game play better via giving feedback to relic now that they are finally letting the community take the reins of the game.
I agree that CoH2 is a game of the type that does not dominate easily, and that distances some players, but I believe that this is not the decisive factor that made CoH2 stay behind in the number of sales and the multiplayer games. The ranking and match-matching system greatly undermines players' development.
The current system based on a global score allows players with less than 20 matches to be in the top 50 of the game easily, some players chema in the high ranking and only play a match after several days, just to maintain the ranking. This added to other factors like the use of the game store, the production of additional content like skins, faceplates and even more, things like modifications of HuDs, infantry Skins that do not exist and if it existed would be great!
All this to min influences much more in the adherence of a player in the game than necessarily in the difficulty in being a good player. It's a matter of motivation. Winning only to increase the ranking number is motivating but not so much that if there were other factors such as a game store with a greater diversity of products, so that besides the victory serve to rise in the ranking, also personalize your own army. Every online game becomes difficult, simple as it is, as you play with more experienced / skilled players, CoH2 is difficult, but games with simple mechanics also become very difficult as you play against more skillful players Online and if there is nothing more than "entering the game and clicking on the search game" it becomes demotivating as the player gets frustrated with the defeats that inevitably appeared in the game.