• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:15
CET 19:15
KST 03:15
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket8Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales! Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays FlaSh on: Biggest Problem With SnOw's Playstyle soO on: FanTaSy's Potential Return to StarCraft [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET
Strategy
Current Meta How to stay on top of macro? PvZ map balance Simple Questions, Simple Answers
Other Games
General Games
Path of Exile [Game] Osu! Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1979 users

Issues of modern games

Blogs > teekesselchen
Post a Reply
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2010-05-09 04:44:47
May 09 2010 04:42 GMT
#1
In old games there were many techniques that were based on abusing the game mechanics, often Animation Canceling stuff.
Some things I remember right now:
-> Moving Shot in Broodwar, based on cancelling the animation part in which the unit does not start moving on its own.
-> Animation canceling in Warcraft 3, following the same principle. Huge and important part of WC3 mod DOTA that has an own eSports scene for some time already.
-> Quake/Doom movement. In one of the first games, jumps made people becoming faster because of a bug in the game engine. The developers were clever enough to keep it in the sequels however because it became an important part of those games.
-> "Russian Duck" in CS 1.6. Hitting the crouch key twice results in some kind of strange little jump that allowed to move faster than sneaking without doing footstep sounds as loud as when running. Also, it can be used to move out of cover, lowering the chance of recieving a headshot right away.
-> Mutalisk stacking in BW of course


Modern games tend to eliminate controlling difficulties and removing all bugs, also making animations smoother.

-> Many modern games feel like beeing "controlled through a thick layer of syrup", both shooter and RTS games. Player models as well as Units often have acceleration/deceleration in movement or delays before and after shooting or they need time to turn around, so they don't respond to commands instantly like they did in most old games. No possibilities of abusing stuff like frame-based animations that could be cancelled with proper timings. Especially in shooter games, it can be really annoying if the crosshair doesn't respond directly 1:1 to mouse movements.
-> Russian duck removed in CS:S
-> No real animation canceling in SC2 anymore
-> Infinitely huge unit selection groups in SC 2, also groups for buildings
-> 3D engines rarely contain any usuable bugs anymore unlike there were in the old 2D engines

Now I wouldn't say that this necessarily is in issue in case of SC2. General control feels kinda direct, most units do not have annoying acceleration or turning times, most likely because blizzard knows about these things and wanted to please the experienced community that played Broodwar and WC3 already.
However, in general all these losses in direct unit control feel really annoying. They eleminate much of the so important parts of aiming (shooters) or micro (RTS) and replace them with planning in advance.

In SC2 it feels more like the frustratingly low influence of micro is mainly caused by other decisions apart from the missing moving shot. Units tend to be specialized, clever and small.
The specialization becomes a problem because it often does not matter how hard a player microes, the result won't change alot - A hellion will always die to a roach. There is no spider mine that would save it if it is used well and the opponent does not respond. The Terran cannot take the fight and the Zerg does not have to respond.
Units are smaller in terms of collision boxes and smarter, so they don't block each other anymore, so positioning becomes less of a micro issue. They position themselves smartly, they have smartcast, and they often get the most important targets by themselves, mostly because they always try to do as much damage as possible, so they get the targets which they are supposed to counter.

Another aspect depends more on the units and skills in the game. There are way less skill that require good micro because they have to be spammed by players (in case of forcefields this is really not a micro heavy skill - players might spam them, but not like spider mines all the time constantly everywhere). Also there are virtually no skills or things that have or can be used in response to something. For example, a spider mine that is planted right in one's army has to be focussed. Or, in Warcraft 3, dispel of courses or buffs and healing skills are important to be used manually and in a responsive manner.
There are less positioning heavy skills and units, like lurkers and dark swarm. Siegetanks are left, but without spider mines and high ground advantage, only half of their positioning aspect remains.

So even if modern, necessary adaptions of the UI like MBS and infinite unit selection would not exist, SC2 is still very flat on micro because of unnecessary design decisions.

*****
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
tarpman
Profile Joined February 2009
Canada719 Posts
May 09 2010 05:23 GMT
#2
I agree 100%. The most important thing to me in a game is that I should feel in control of it. A huge part of me feeling in control of a game is that it should respond when I tell it to do something. Games where an animation, once started, insists on finishing before the character will respond to your commands feel, as you said above, like being controlled through a layer of syrup. My girlfriend, who is not a gamer at all but enjoys the odd game of BW vs a computer, tried SC2 the other night; she didn't like it at all, claiming that it felt slow, laggy, and unresponsive.

Animation cancelling is a hugely important feature in my opinion - not just in RTS but in any game. If a character is in the middle of an attack animation and I tell it to move away, it should damn well stop what it's doing and move. If my timing is wrong and I give it an order before it's actually dealt the damage, then that's my fault and getting the timing right is something that I can practice.

At risk of soapboxing a little, I'd suggest that this issue can be generalized to the trend these days of games being based on appearance over gameplay: the designers and marketers figure that it's important for the visuals to be smooth and uninterrupted, and for all the animations to appear the way they were lovingly crafted by the art department. Unfortunately for them, when I'm controlling units at 200 APM in the middle of an intense battle, I'm not really interested in watching overly long attack animations...

Examples of the right and wrong way (IMO) of doing it: Carrier, and Valkyrie (both in BW). The Carrier is great. I love microing carriers. You can always move them around, even while they're attacking; they never sit stuck in one place. On the other hand, we're all familiar with the control issues with Valkyries, to the point that they are mostly unused.
Saving the world, one kilobyte at a time.
Always
Profile Blog Joined March 2009
United States376 Posts
May 09 2010 07:42 GMT
#3
TC, you took my thoughts of the past 5 years and put it into a coherent post.

This problem isn't just limited to Starcraft-- it's *everywhere*.

The first obvious happening was with Halo 2 to Halo 3. What? No BXR? No BXB? No double shot? mind you, these were definitely glitches, but they *could* have been left in. Instead they were replaced with a lag "fair" double whack solution. Both players run into each other, melee, melee again, and die together in pile of lameness.

Then comes the transition from SSBM to SSBB. God. I don't even know where to start. No l-cancel? No wave dashing? Lame edgeguarding? No edgehogging?

Both of these sequels were simplified so much from their previous incarnations that it just made them uncompetitive, and ultimately, much less fun for me to play.
"Do unto others 20% better than you would expect them to do unto you, to correct for subjective error." - Linus Pauling
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-05-09 11:17:22
May 09 2010 11:15 GMT
#4
Yeah, they should really start putting "glitches" into modern games.

The trick is making them hard enough to perform in a critical situation that the game doesn't just consist of exploiting them.

Plus, having experienced players show you (and you showing off to friends) how to do cool stuff like patrol micro and BXR is one of the most fun parts of getting pro at a new game.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
May 09 2010 12:36 GMT
#5
On May 09 2010 13:42 teekesselchen wrote:
-> Many modern games feel like beeing "controlled through a thick layer of syrup"


That's a nice way to put it, it's really my main gripe with modern games. But SC2 specifically, I don't like how all the units in a big army clump so tidily. The way they clunked about and bumped into each other in BW made it really important to control your army well. You could easily tell the difference between a newbie a-move and a skilled player's co-ordinated attack. They can't change this though, the new interface/engine simply removes the possibility of this kind of micro.

I really miss the worker as an attack unit dynamic in BW. Where you could fend off early rushes by abusing the way the unit AI doesn't prioritise workers and how the stack-glitching worked. But I don't think introducing glitches into SC2 would work, partly because of the new engine and partly because it just doesn't fit with the way they're designing the game.

I think it would be nice to give everything animation cancelling, then either tone it down or remove it if it simply doesn't work. But I doubt blizzard will do that because the current state of micro in the game is "good enough".
No I'm never serious.
JohannesH
Profile Joined September 2009
Finland1364 Posts
May 09 2010 13:17 GMT
#6
It's not about making glitches... Just having a good and responsive control mechanics. This doesnt have to include animation cancelling, it can be whatever cool method you come up with to make things behave satisfyingly.
If you have to ask, you don't know.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
May 10 2010 23:37 GMT
#7
On May 09 2010 22:17 JohannesH wrote:
It's not about making glitches... Just having a good and responsive control mechanics. This doesnt have to include animation cancelling, it can be whatever cool method you come up with to make things behave satisfyingly.

No it's not necessary but there were lots of cool glitches that gave players new ways of controlling their units in a more detailled and effective way in the past. Developers removed them and gave nothing back in return.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
Uncle Leo
Profile Blog Joined April 2010
60 Posts
Last Edited: 2010-05-11 01:58:18
May 11 2010 01:41 GMT
#8
Uhhhh, crouch running is banned in most tournaments and leagues, and only really started coming onto the 1.6 scene in 06/07. SC2 beta has been out for just a few months now, I'm sure players will eventually find flaws in the engine. Also in Quake, bunny hopping doesn't make you move faster. The actual increase in speed comes from air strafing. Plain old bunny hopping just gives the illusion of faster movement.
minus_human
Profile Blog Joined November 2006
4784 Posts
Last Edited: 2010-05-11 02:02:06
May 11 2010 01:45 GMT
#9
Gameplay>Graphics

In the old days, people who made games cared too little about the money and did everything with an intense passion, nowadays a great bunch of random programmers think they can be game-developers, and even provided they have the good initiative and skill-set for making a great game, (that actually takes time and testing to perfect) it's all choked to death abruptly by lame contracts and deadlines, mostly with greedy developers that are in a fierce competition with each other, thus the quality/quantity ratio grows ever smaller.

What was once a niche community of incredibly passionate people has become a large industry full of eager people to make some money.

Also, as the consumer numbers increased dramatically, more and more retarded people come out of the woodwork, who need easier and dumber games (since they're not really "dedicated/hardcore" gamers), with an extraordinary visual aspect to compensate.
Rambling.
Profile Blog Joined May 2008
Canada314 Posts
May 11 2010 01:56 GMT
#10
On May 11 2010 10:45 minus_human wrote:
Gameplay>Graphics

In the old days, people who made games cared too little about the money and did everything with an intense passion, nowadays a great bunch of random programmers think they can be game-developers, and even provided they have the good initiative and skill-set for making a great game, (that actually takes time and testing to perfect) is choked to death abruptly by lame contracts and deadlines, mostly with greedy developers that are in a fierce competition with each other, thus the quality/quantity ratio grows ever smaller.

What was once a niche community of incredibly passionate people has become a large industry full of eager people to make some money.

Also, as the consumer numbers increased dramatically, more and more retarded people come out of the woodwork, who need easier and dumber games (since they're not really "dedicated/hardcore" gamers), with an extraordinary visual aspect to compensate.


^Agree with 100% as well as the blog in general.
An unfortunate person is one who tries to fart but shits instead
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
May 11 2010 02:26 GMT
#11
On May 11 2010 10:41 Uncle Leo wrote:
Uhhhh, crouch running is banned in most tournaments and leagues, and only really started coming onto the 1.6 scene in 06/07. SC2 beta has been out for just a few months now, I'm sure players will eventually find flaws in the engine. Also in Quake, bunny hopping doesn't make you move faster. The actual increase in speed comes from air strafing. Plain old bunny hopping just gives the illusion of faster movement.

Ok, it came relatively late. However, I do not know any tournaments that still forbid it. There was one or two but it came up totally confusing with like semi random defflosses and from then on I never heard about it beeing banned anywhere. ESL and so on never even attempted to do that.

Good, it's air strafing, like it was in CS way earlier ^^
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
Asta
Profile Joined October 2002
Germany3491 Posts
May 11 2010 17:05 GMT
#12
I agree. This is basically the same topic as the GunZ thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=124399

Excerpt from what I wrote there:
It's about creating an engine that works on some basic rules, but does not foresee any possible situation. The more modern and complex games become, the more the programmers tend to cover any eventualities and thus have to write out how everything works out in the game. This reduces the possibility of players to find new stuff that they can abuse. Sure, sometimes those things are too easy to abuse, breaking the game. Then they have to be patched (like the reaver shooting right after being dropped in the initial BW). Others are too hard to abuse, or very hard, like goliath+dropship killing sunkens or tanks + dropship killing dragoons (<3 nazgul!). Some are just perfect.

Man I want some company to realize all this and make a good game again.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
May 13 2010 04:15 GMT
#13
On May 12 2010 02:05 Asta wrote:
I agree. This is basically the same topic as the GunZ thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=124399

Excerpt from what I wrote there:
Show nested quote +
It's about creating an engine that works on some basic rules, but does not foresee any possible situation. The more modern and complex games become, the more the programmers tend to cover any eventualities and thus have to write out how everything works out in the game. This reduces the possibility of players to find new stuff that they can abuse. Sure, sometimes those things are too easy to abuse, breaking the game. Then they have to be patched (like the reaver shooting right after being dropped in the initial BW). Others are too hard to abuse, or very hard, like goliath+dropship killing sunkens or tanks + dropship killing dragoons (<3 nazgul!). Some are just perfect.

Man I want some company to realize all this and make a good game again.


I like that. It's very true, when SC or BW were released, the designers most likely had no clue what players will do with all this stuff apart from some very basic rules. Now every unit gets clearly defined. A reaper has one or two purposes but cannot be used in a great variability and thats it.
Ok, now this wasn't about the units but about the general gaming technique but Blizzard extended it upon unit design. It sucks.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
Please log in or register to reply.
Live Events Refresh
Next event in 2h 45m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 188
UpATreeSC 124
IndyStarCraft 54
MindelVK 37
ForJumy 26
StarCraft: Brood War
Britney 35766
Calm 2934
Rain 2605
Sea 1705
firebathero 430
Dewaltoss 83
Hyun 80
Backho 58
yabsab 21
HiyA 17
[ Show more ]
Movie 15
scan(afreeca) 13
Shine 8
Dota 2
Gorgc5890
qojqva2583
League of Legends
rGuardiaN29
Counter-Strike
allub381
fl0m51
Other Games
FrodaN1504
ceh9641
hiko632
Beastyqt619
Mlord422
Lowko353
ArmadaUGS261
KnowMe233
RotterdaM222
Liquid`VortiX111
Sick109
XaKoH 81
Trikslyr62
Organizations
Dota 2
PGL Dota 2 - Main Stream14804
Other Games
BasetradeTV34
Algost 6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• iHatsuTV 8
• Reevou 2
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• HerbMon 29
• blackmanpl 11
• FirePhoenix5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1886
• WagamamaTV508
League of Legends
• Jankos1537
• TFBlade1185
Other Games
• Shiphtur217
Upcoming Events
BSL: GosuLeague
2h 45m
RSL Revival
13h 15m
Zoun vs Classic
SHIN vs TriGGeR
herO vs Reynor
Maru vs MaxPax
WardiTV Korean Royale
17h 45m
Replay Cast
1d 4h
RSL Revival
1d 13h
WardiTV Korean Royale
1d 17h
IPSL
1d 22h
Julia vs Artosis
JDConan vs DragOn
BSL 21
2 days
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
2 days
Wardi Open
2 days
[ Show More ]
IPSL
3 days
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
3 days
StRyKeR vs Artosis
OyAji vs KameZerg
Replay Cast
3 days
Monday Night Weeklies
3 days
Replay Cast
4 days
Wardi Open
4 days
Replay Cast
5 days
Wardi Open
5 days
Tenacious Turtle Tussle
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.