• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:02
CEST 07:02
KST 14:02
  • 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
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris SC4ALL $6,000 Open LAN in Philadelphia Sparkling Tuna Cup - Weekly Open Tournament WardiTV TL Team Map Contest #5 Tournaments RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
[ASL20] Ro16 Preview Pt2: Turbulence BW General Discussion ASL20 General Discussion Diplomacy, Cosmonarchy Edition BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro16 Group D [ASL20] Ro16 Group C [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1121 users

SC2 thought experiment

Blogs > milikan
Post a Reply
1 2 Next All
milikan
Profile Blog Joined April 2009
United States67 Posts
March 16 2011 19:02 GMT
#1
As a BW player, the new macro mechanics in SC2 have been quite a jump to get used to. I don't play SC2 regularly, but I do enjoy watching, thinking, and talking about the game.

In SC2, the mechanics have been made easier compared to BW. While initially bemoaned by the community, these new mechanics have now been thoroughly embraced and incorporated into everyday gameplay. At the pro level, this seems to have made SC2 a much more strategical game compared to BW. In BW, you could have mechanical monsters like Jaedong overcome their opponents simply by having better macro or micro as opposed to developing a superior strategy. Now that it's possible for everyone to macro/micro at least extremely well in SC2, the strategical decisions made by players have much more weight in this game. In this sense, I see SC2 as the "greatest competitive RTS" as marketed by Blizzard, because it very much does have great strategical depth, and it's a lot easier to see compared to SC1.

Now, most BW players like to rally for the loss of the mechanics in SC2. No automine, no MBS, no smartcasting. While I would like to see some of these removed/changed, this is not the blog post for that. What I'm thinking of is going in the other direction: making the game even easier by adding more macro mechanics. In addition to automine, why don't we add automatic creation of SCV's? Just right click on the SCV icon and it'll constantly produce, with perfect queuing, until you tell your CC's to stop. Same thing for mules. Same thing for unit production, maybe even for supply production. One thing you can't do is have your army micro perfectly; but, you can add in options to make it easier, such as a "spread" command for your marine-heavy army when fighting banelings. The list goes on.

So, if this is my thought experiment: if this were to happen, would it continue to make SC2 a better game, in the sense that adding the new macro mechanics from BW to SC2 "improved" it? Keep in mind that public outcry is not a measure of game quality, as seen by the initial QQing from SC2 macro mechanics.

I don't have an answer. If you continue to add these changes in (lim -> infinite?) then eventually it seems like you would have a real time chess game - all strategy and thought, almost no mechanics... which sounds pretty awesome, actually. But, mechanics provide at least some of the fun/entertainment; awesome micro/macro is always entertaining to watch/do.

In the end, the question seems to boils down to how important mechanics are to a strategy game. I would imagine its a matter of personal preference to a lot of people, but at the same time I'm sure there's an entertainment value associated with mechanics, and you can "maximize" it.

***
Yurie
Profile Blog Joined August 2010
11880 Posts
March 16 2011 19:07 GMT
#2
Consider tug of war ums maps in sc2. Those require you to pick which building/unit to build and nothing more. That is pure strategy akin to what it would end up as. Just play one of those and post your thoughts.
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
March 16 2011 19:14 GMT
#3
On March 17 2011 04:07 Yurie wrote:
Consider tug of war ums maps in sc2. Those require you to pick which building/unit to build and nothing more. That is pure strategy akin to what it would end up as. Just play one of those and post your thoughts.

Hey come on now! Those still have macro timings!
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
March 16 2011 19:18 GMT
#4
I agree that the heard of this discussion is your final paragraph and I agree with everything you wrote in it. Obviously SC2 has moved away from mechanics and more towards strategy when compared with Brood War; however, it's also interesting to think that 2011 Brood War moved VASTLY away from strategy towards mechanics when compared with 1998 Brood War. Maybe SC2 should have many more "auto" things in it so that when the inevitable slide towards mechanics happens, we end up closer to 50/50? I'm not sure...

Anyways, nice read 5/5 (and I never ever rate blogs)
Moderator
Redmark
Profile Joined March 2010
Canada2129 Posts
March 16 2011 19:51 GMT
#5
So, if this is my thought experiment: if this were to happen, would it continue to make SC2 a better game, in the sense that adding the new macro mechanics from BW to SC2 "improved" it? Keep in mind that public outcry is not a measure of game quality, as seen by the initial QQing from SC2 macro mechanics.

Even outside of personal strategy/mechanics preferences, this depends on the rest of the game. Some games may work better with a better UI and some games may not. You really have to playtest this stuff IMO, theorizing just doesn't work.
UI improvements are not all equal, anyway. Formations and MBS do completely different things. Again, you have to test it.
blubbdavid
Profile Blog Joined February 2010
Switzerland2412 Posts
Last Edited: 2011-03-16 20:02:41
March 16 2011 20:00 GMT
#6
I don't agree at all.
My opinion on why BW is so Mechanics focused is, that BW had 12 years time to develop strategy. We are at a moment now, where almost every strategy already has been discovered, and where the "better" player with the better mechanics has advantage.

SC2 is young, and strategy is developing, while mechanics don't count much. But later, mechanics will play a much bigger role, and that's where the bad players (i.e. 4-Gaters) are seperated from the good ones.

And the new Macromechanics only promote 1-2Base play, hard timing pushes and so on. And that's not really exciting to watch. (MULEEEESSSS ARRRRRRRGGGHHHHHHH!!!!!!!)

4/5 for effort
What do you desire? Money? Glory? Power? Revenge? Or something that surpasses all other? Whatever you desire - that is here. Tower of God ¦¦Nutella, drink of the Gods
Saikyun
Profile Joined July 2009
Sweden20 Posts
March 16 2011 20:10 GMT
#7
I don't agree about the "game quality"-thing. I don't play either game very much anymore, but I watch some games (mostly sc2), and BW is still a lot more entertaining to watch. So much is happening all the time. I do hope sc2 will continue to develop, but right now it feels so much like "I'm either gonna do some funky cheese or just wait until I have at least 100 supply before I attack (or do anything else)". It's like as soon as you commit to an attack and you lose that battle you're screwed. :|
lazerwizz
Profile Joined July 2010
Hungary53 Posts
March 16 2011 20:19 GMT
#8
My first thought was: this will turn the game into Lazycraft 2.
But after thinking about it I think it worth trying. Who knows maybe something good will come from this.
"Apparently a product doesn't need to be perfect just good enough."
Boblion
Profile Blog Joined May 2007
France8043 Posts
March 16 2011 20:33 GMT
#9
Sc2 doesn't have more strategical depth than bw, it only has less mechanics.
fuck all those elitists brb watching streams of elite players.
MuTT
Profile Joined July 2010
United States398 Posts
March 16 2011 20:33 GMT
#10
if mechanics didn't matter at all it would be a coinflip. Starcraft doesn't have perfect 'scouting' like chess. For example if somebody goes standard and another person takes a risk and expands a little quicker, then the FEing player won. It also sucks for top players because they can't beat the noobs if they have to coinflip.
MC's strength: confidence weakness: over confidence
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
Last Edited: 2011-03-16 20:35:19
March 16 2011 20:35 GMT
#11
On March 17 2011 05:33 MuTT wrote:
if mechanics didn't matter at all it would be a coinflip. Starcraft doesn't have perfect 'scouting' like chess.

That's a bit of a stretch.
Moderator
MuTT
Profile Joined July 2010
United States398 Posts
March 16 2011 20:40 GMT
#12
On March 17 2011 05:35 Chill wrote:
Show nested quote +
On March 17 2011 05:33 MuTT wrote:
if mechanics didn't matter at all it would be a coinflip. Starcraft doesn't have perfect 'scouting' like chess.

That's a bit of a stretch.

Dude imagine zvz in broodwar. How can jaedong win if there is no micro?
MC's strength: confidence weakness: over confidence
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2011-03-16 20:45:59
March 16 2011 20:44 GMT
#13
Personally I think mechanics are good when the mechanical interaction carries with it a non-trivial decision. Making 6 marines vs 5 is non-trivial so the button press for each marine is fine. Same with SCVs, sure you almost always want more scvs coming, but it's not entirely trivial and it is a choice that you make with actual trade-offs and decisions.

Deciding which of the 5 adjacent barracks is going to make the next marine is pretty trivial (and any reason that makes it non-trivial is incidental to mbs).

The way I see the line is that if you were to make a detailed description of everything you did in a game the stuff that you'd leave out in your retelling are the mechanics you want to avoid. In your description you might say every time you build an SCV, but you wouldn't specify which barracks you selected, that you then had to tell the scv to mine the mineral patch, or that you selected a particular templar to cast storm. No you'd say things like "I made an SCV, then I made 5 marines, then I casted 3 storms."

If you think the pace of SC2 or the mechanical demands are too slow or shallow, then I say it's not because of what they took out; it's what they didn't put in.
Logo
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
March 16 2011 20:45 GMT
#14
On March 17 2011 05:40 MuTT wrote:
Show nested quote +
On March 17 2011 05:35 Chill wrote:
On March 17 2011 05:33 MuTT wrote:
if mechanics didn't matter at all it would be a coinflip. Starcraft doesn't have perfect 'scouting' like chess.

That's a bit of a stretch.

Dude imagine zvz in broodwar. How can jaedong win if there is no micro?


Tactics are still tactics without mechanics...
Moderator
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
March 16 2011 20:46 GMT
#15
I think blizzard designed the game such that the mechanics can be mastered by the top few but that once you master the mechanics, strategy becomes much more important.

I still think there is one mechanic that is yet to be mastered by anyone and that is scouting. With the hard counter system in sc2, scouting is really really really important. It's not just about right clicking your worker into your opponents base. You need to know the best time, what to look for, how to scout cost efficiently, how to react, etc. You might have a great strategy, but if it loses to a specific unit comp, then you needs to scout. Information in sc2 is much much more important than bw. In bw, a zerg could make a lurker and use it to stop the opponents push thus giving time for him to react. Vultures could place mines and slow the protoss from coming too quickly. The only thing like this in sc2 right now are tanks and burrowed banelings and possibly dark templar, but they are on a tech path that is too difficult to get to prevent most timing pushes.

I think the balance between mechanics and strategy is almost perfect right now. I think 2 things can be done to make the game better.

1. Make chrono boost more interesting and really affect protoss more.

2. Add a cooldown to mules (but a short one, maybe 15 seconds)

Zerg macro mechanics are hard enough as is. (I play protoss for a reason)

Developer for http://mtgfiddle.com
MuTT
Profile Joined July 2010
United States398 Posts
March 16 2011 20:50 GMT
#16
On March 17 2011 05:45 Chill wrote:
Show nested quote +
On March 17 2011 05:40 MuTT wrote:
On March 17 2011 05:35 Chill wrote:
On March 17 2011 05:33 MuTT wrote:
if mechanics didn't matter at all it would be a coinflip. Starcraft doesn't have perfect 'scouting' like chess.

That's a bit of a stretch.

Dude imagine zvz in broodwar. How can jaedong win if there is no micro?


Tactics are still tactics without mechanics...

There aren't THAT many tactics in the early game amd tactics still isnt strategy. A tactic is like marine spreading vs banelings but he said what if they added that in. For example what about cheese. If somebody 6pools it will either always win or always lose because everybody knows the few tactics involved in it. The game would probably be harder to balance without the crutch of mechanics. I don't see the attractiveness of a 20 minute long game of starcraft compared to a much deeper strategy game like chess. I guess you can just have a starship troopers movie playing in the background.
MC's strength: confidence weakness: over confidence
haxorz
Profile Blog Joined June 2009
United States138 Posts
Last Edited: 2011-03-16 20:54:22
March 16 2011 20:52 GMT
#17
On March 17 2011 05:40 MuTT wrote:
Show nested quote +
On March 17 2011 05:35 Chill wrote:
On March 17 2011 05:33 MuTT wrote:
if mechanics didn't matter at all it would be a coinflip. Starcraft doesn't have perfect 'scouting' like chess.

That's a bit of a stretch.

Dude imagine zvz in broodwar. How can jaedong win if there is no micro?


Your argument is rather extreme (or, perhaps, you are making implicit assumptions). Maybe it is the case that in a match with two equally "skilled" (for some notion of skill, see below) players, the game becomes coin-flippy.

But I think it's completely ridiculous to say that a match between Jaedong (or any "good" player) and Joe Scrub would be a coinflip simply because there isn't any micro. RTS requires lots of "skills": knowledge, experience, decision making, mechanics, to name a few. Removing mechanics from the game doesn't remove these other skills, especially in a matchup like ZvZ. ZvZ requires knowledge of how to use the strengths of your build against the weaknesses of your opponent's build (I think Day[9] did a daily on this a while back). Or at least that's what I got from playing and watching BW ZvZ.

On the subject of "skill", let's assume you are right and removing mechanics implies that games turn into coinflips. Then what is "skill"? How can you say that Jaedong is better than Joe scrub? Surely you must agree that (a) there can still exist a notion of skill (b) players can have different skills. To use your own example, are you saying that chess is devoid of skill? Because that's where you argument is going...

tldr - skill has mechanical and non mechanical components
And theres the GG.
MuTT
Profile Joined July 2010
United States398 Posts
March 16 2011 21:03 GMT
#18
Man I am bad at winning internet arguments.

1. Mechanics favor the better mechanical player.
2. They allow a player like IdrA to get reliable wins because even if the other player takes risks that pay off, the longer the game goes IdrA gets more and more of an advantage.
3. I don't think cheese will be able to exist in the game because if cheese is scouted at the right time (which will be easy since the game will be designed to be easy) if it still wins and is scouted right then i guess it will always win :read coinflip
3. Mechanics are more fun to watch than strategy in starcraft 2. A large viewer base of broodwar aren't good players but they watch it because the constand action and have atleast some appreciation of how hard it is. I don't think most of the people watching understand why Flash did this instead of this because it is sooo subtle.
i have more reasons but my post is too long
MC's strength: confidence weakness: over confidence
Bobo_XIII
Profile Blog Joined October 2003
United States429 Posts
March 16 2011 22:47 GMT
#19
On March 17 2011 04:02 milikan wrote:
I don't have an answer. If you continue to add these changes in (lim -> infinite?) then eventually it seems like you would have a real time chess game - all strategy and thought, almost no mechanics... which sounds pretty awesome, actually. But, mechanics provide at least some of the fun/entertainment; awesome micro/macro is always entertaining to watch/do.

In the end, the question seems to boils down to how important mechanics are to a strategy game. I would imagine its a matter of personal preference to a lot of people, but at the same time I'm sure there's an entertainment value associated with mechanics, and you can "maximize" it.


These last two paragraphs are why lessening the need for strong mechanical play wouldn't be good for the game. It adds dimensions to the game, to include a distinguishable human element.
There's a hole in the world like a great black pit, and the vermin of the world inhabit it... and its morals aren't worth what a pig could spit, and it goes by the name of Reddit.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2011-03-16 23:00:21
March 16 2011 22:58 GMT
#20
Hmmm....

I think an existing example of "improved" macro mechanics affecting a game would be The Titans expansion to Age of Mythology.

The expansion pack added a toggle for buildings to constantly produce whatever unit it was told to make, thus eliminating what had been one of the cornerstones of RTS macro. From what I've heard (since I wasn't involved in the AoM scene), this "improvement" almost completely destroyed the online competitive scene since it reduced the skill gap immensely by removing what had been an important part of the game's macro mechanics. Apparently, one could just rally units to the enemy base without thought, and this greatly simplified the game to an almost unplayable level. I think I got this info from an obscure post somewhere here on TL.
ㅇㅅㅌㅅ
1 2 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Monday
00:00
#49
Liquipedia
OSC
23:00
OSC Elite Rising Star #16
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft556
StarCraft: Brood War
Leta 533
Noble 51
ajuk12(nOOB) 43
Icarus 10
Dota 2
NeuroSwarm138
Counter-Strike
Stewie2K448
semphis_45
Super Smash Bros
Mew2King40
Other Games
summit1g4980
C9.Mang0320
XaKoH 150
ViBE142
SortOf52
Trikslyr34
trigger0
Organizations
Other Games
gamesdonequick684
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• OhrlRock 91
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1125
• Rush1120
• Stunt434
Other Games
• Scarra1215
Upcoming Events
LiuLi Cup
5h 59m
OSC
13h 59m
RSL Revival
1d 4h
Maru vs Reynor
Cure vs TriGGeR
The PondCast
1d 7h
RSL Revival
2 days
Zoun vs Classic
Korean StarCraft League
2 days
BSL Open LAN 2025 - War…
3 days
RSL Revival
3 days
BSL Open LAN 2025 - War…
4 days
RSL Revival
4 days
[ Show More ]
Online Event
4 days
Wardi Open
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 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.