Edit: it's also my 1000th post, so YAY!! I'm now a corsair, killing ovies
In the article, intrigue talks about how "The competition in SC2 thus far has been a farce." He talks about how most players want to "play SC2 freely" and "play for fun." He quotes Guemchi saying that the Startale in-house practice had little structure and how everyone just did what he wanted to do. That sort of environment does not foster perfection or innovation, and the game becomes stagnant and eventually, a farce.
So let's talk about BW. BW got to where it is today PRECISELY because of the hard work of the players, coaches, and the mapmakers. Players in BW are constantly thinking about new strategies and paradigms to be ahead of the curve. Examples include Savior's 3-hatch muta, Bisu's FE into Sair/DT, Flash's Double Armory/anticarrier build, and JD's 3-hatch spire into 5-hatch hydra. Every one of those builds and the play style matching those builds took the dedication and hard work of not only the player known for using it, but his team who helped him develop those builds. Even now, the game's evolving and new paradigms are created. TvT nowadays don't involve dropships that much, but rather wraiths and valkyries to gain air superiority. ZvP involves more +1 corsairs than, say, in 2009. ZvT can actually involve mass queens. A little further back, we had the TvZ late-mech switch and hive-tech ZvZ. ALL these builds and schools of thought were the result of hours and hours of practice and brainstorming by teams and players to gain that small edge.
Mapmakers contributed significantly to the evolution of the game as well. Mani's article Celestial Terrain and Empyrean's Decade of Promaps show how the maps evolved over time and what mapmakers tried to do to bring exciting yet balanced gameplay. Along came some spectacular failures, such as Mercury, Demon's Forest, and Battle Royal, but also produced really good, sometimes legendary maps such as Nostalgia, Luna, Rush Hour 3, and Fighting Spirit. The point is that mapmakers were and are also thinking and working hard to create exciting maps for players to play on.
*Aside: This is why I was SO HEARTBROKEN when the match-fixing scandal happened. Those 10-odd people threatened to undo years of hard work and dedication that so many people poured into the BW scene. Kim Carrier was as well. It showed just how fragile an e-sports scene can be.*
From what the article has said, that's not happening in SC2. Again, most players play for fun, and just stick with whatever build or strategy yields decent results. Mapmakers (or Blizzard, whoever you want) are not as bold in their thinking, opting to "just make maps bigger." The resulting sloppiness in games that are mentioned so often in forums make people think that it's not hard to become pro and make a living. They think they can make it just by playing maybe 4 hours a day on ladder. The game becomes, to be frank, a joke.
Now do you see why I as a BW fan get mad at SC2 and its scene sometimes? If it was just another game, I would've just called it a bad game and leave it at that. However, since SC2 bears the name "Starcraft," it must live up to not just the GAME, but all those people who shed blood, sweat, and tears to make BW the legendary game it is today. You now see how much it takes to make a game beyond a game. The game can't be just "fun" for you, but you need to be passionate about it, willing to become one with the game. If the SC2 scene is a bubble and it bursts, this will probably be the reason why. The tournaments are there. The money is there. Where's the passion? Is everyone going to wait for all the patches and expansions before being passionate about the game?