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Brood War Designer Rob Pardo speaks at UCI - Page 2

Blogs > shindigs
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ironchef
Profile Blog Joined August 2004
Canada1350 Posts
November 16 2011 23:52 GMT
#21
On November 17 2011 08:13 shindigs wrote:
With regard with the unit selection cap, I agree with it from a design standpoint. A player interacting with a modern game would expect as many units as possible being selected when boxing a bunch of them, having it any other way is pretty counter-intuitive for the majority of people.

The problem is that this leads to unit clumping, which I think is something they're trying to address in HotS without reinventing the game or UI.


Yea, I hated it, but I can kind of see the argument. The solution going forward would be to punish...err I mean reward control group finesse, by designing unit function/tactics that work much better when you 1a-move. Happens to an extent already, wouldn't hurt to have more. Then again that might overcomplicate unit abilities, so definitely not an easy job.
“Because your own strength is unequal to the task, do not assume that it is beyond the powers of man; but if anything is within the powers and province of man, believe that it is within your own compass also.” - Marcus Aurelius
haduken
Profile Blog Joined April 2003
Australia8267 Posts
November 17 2011 00:24 GMT
#22
On November 17 2011 05:43 Mattchew wrote:
Show nested quote +
Also something mind blowing:
Loading bars don't mean anything. Game developers put these progress bars everywhere to give people the satisfaction of seeing something "in progress" or "working".


Are you sure because when I play at home with my brother his slower computer always takes longer as it should in both the loading bar and the game.


Software people do this all the time and there were a whole philosophy behind the need for progress bar instead of say something like a static waiting dialog.

One of the strategy was for the progress bar to always end when the work that is slow is completed so say if the progress bar in game only loads 50% by the time your computer is ready to display the game screen, it will rush itself and complete the other 50% so effectively you the user thinks that @ 50% the computer completed 50% of the tasks required to display the game screen which is completely bullshit lol... (This is of course only applicable when you don't have an easy mean to display real progress for a ongoing task... -.-)


Rillanon.au
RivalryRedux
Profile Joined July 2009
United States173 Posts
Last Edited: 2011-11-17 00:28:13
November 17 2011 00:27 GMT
#23
A more WoW related example. In WoW, Rob introduced a rest system to encourage some players to take a break. If a character didn't get a lot of "rest", that character would gain "Less XP" when they went to level. This was poorly received by WoW players.

Rob fixed this by introducing "rest" as a "bonus", where well rested players gained 200% XP while non-rested players gained 100% XP. In reality, the game just scaled XP gain so 200% was actually the old 100%, and the new 100% XP was actually 50% of what was in place before. Some people tried to call out Blizzard on this change, but since it was perceived as a "bonus", the community in general received it positively.

WAKE UP SHEEPLE


I don't think it has anything to do with people waking up. I think It's just a human nature thing, I read a book a while ago that talked about how negative effects are more powerful to the human brain than positive effects so it's probably just in accordance with that.
shindigs
Profile Blog Joined May 2009
United States4795 Posts
November 17 2011 01:20 GMT
#24
For all the nitpicks we have against SC2, talking so much about game design has actually lead me to read less and less reviews from major gaming websites. I wish their was a gaming website that took developer opinions about games so we can get down to the actual design decisions rather than broad and general statements trying to quantify how "fun" a game is.
Photographer@shindags || twitch.tv/shindigs
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