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Positional Game Design

Blogs > JoelE
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JoelE
Profile Blog Joined July 2011
United States112 Posts
December 26 2011 00:51 GMT
#1
I was thinking about the differences in feel between Warcraft 3 and Starcraft 2, the two rts games I play. The obvious difference is the bigger units in Warcraft 3, and the heroes. To test this, I made a simple custom game on starcraft two, and used bigger units and some heroes. But the game still didn't feel like wc3. I went back to the drawing board, and here is what I came up with.

First take a look at this typical starcraft minimap.
[image loading]
This is what most game looks like. Both players are on 2base.

Now I have circled possible military objectives.
[image loading]
As you can see, there are really only two places that each player would ever want to move their army to. The battles are most likely going to happen at either base, or between bases.

You might think I am overlooking a large part of this map. Surely all of those empty bases are important? While they may become important later in the game, right now they are empty. There is never a good reason to attack an empty base.

Here is a picture of a warcraft 3 minimap.
[image loading]
Circled in blue are the main military objectives. The green dots are smaller military objectives (creeps). Unlike in sc2, in wc3 there is a secondary reason to move your army out of your base. Creeping isnt as big of a deal in wc3 as attacking your opponents base, but it allows armies to be in potentially many more places. The arrangement of the creep locations can allow for much more complicated interactions between armies.

In warcraft 3, the effect of the creep spawn locations is severely dampened by the controversial town portal. But I feel that they still change the feel of the game.

To explore what kind of effect secondary military objectives have on games, I made a simple game that can be played on a chess board. Here are the rules:
1s can move 1 space
2s can move 2 spaces
3s can move 3 spaces etc.
Green spaces upgrade from 1 to 2, 2 to 3, etc.
Each upgrade space can be only used once per peice.
To take a peice, move into it.
The game is lost when all peices are gone

Here is a picture of the starting position of the game
[image loading]

If you guys want to try this game, and see how the upgrade spaces affect it, you can play on a chess board, using pawns for level 1, horses for level 2, bishops for level 3, queen for level 4, and king for level 5. You may need to improvise if you run out of pieces.

I also programmed a version of the game on my website for my friends and I to play on. My next blog post is going to about meta game shifts and dominance in this game with a few of my friends as other players, but if you guys want to join in on the fun, the link is www.firecaster.com/joelgame.html


****
http://www.firecaster.com
Newbistic
Profile Blog Joined August 2006
China2912 Posts
December 26 2011 01:01 GMT
#2
I feel like I missed the main point you're trying to argue. Are you saying that it's better to have secondary objectives all over the map to provide incentives to explore more of the map? If so, why is it better?
Logic is Overrated
JoelE
Profile Blog Joined July 2011
United States112 Posts
December 26 2011 01:02 GMT
#3
I'm not trying to argue that one thing is better than the other. Im trying to show the difference in feel that secondary objectives make.
http://www.firecaster.com
GnarlyArbitrage
Profile Blog Joined October 2011
575 Posts
Last Edited: 2011-12-26 01:15:39
December 26 2011 01:14 GMT
#4
It'd be cool to have like zerg creeps on a TvP mu, or whatever race isn't in the 1v1. And have the unit ranks actually give a little bonus.


Or like in halo wars, you can get extra reactors without building them, you just have to garrison them. Or get more supplies, or even garrison a garrison! Secondary objectives rule.
JoelE
Profile Blog Joined July 2011
United States112 Posts
Last Edited: 2011-12-26 01:18:58
December 26 2011 01:18 GMT
#5
Starcraft works well without secondary objectives because its economy driven. But i really wonder what wc3 would be like if they found a way to make the game work without TP. It would probably feel like a much more tense game.
http://www.firecaster.com
Empyrean
Profile Blog Joined September 2004
17066 Posts
December 26 2011 02:01 GMT
#6
It's certainly a fun game (the flash one you programmed), but I'll repeat the points I made when we played (listerine).
Moderator
taitanik
Profile Joined December 2011
Latvia231 Posts
December 26 2011 02:04 GMT
#7
On December 26 2011 10:18 JoelE wrote:
Starcraft works well without secondary objectives because its economy driven. But i really wonder what wc3 would be like if they found a way to make the game work without TP. It would probably feel like a much more tense game.

nobody would go to creep because 1 atack would killl entire main and you cant scout to see someone coming its not like you will leave worker or unit in between bases and invi unit like blademaster would scout wheres your army and you would never move out of your base because of posibility of atack
"the game is over only when you make it over"
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
December 26 2011 02:17 GMT
#8
Really interested to read future installments of this!
JoelE
Profile Blog Joined July 2011
United States112 Posts
December 26 2011 02:51 GMT
#9
On December 26 2011 11:04 taitanik wrote:
Show nested quote +
On December 26 2011 10:18 JoelE wrote:
Starcraft works well without secondary objectives because its economy driven. But i really wonder what wc3 would be like if they found a way to make the game work without TP. It would probably feel like a much more tense game.

nobody would go to creep because 1 atack would killl entire main and you cant scout to see someone coming its not like you will leave worker or unit in between bases and invi unit like blademaster would scout wheres your army and you would never move out of your base because of posibility of atack

Yes, but you could creep the small camps with a few grunts or an AoW.


It seems there are a lot of people who want to play the game, but nobody else is online for them to play vs. I suggest bringing a friend. The server is pretty empty. Also, the game is in javascript (html5), and doesn't work in IE or old versions of firefox.
http://www.firecaster.com
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
December 26 2011 04:27 GMT
#10
I've been playing the game, and it's really fun! :D more people should join though, its not many people on the server.
affinity
Profile Blog Joined October 2007
United States266 Posts
December 26 2011 04:28 GMT
#11
Great game, although I got owned every single game
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
December 26 2011 04:28 GMT
#12
Just played a couple of games, really fun, and the positional element makes it interesting. I managed to rush one piece to level 5, and then had to use that to hold on as everyone else on my side was underleveled. Cool stuff.
It is what you read when you don't have to that determines what you will be when you can't help it.
EMPaThy789
Profile Joined July 2009
New Zealand878 Posts
December 26 2011 04:36 GMT
#13
what about the watchtower...
JoelE
Profile Blog Joined July 2011
United States112 Posts
December 26 2011 04:44 GMT
#14
The watchtower is something you send one unit to. I haven't seen anyone ever fight over a watchtower that wasn't simply the midway point between two bases.
http://www.firecaster.com
Epishade
Profile Blog Joined November 2011
United States2267 Posts
December 26 2011 07:58 GMT
#15
fantastic read. I certainly agree that compared to WC3, SC doesn't really reward you as much by "taking risks" and moving your army away from safety to clear a new base etc. There simply is no good reason as it is right now to have your army in the middle of the map idling around (not that there should be). But there are really only 3 options as I see it. Kill rocks, attack, or sit in your base. I don't see how those scenarios could change without major game changes. Hopefully in HOTS, they'll give us a few more options rather than just sitting in your base with an army, macro-ing up. I think they're adding destructable rocks that you can break that will block paths. That might be something interesting.
Pinhead Larry in the streets, Dirty Dan in the sheets.
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
December 26 2011 08:43 GMT
#16
I may be missing something important here, but if you added secondary objectives apart from the Xel'Naga watch towers, wouldn't Zerg become significantly more powerful? It would allow for more run-bys and backstabs, and Zerg is very good at map control. They also like to force engagements out in the open, such as between objectives, whereas bases tend to make it much harder for Z to get a surround. And of course, if you're unwilling to fight according to Zerg's terms, they just take map control and the secondary objectives that go with it. Either way, Zerg wins.

Seems that it would mess up the game at this point, but if SC3 was designed with secondary objectives in mind, it could work.
<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
Falling
Profile Blog Joined June 2009
Canada11534 Posts
December 26 2011 09:39 GMT
#17
So what is this really? This issue that SC2 2base can mass units a lot better than for instance BW? Because there also you don't have creeps to deal with, but there is a higher likelihood of multifront wars because units function well separately as well as a part and you need a lot more bases (compared to SC2) to keep up this by nature pushes the attacks all over the map in harass, defence, and maneuvers.
ModeratorDavid Duke, Richard Spencer, Nick Fuentes, Daily Stormer... "Some very fine people on both sides"
JoelE
Profile Blog Joined July 2011
United States112 Posts
Last Edited: 2011-12-26 15:02:37
December 26 2011 15:02 GMT
#18
Ah, people are misinterpreting what im saying. I don't think there is anything wrong with sc2, and im not trying to suggest changes to blizzard. I'm just trying to isolate why wc3 feels different then sc2. I don't think secondary objectives really have a place in Starcraft. It would probably make the game feel a lot less focused and paranoid.
http://www.firecaster.com
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
December 26 2011 15:11 GMT
#19
In Starcraft 2 armies are much larger and also the possibilities are more diverse. If you want to navigate your army or want your opponents army to move, make him do so. You have enough tools with every race. Drops, runby etc.

Thats the real art of playing the game - put your opponent in a different spot or in a place where he has to make a decision what he wants to defend. If he's clutch and spot on with he decisions, you will potentially not get ahead neither will he suffer damage - yet there was much going on. If you screw up your timings and let yourself put in a situation where you need to decide - its up to him to gain an advantage.

I think maps are fine from that point. Some of them are not easil to play and its not easy to force someone to make a decision (Shakuras, very linear, only 1 attack 'path' (attack from only the left or right)) but other than that, I think its fine.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
JoelE
Profile Blog Joined July 2011
United States112 Posts
December 26 2011 19:32 GMT
#20
On December 27 2011 00:11 mTw|NarutO wrote:
In Starcraft 2 armies are much larger and also the possibilities are more diverse. If you want to navigate your army or want your opponents army to move, make him do so. You have enough tools with every race. Drops, runby etc.

Thats the real art of playing the game - put your opponent in a different spot or in a place where he has to make a decision what he wants to defend. If he's clutch and spot on with he decisions, you will potentially not get ahead neither will he suffer damage - yet there was much going on. If you screw up your timings and let yourself put in a situation where you need to decide - its up to him to gain an advantage.

I think maps are fine from that point. Some of them are not easil to play and its not easy to force someone to make a decision (Shakuras, very linear, only 1 attack 'path' (attack from only the left or right)) but other than that, I think its fine.

I agree that starcraft is fine the way it is. But large scale positioning is a very small part of the game. It is all about timing, like you said. When you attack in starcraft matters a hell of a lot more then where you attack.
http://www.firecaster.com
handy_vandal
Profile Joined December 2011
1 Post
December 29 2011 00:49 GMT
#21
Very interesting article -- I am seriously impressed by your Secondary Objectives game.

I posted a summary, with link back here, on my game design blog:

http://handyvandal.com/2011/12/positional-game-design/

Thanks, and keep up the good work!

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