• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:59
CEST 10:59
KST 17:59
  • 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
Code S Season 2 (2026): RO4 and Finals Preview11TL.net Map Contest #22 - Voting & Ladder Map Selection5Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2
Community News
[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
Code S Season 2 (2026): RO4 and Finals Preview What kind of tool would you be interested in? TL Poll: How do you feel about the 5.0.16 PTR balance changes? Oliveira Would Have Returned If EWC Continued TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament GSL Code S Season 2 (2026) WardiTV Mondays Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
FlaSh's ASL S21 Finals Review 25 Years Since Brood War Patch 1.08 [BSL22] Non-Korean Championship from 13 to 28 June BW animated web series: seeking contributors FlaShFTW vs A.Alm Grudge Match Event
Tourneys
[BSL22] Grand Finals - Sunday 21:00 CEST [ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
ZeroSpace Megathread Summer Games Done Quick 2026! Nintendo Switch Thread The Perfect Game Path of Exile
Dota 2
Looking for a Dota Mentor 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
Vanilla Mini Mafia
Community
General
Trading/Investing Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Russo-Ukrainian War Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6701 users

Replaceable Parts Part Two: The Player

Blogs > ChristianS
Post a Reply
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
December 27 2011 04:04 GMT
#1
In part one, I laid out a general RTS concept that I was interested in, which could partially and incompletely be described by the term "customizable units". I believe that this model could have a great deal of potential in creating more dynamic gameplay. But what exactly are the benefits of such a model? What problem in game design does it solve?

Game design is a process in which the designers create the game, and then the players play it (duh). This means that designers have an idea of gameplay that they think would be fun, and then create situations that will generate that gameplay. The issue is where the job of the designer stops and the job of the player begins. A designer can create a system in which units receive very specific move and attack commands from the player, and all the designer has to do is program how those commands work, or the designer do a great deal of work creating a reasonably effective attack move command, and all the player has to do is enact that general command and watch as the game unfolds. The advantages of having the designer manage that particular aspect of gameplay is that the game can be designed with that issue held constant, making it easier to design the game as a whole. It can also take the more tedious aspects of gameplay and take them out of the hands of the player, allowing the player to focus on more interesting tasks.

But the disadvantage is one of the more often-forgot aspects of gaming suffers: skill. If your opponent has a general attack-move command and you have a general attack-move command, then your attacks will be roughly equal, and you'll have to find somewhere else to get ahead. But if you can micromanage your attack and force it to come out more in your favor, then you can work on commanding your units particularly well and shift the game in your advantage. Similarly, if your army control is lacking, then you'll find yourself behind more often, and you'll have something to work on.

Various games vary as to how much they put in the hands of the individual. Some games prefer a vast and complex system in which everything is in your hands; other games prefer a series of quicktime events, and the game functions more as a movie than as gameplay. Put everything in the hands of the designer, and you're just watching a CGI that some game developer made; put everything in the hands of the player, and you're just asking them to design their own game. Games also vary in what aspects they find important to put in the hands of the player; Starcraft puts a great deal of emphasis on managing your economy efficiently and effectively, while DotA actually has most of the armies generated by the computer, and the only part controlled by the player is the heroes.

Obviously there are a number of solutions as to the problem of where the developer manages things and where the player manages them, and different solutions are better for different kinds of games. A good principle is whatever aspect of your game is supposed to be the most fun should be where the player has to work to make things happen. The parts of the game that seem more boring should be the parts where the designer takes more responsibility. The idea here is that the designer wants to draw the player's attention to the best parts of the game, so reward the player for paying attention to and spending actions on the fun parts, but if a part of the game is more boring, then forcing them to spend actions on that part of the game is forcing the player to do the part of the game that isn't as fun.

This means that the appeal of your game is directly related to how you draw the line between developer and player. In an RTS, a great deal of the draw is in finding effective strategies, fleshing them out, working out the economy aspects associated with them, and executing them effectively. This means that putting the player in charge of designing strategies is effective. But sometimes it is tempting on the part of the game designer to build the strategies for the player, rather than letting them work it out themselves. An example of this is the marine-marauder-medivac; there is a very strong "forced synergy" between these units, such that the player is pretty much forced to build an MMM composition if they want to make use of these units. It doesn't take a genius to look at the terran unit pool and see that these units clearly cover each other's weaknesses nicely, such that very little strategizing is actually done on the part of the player.

Many of the recent HotS unit announcements reflect this same phenomenon. The Warhound, for instance, practically has a big red "Use Me Against Mech!" sticker on it. This is not necessarily bad; the warhound is, hopefully, going to make mech viable TvP, and I personally am quite excited for HotS. But most of the units being added have very clear "Use Me This Way" stickers on them. Protoss needs a harassment unit; use the Oracle! Anti-air? Use the tempest! Siege breaker? Use the swarm host! This takes strategy out of the hands of the player, and puts it in the hands of the designer, and naturally the point of designing the game is so the player can have fun.

Other HotS units are done in a more interesting fashion. The replicator's purpose is... what? Well, that's not exactly obvious. That's not to say the unit is worthless; replicating enemy units can indeed be a powerful ability. It just gives the player a great deal more freedom as to how the game should be played. Similarly, the shredder has an unclear place in gameplay. It's obviously a very powerful unit, but as for how it should be used, who knows? Maybe to secure counter-attack paths? Maybe for drop harass? I've used the thing in the HotS custom map someone designed, and the thing is extremely powerful, at least TvZ, but the investment isn't really worth it if you just use it for defense, and it's too hard to make it useful if you do a straight-up attack with it to the side of your army. Attack with it, and it'll die before it can plant itself and start emitting radiation. It has a sticker like "Use Me For Board Control", but board control is an elusive and confusing enough quantity that interesting strategizing and gameplay can be generated by figuring out the intricacies of such a unit.

A unit customization model does the same thing, but to a greater degree. Rather than developers telling their players how to play the game, and the players executing as best they can, developers lay the groundwork for interesting play, and players figure out how the play should work.

"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
TG Manny
Profile Blog Joined September 2011
United States325 Posts
December 27 2011 05:38 GMT
#2
I like your idea but I wish you would elaborate further on how players can develop "synergized" units without an obvious throw from the developers so that the player can use X unit more than a few ways.

You say it yourself, Starcraft is a game of economy and therefore a game of production. I imagine many of the new units will be fairly expensive or techy or both and to use them well you need to give up other aspects of your game. (examples in WoL are mutalisk rushes with little or no army produced before. You force the strat to be built around defending two bases while getting an early flock of mutas BUT a Terran who scouts can react with aggression to delay it or turret up. Then there comes how Zerg reacts with his resources. Mutalisk easily is air
Control and harass unit stickered but the whole composition and strat is what makes them versatile. Same with marine as main DPS or AA role, or hellion as a harass or map control option)

I have not played any HOTS games, so time will tell how easy or hard these units can be made and used to see how the entire composition works and how the strategies win games. If we were playing DotA then I'd be worried because of how one dimensional the units would be, but since you get 140 army
Or so worth of supply to work in a mixture of units I am less worried about the explicit nature of X Y and Z unit
Singularity is at hand...
Please log in or register to reply.
Live Events Refresh
Next event in 1h 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech88
SortOf 84
StarCraft: Brood War
Britney 21168
Hyuk 660
Tasteless 478
Soma 104
Leta 76
Dewaltoss 68
EffOrt 62
Movie 50
sorry 44
Hm[arnc] 29
[ Show more ]
scan(afreeca) 29
Noble 26
Bale 24
ggaemo 21
soO 20
yabsab 17
Larva 17
ajuk12(nOOB) 14
IntoTheRainbow 6
Shine 4
League of Legends
JimRising 535
Counter-Strike
olofmeister1023
shoxiejesuss772
Other Games
summit1g11313
PiGStarcraft568
XaKoH 166
Sick99
Pyrionflax63
crisheroes50
Mew2King42
Liquid`Ken10
Organizations
Other Games
gamesdonequick674
BasetradeTV239
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH270
• LUISG 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis4546
• Jankos2389
• Rush1425
Upcoming Events
Sparkling Tuna Cup
1h 1m
PiGosaur Cup
15h 1m
Replay Cast
1d
Kung Fu Cup
1d 2h
Maestros of the Game
1d 6h
Classic vs Lambo
Clem vs Maru
Replay Cast
1d 15h
The PondCast
2 days
Maestros of the Game
2 days
Serral vs Rogue
herO vs SHIN
Replay Cast
2 days
Maestros of the Game
3 days
[ Show More ]
Replay Cast
3 days
CranKy Ducklings
4 days
uThermal 2v2 Circuit
4 days
Sparkling Tuna Cup
5 days
uThermal 2v2 Circuit
5 days
OSC
5 days
Replay Cast
6 days
Wardi Open
6 days
Replay Cast
6 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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 © 2026 TLnet. All Rights Reserved.