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I'm posing this question and I expect to get a variety of answers rather than a resounding agreement. Even though this is TL, the largest website devoted to SC2, I want to try and get as many different answers as possible.
So here's the bloggy part of this blog. I've stopped playing SC2 almost completely now. Not necessarily from any sort of ladder anxiety, although perhaps partly, but because I don't really find it fun or addicting. Perhaps there was a time where I found the game legitimately enjoyable, but a large part of that was just me devoting time to get better at it, looking for the next win essentially. So what's so bad about this?
The thing is, I've never really played a game solely for that reason. When I play other games they're just fun in general. Whether I win or lose, whether I feel a sense of satisfaction after the game, it was just fun to play and go through the mechanics of the game. Personally, I think this applies to physical sports more for me. When I play tennis, I absolutely love just hitting the ball. I could probably play hours and hours to no end just hitting around with no real goal such as winning games/sets if I had the stamina.
There's also the fact that many other games are "social" games. MOBAs, MMOs, etc. RTS's on the other hand are strictly business. 1 on 1, you vs. random guy you don't know, a small glhf at the beginning, but afterwards there's most likely nothing else besides BM or gg. Sure, I've had sociable games playing with other friends and such, but how often do you get time to talk in the middle of games when you need to devote every bit of attention to the game being played?
The game can also frustrating to many because of balance issues always being in the back of your head. If you really believe something is imbalanced it becomes difficult to enjoy the game. Next to WoW pvp (lol), balance is something that is constantly discussed in SC2. Losing to something cheesy can also be very annoying, although personally I don't mind it more than just losing in general.
I don't feel like I'm the only one who feels this way. Everything I see on TL seems to revolve around some sort of competitive aspect of the game. How do I get better? What's the best strat to win? How do things need to be balanced? Is X race harder to play to masters? Do things need higher skill caps so the better player wins? Stuff like that. What about just enjoying the game whether you get better or not? It seems like once people hit a wall, they stop playing or get discouraged from playing.
I'd like to hear how other people approach the game, and how it compares to how they approach other games.
   
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I feel the biggest draw of SC2 is that it is a competitive outlet. Not everyone has the ability to play sports competitively, so playing SC2 is one way to be competitive at something.
Is SC2 fun? This is how I believe certain groups of players think:
High level/pro players - play for the money/glory. SC2 is tolerable, but not incredibly fun (would rather play BW ) Low/mid level players - SC2 is pretty fun. it's also fun to try to get better and beat my friends
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I play because I find enjoyment in self improvement; though I know some people who play it because they like the competition, the leagues and ladders and all that. Personally I think caring only about self improvement is the most stable way to enjoy the game; this is because you can always find ways to improve your game; (whether it's a bronze player learning to spend his money well, or a Grandmaster player refining timings on builds) where as, you can't always win, because (as white-ra says) "you cannot win all game"--so frustration and disappointment are much easier if you only care about winning.
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I play more for the community, mlgs, events, to compete in something and as a hobby outside of work and other stuff in life.
I have more fun for all of the reasons above than the actual game, the game isn't bad though, not as good as broodwar was but definitely interesting enough and playing good games against good players is still pretty intense.
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Generally, I feel that feeling you get is resolved by custom games, but the problem is that b.net 2.0 really spoils a lot of the fun in customs too...
Still, I feel that SC2 is fun in its competitive way. Although you say SC2 is unique in that way, that doesn't necessarily seem true, the same seems to apply to FPS. No one has fun with a 4-34 kill-death spread xD.
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i don't find it enjoyable at all aswell. but i do keep on playing and it's important for me to be better at this game because i view it as some kind of a challenge. this is a very hard game, especially mentally. like the OP described, it just demands too much. and it requires a highly competitive individual to be good at it. i want to beat other people on a hard platform like SC2 because i need to know i can do it.
that is my sole motivation. otherwise i would never play 1v1s because it's not fun.
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i don't find the game enjoyable at all to play at all anymore since its not a game its a commitment. I'd rather play a videogame I can drop for however long (due to real life actually being a big deal) and not be penalized for it by lack of practice. but to watch its really really entertaining so i still stick to that
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The better you get, the more fun it becomes imo. I think that 2v2, 3v3 and 4v4, particularly at lower levels, can be quite crazy and you can do a fair bit of random stuff, though once you hit diamond/master in those modes you better hope you are good enough to beat teams you get matched with.
As for 1v1..well again, if you do actually play to improve, then it will become more fun the better you get. Just remember to stop if you are getting annoyed, I generally say that you ought to stop if you have lost 3 in a row, and just go and do something else. If you are not having fun, eh, all games sometimes have that, but if you are getting angry, then it is time to step away, at least for the time being.
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It's definitely a fun game. I think, however, the macro aspect of the game is inherently frustrating in that there is a constant list of somewhat menial tasks you are punished for not doing, like building supply and injecting larva. So while it is satisfying to macro perfectly, the best you can do is not make mistakes and all the rest of the time you are messing up.
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I think im the complete opposite of the OP. My sense of fun, or what I get enjoyment from, is working towards something. I've never found a game I enjoyed where my main goal wasn't working towards something. Even in my childhood playing games like pokemon I would always set a goal and try to achieve it, which is partly why when I found out you could just put in cheat codes the game lost some of its value. I guess its why I like games which are a challenge (especially old style platformers like super meat boy, jumper, vvvvvvv, IWBTG). Even when I played console games like CoD, I played to win. I would do gamebattles and play MLG playlist in halo 3, but CoD was really too simple and halo 3 slowly died (fuck reach) so I now play SC2. Its by far the most competitive game I've ever played, and I think the reason I enjoy it so much is because its so hard. Getting to masters isn't easy, which makes getting to masters even more alluring.
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I quit SC2 almost immediately and went back to Brood War. I honestly think it is fun to play 2-3 games a week. I usually just jump on when I'm too tired to play Brood War, or have had a few drinks. But unlike Brood War, where I can hammer out 20-30 games in a session at times, I find myself quitting at 2-3 or SC2. I'm really not even sure why I don't find it as fun. I guess I just don't find the units very interesting, or the strategies very fun to pull off, or the 'watered down' feeling I get playing it compared to Brood War. Another feeling I get when watching Professional Brood War is like, "Wow, I could probably never pull that off", but watching SC2 is just like "meh, I could probably do that". Also, to touch a little bit on what you were saying, when I was playing SC2 alot when it first came out, I too was playing mainly for the reason of getting better. I think that's a big thing that ruins the fun of the game. I guess there was always this thought in my head like 'This game is way easier than Brood War, you should be awesome at it'. And losing to people who have probably never played Brood War, just made me feel like crap. I don't know though, maybe it's just because I don't enjoy the game, I don't play it very much, and I'm not very good at it (only diamond level), the game doesn't make sense to me.
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its only fun until you get back into BW then you realize wtf was i thinking.
edit: same goes for someone who just quit BW and is really into SC2 all of a sudden, it works both ways once you drop one game for the other. so i guess sc2 must be fun for that to happen.
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I love the competition, and think playing a competitive game is super fun. This coming from mid/high masters Z. I find the game very frustrating when I play poorly, but I really enjoy well-played, hard fought games (win or lose, although winning is obviously the most fun).
If it's not fun for you then I'd say you probably should find a different game to play.
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I find playing random really helps me to keep enjoying the game. 9 matchups provide more variety than 3 and it removes so much of the balance anxiety. If you find yourself not enjoying games any more try playing random for a while. Sure you'll suck for a bit and lose some ladder position but it will increase your enjoyment in the long run.
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to be honest it gets kind of boring if you just want to play for fun. custom games are still fun though. been playing for a few months
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I didn't like the design of sc2 units, buildings, etc. first so I was a bit reluctant to buy the game. I did nevertheless, also because of my friends who wanted to play games with me. Then I got used to it and I liked few games I played, especially 2v2  I hadn't played BW competetively nor WC3 so I didn't have good mechanics then. I did have some dexterity (I can play some musical instruments) and enjoyment for fast typing and fast clicking and doing crazy things with units.
I also enjoyed the idea that the game itself should be focused around microing battles and taking decisions. However later it felt like I don't have a lot of space what I could do with units - they do everything by themselves and my interventions seemed to not have the same amazing effect that they used to have in BW. There are two types of units - flying units (very clumsy) and land units (not clumsy but you can't do much with them apart from their special abilities). Shortly, it's not fun to control units for me.
I liked playing 2v2s until it got too repetitive. Also my friend was obsessed with the competitive idea of the game and the only reward for him was to win games. His goal was to get better and to be able to resolve every situation that could happen. I, on the other hand, just wanted to have fun. I regarded the game to be flawed, not complete and didn't share his attitude. Then I quit playing altogether.
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I like SC2 not because I can get better, as I can do that with almost anything, but because it is simple yet infinitely complex like chess. I like realistic flight simulators for the same reason. There is no limit on how deeply you can go into it, so it feels that I don't need to buy another game any time soon. Another major factor for me here is that the game is mathematical and deterministic. I also like cheesing and allins, not because I do them, but because it makes the game much more exciting to try to see it coming and defend. Finally, I am old enough so that the attraction of many games I used to enjoy is simply gone: I have seen and experienced too many already, and it's mostly just repetition of the same stuff.
My type of play might be different from most other players. I basically pick up a build and go to ladder in order to check how it works. I basically don't care about my MMR, league and rank. Often I lower my MMR on purpose by doing the naniwa rush. When the build doesn't work, I try to optimize it further. Also, if I make some simple mistake in the build, I can sometimes just GG and try again. Of course, it's satisfying to get better, but that can be done with anything, so SC2 is not special in that respect.
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intrigue
Washington, D.C9933 Posts
it's really not that bad. let's say my rating for bw is 100/100 (LOL! don't get mad plz), it's the perfect game. it is the only game i have never tired of, and also the game i've played the longest. sc2 would be.. maybe 60/100? 65/100? this labels it as really fucking good compared to the general field of all games - remove bw, and it'd likely be the new 100. it's just that there's this one game that just towers above everything else =[
for reference (just wildly throwing out numbers i didn't think too hard about) i'd put dragon age 2 at 10/100, mass effect 2 at 35, tf2 at 50, bf3 at 45, league of legends at 30.
sc2 just seems so mortal compared to its predecessor, you know? it doesn't feel like an untouchable piece of art yet. it's like the difference between Flash/Bisu/JD and A-team bw pros. i'm excited for the final version.
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I cannot empathise with you.
I feel like every other game is a waste of time. I play them, get bored and by the end of it I feel like the game developers stole 3-4 hours of my life that I will never get back. It's unfulfilling and I hate it.
Starcraft is completely different. I may feel tired,or in a bad mood and not want to ladder. But as soon as I get going, it feels like I'm alive again. The thrill of the win is like a sort of bloodlust and I can see the overall strategies and the individual tactical plays stretching before me as the match starts.
The losses sting, but getting revenge is so sweet.
Then there's custom 1v1. Practice matches are like sparring. You know what your opponent is doing and what you will do, your job is to turn your amateurish half learnt moves into a surgically precise dance of destruction.
Or custom games amongst friends to see who's best. You know your friend's mind as well as s/he knows yours. It's a test of your psychological skills as much as it is a game of finesse.
And then when you win, you feel like a champion.
And sometimes, not only do I win, but I get the indescribable feeling. Like I just levelled. My hands are faster, my mind is quicker, I am closer to perfection.
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I used to like it but the more I understood it the more I grew to hate it.
I'm not going to go into why I dislike it, because it's personal preference, but I feel it doesn't reward the better player as much as BW did. IdrA has addressed this before in interviews but to simply put it: a worse player can beat a far superior play due to many variables, where as in a game such as chess or BW the better player will almost never lose.
I'm talking about playing btw not watching, watching pros is still fun.
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Sometimes the general pessimism and negativity gets me down. The whining, the unhealthy obsession, elitism that I get from bnet, ladder, TL and even FRIENDS (online) makes me want to play LoL or TF2; other casual games that have a more positive atmosphere.
But most of the time, I enjoy SC2 because it IS competitive, and because it's relatively easy to play, yet exceedingly difficult as you try to refine your execution.
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SC2 can be very enjoyable at low levels but as a competitive game, it's simply not very fun at all in terms of actually playing it. I'm going to be comparing this extensively to Broodwar, I game I find to be not only incredibly rewarding but fun to play DURING the fact.
SC2 suffers from a couple of major problems: how an average game is decided, the speed of the battles, and the actual units / micro involved in playing the game.
Think about a ladder session of about 10-15 games, how do they usually play out? It goes like this, either the game is decided early, whether it be through cheese, unfortunate build choice or whatever, or the game plays out into a macro game, players get to 2-3 bases, perhaps there's minor harassment, then there's a big battle, and then someone wins. Does anyone see what's wrong here? Early wins are perhaps unavoidable as they were in Broodwar, but to have most games decided around the 12 minute mark from one 15 second battle is setting people up to feel a lot of things, but entertainment isn't one of them. This is probably one of the reason's why people get so upset when they play this game. It is very possible that a person lost because their macro or economy or composition was inferior to the opposing player's. It's equally possible that the battle was lost due to bad micro, positioning, or a number of other factors. However, in both cases, the focal point of the game was the battle which tends to be the culmination of most games. The long term (arguably where most people would derive their fun), is not valued simply because the first engagement is likely to be the last.
Compare this to Broodwar. The average game time was around 15 minutes, but I would argue that the variety of games were much greater (not the 12 minutes --> battle --> did I win? thing that tends to occur in sc2), and a late game scenario was much more likely due to some of the features in broodwar that don't exist in sc2. This results in a specific point of time in a game becoming less important, and players becoming more focused on the late game, in case a mid game battle is not game deciding (often the case). This is because Broodwar had a variety of strong defensive options for all races and because battles results were often not as dramatically one sided, allowing a player to come back even if they "lost" and engagement.
Consider the defensive options for each race in broodwar: Terran has access to seige tanks and spider marines, Zerg can use dark swarm and replenish their units quickly, and Protoss has psi storms, reavers, cannons, and smart building placement. The result of these options is that a battle needs to be decisive in order for it to be game deciding, otherwise, the most one can do with leftover units is force another battle, or do economic damage, considering most players had another force of units by the time a battle was done in broodwar, sufficient enough to defend the next attack. SC2 has an absence of these options in most matchups due to the general weakness of static defense and the design of the units. A Terran player MAY be able to repel opposing forces with seige tanks, bunkers, and planetary fortresses, but Zerg or Protoss player would be hard pressed to repel anything but light harass with static defense. To defend anything but the lightest attack, an equally sized army is needed. The result of this is simple: when someone wins the battle, they win the game because the loser of the battle can not hope to defend against a stronger army when an army equal in strength is required barring drastic human error. This explains the tendency of sc2 games to be focused at one point.
The reason why a game centered around such a thing would be unlikely to be enjoyed is due to the speed of the battles, and the micro involved in these battles, which are not fun for the player.
SC2 battles tend to be quick, lasting 30 seconds at the longest if you don't count staring at each other with seige tanks in tvt. Broodwar micro battles can span minutes depending on the matchup. The difference in length of battles allow skilled players in micro to differentiate themselves better from weaker micro players, and generally tend to be the funnest of the game anyway (do you like sitting down and making units better, or watching them kill stuff?).
The next part of this is that in my opinion, micro tends to be dull and insufficiently difficult enough for people to become known for their micro ability. Let me analyze typical micro interactions in the matchups.
TvZ: Boils down to spreading your marines and running away from banes while tanks shoot at them. EMP and snipe occurs in later game battles. Hellions and Banshees light harassment. On the zerg side, setting up for a surround, laying down fungals and move commanding banelings. General mutalisk harassment.
These things are incredibly boring and simple to pull off, and there's generally little variety in how these are performed, and some of them are REQUIRED by the player. Marine splitting for example: there's no thought involved, you split your marines or you lose horribly to banelings and/or fungal, a spell which negates your ability to micro at all. EMP units, point and click, autocast and especially cloak makes this trivial to perform, again no brainer, you do it or likely lose. Banshee harass is very shallow in this matchup, either stuff is there to hit your banshees or they're not. Hellion harass is the only fun thing to perform since you can do some cool stuff with juking zerglings, and how much damage they can do. On the zerg side its simply tragic, you don't actually micro at all during battles besides fungaling and then pulling your infestors back if you have them. Mutalisk "harass" boils down to targeting a turret/building and then running away when marines come because your mutalisks will all get mauled. You can do some cute stuff like picking off reinforcing units and stray tanks, but this a rare oppurtunity.
Meanwhile, in broodwar: seige/unseige + tanks and split marines vs swarm + plague + burrow/unburrow lurkers, mutalisks which can kill armies in the most skilled hands, and epic surrounds. This matchup produces some of the most dynamic and entertaining to watch and perform micro of any and in my opinion what all matchups should strive to be designed to reach in terms unit to unit and player to unit interaction.
In PvZ: gateway composition + sentries + colossus vs roaches and friends (more roaches). Besides forcefields and roach micro, is anything actually interesting going on here? colossus sentry make for incredibly uninteresting micro, and the only comment you're ever going to hear in this matchup is "NICE FORCEFIELDS!" or "THE ZERG SIMPLY HAS TOO MUCH".
Broodwar: non-autocast storm that takes skill and does actual damage, sair and reaver play vs river dance hydralisks, mutas sniping templars, scourge / split muta vs sair, and other things. Another incredible matchup where each unit works in harmony with each other to create interesting dynamics where best micro can determine the outcome of unit interactions like sair vs scourge muta or templar gateway vs hydras and stuff.
TvP: MMM kiting and vikings... shooting. Ghosts predict a forcast of emp. Protoss... more colossus and sentry, only now we use templar sometimes too. Like TvZ, this army interactions tend to be game deciding and boil down to emp + positioning or lol colossus.
Broodwar: This matchup was another work of art. Mines + seige mode make for an EXTREMELY map control based matchup, while the interaction between vulture + tank + vessel vs zealot dragoon templar arbiter made for incredible battles. The mines kept away the zealots and dragoons, but they could be used against the terran army by a protoss with good zealot micro or dropships, the emp vs stasis / storm tension, and the siege tank mechanic where they can't shoot what gets close to them being utilized fully by protosses with smart shuttle usage. And Reaver drops, which the potential to kill 20+scvs in a blink of the eye. Another dynamic and interesting matchup.
The key about the broodwar matchups is that the units not only interact well with each other that allows for dynamic gameplay, but also allow the player to interact with their units in such a fashion that there is an unattainable skill ceiling for controlling them. This allows players to become well known for their micro or a certain piece of their micro, which creates excitement because you wanna see how a matchup between a person known for his micro plays out vs a macro player or a well known micro player vs another well known micro player. Who doesn't get excited when they think about boxer's dropship micro or nada controlling some vultures, or july with 9 mutas? Then think about SC2, which has been out for a reasonable amount of time. You don't really get people well known for their micro, only for their game style or creative play (practically the only thing to differenciate players by in sc2). You can bring up someone like marineking but he was only well known for splits because he was one of the first to do it well and often. Pretty much any masters level terran can put up a good marine splitting show for you nowadays. I can't think of another single person known for their micro in particular, only creative play or known for building a type of unit.
I could continue to ramble on about other aspects as to why sc2 is not fun but seeing as micro is probably the biggest aspect of sc2 I find wrong with it, I'll summarize my thoughts. The micro is shallow and uninteresting. The battles are short, and there is rarely a way for you to differentiate yourself through micro. Why play a play game where you make units for 10 minutes so that you can engage in a boring battle for 20 seconds and then greet the score screen? I know I only do it because I feel some commitment towards my CSL team and enjoy playing with my friends, but in really I'd rather be playing broodwar if it was still alive in NA or some KOF13.
For reference im a random player at the top of masters, I play all the matchups and I know pretty much all of them are boring besides tvt (The only sucessful matchup) when it makes it to midgame.
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I don't find sc2 fun. I played it for a couple months during beta and after it came out I only Played 2v2s and 3v3s. I could never really get into competitive sc2 compared to BW. I think it's the fact that from a spectator standpoint, sc2 is pretty dam boring to watch. What made BW so fun for me to play was partly due to how fun it was for me to watch. Seeinghr pros do crazy things makes you want to try and copy it for yourself and try it on people. But in sc2 blob vs blob isn't really fun to watch and the fact that people much worse than you can easily win games doesn't help. It felt amazing to win a game in bw since you know how hard it was.
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the thing that keeps me playing SC2 is that it has potential to be great. I saw the finals of DRG vs MMA and it made me believe that it could really be a great spectator sport for years to come. Not only because it was two high level players showcasing their skill and raising the level of SC2, but also because of the fact that two more expansions will come out for SC2. Two more expansions...I mean come on they surely will get it right the next two expansions!
I hope
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Russian Federation823 Posts
On December 27 2011 17:53 xmShake wrote:SC2 can be very enjoyable at low levels but as a competitive game, it's simply not very fun at all in terms of actually playing it. I'm going to be comparing this extensively to Broodwar, I game I find to be not only incredibly rewarding but fun to play DURING the fact. + Show Spoiler + SC2 suffers from a couple of major problems: how an average game is decided, the speed of the battles, and the actual units / micro involved in playing the game.
Think about a ladder session of about 10-15 games, how do they usually play out? It goes like this, either the game is decided early, whether it be through cheese, unfortunate build choice or whatever, or the game plays out into a macro game, players get to 2-3 bases, perhaps there's minor harassment, then there's a big battle, and then someone wins. Does anyone see what's wrong here? Early wins are perhaps unavoidable as they were in Broodwar, but to have most games decided around the 12 minute mark from one 15 second battle is setting people up to feel a lot of things, but entertainment isn't one of them. This is probably one of the reason's why people get so upset when they play this game. It is very possible that a person lost because their macro or economy or composition was inferior to the opposing player's. It's equally possible that the battle was lost due to bad micro, positioning, or a number of other factors. However, in both cases, the focal point of the game was the battle which tends to be the culmination of most games. The long term (arguably where most people would derive their fun), is not valued simply because the first engagement is likely to be the last.
Compare this to Broodwar. The average game time was around 15 minutes, but I would argue that the variety of games were much greater (not the 12 minutes --> battle --> did I win? thing that tends to occur in sc2), and a late game scenario was much more likely due to some of the features in broodwar that don't exist in sc2. This results in a specific point of time in a game becoming less important, and players becoming more focused on the late game, in case a mid game battle is not game deciding (often the case). This is because Broodwar had a variety of strong defensive options for all races and because battles results were often not as dramatically one sided, allowing a player to come back even if they "lost" and engagement.
Consider the defensive options for each race in broodwar: Terran has access to seige tanks and spider marines, Zerg can use dark swarm and replenish their units quickly, and Protoss has psi storms, reavers, cannons, and smart building placement. The result of these options is that a battle needs to be decisive in order for it to be game deciding, otherwise, the most one can do with leftover units is force another battle, or do economic damage, considering most players had another force of units by the time a battle was done in broodwar, sufficient enough to defend the next attack. SC2 has an absence of these options in most matchups due to the general weakness of static defense and the design of the units. A Terran player MAY be able to repel opposing forces with seige tanks, bunkers, and planetary fortresses, but Zerg or Protoss player would be hard pressed to repel anything but light harass with static defense. To defend anything but the lightest attack, an equally sized army is needed. The result of this is simple: when someone wins the battle, they win the game because the loser of the battle can not hope to defend against a stronger army when an army equal in strength is required barring drastic human error. This explains the tendency of sc2 games to be focused at one point.
The reason why a game centered around such a thing would be unlikely to be enjoyed is due to the speed of the battles, and the micro involved in these battles, which are not fun for the player.
SC2 battles tend to be quick, lasting 30 seconds at the longest if you don't count staring at each other with seige tanks in tvt. Broodwar micro battles can span minutes depending on the matchup. The difference in length of battles allow skilled players in micro to differentiate themselves better from weaker micro players, and generally tend to be the funnest of the game anyway (do you like sitting down and making units better, or watching them kill stuff?).
The next part of this is that in my opinion, micro tends to be dull and insufficiently difficult enough for people to become known for their micro ability. Let me analyze typical micro interactions in the matchups.
TvZ: Boils down to spreading your marines and running away from banes while tanks shoot at them. EMP and snipe occurs in later game battles. Hellions and Banshees light harassment. On the zerg side, setting up for a surround, laying down fungals and move commanding banelings. General mutalisk harassment.
These things are incredibly boring and simple to pull off, and there's generally little variety in how these are performed, and some of them are REQUIRED by the player. Marine splitting for example: there's no thought involved, you split your marines or you lose horribly to banelings and/or fungal, a spell which negates your ability to micro at all. EMP units, point and click, autocast and especially cloak makes this trivial to perform, again no brainer, you do it or likely lose. Banshee harass is very shallow in this matchup, either stuff is there to hit your banshees or they're not. Hellion harass is the only fun thing to perform since you can do some cool stuff with juking zerglings, and how much damage they can do. On the zerg side its simply tragic, you don't actually micro at all during battles besides fungaling and then pulling your infestors back if you have them. Mutalisk "harass" boils down to targeting a turret/building and then running away when marines come because your mutalisks will all get mauled. You can do some cute stuff like picking off reinforcing units and stray tanks, but this a rare oppurtunity.
Meanwhile, in broodwar: seige/unseige + tanks and split marines vs swarm + plague + burrow/unburrow lurkers, mutalisks which can kill armies in the most skilled hands, and epic surrounds. This matchup produces some of the most dynamic and entertaining to watch and perform micro of any and in my opinion what all matchups should strive to be designed to reach in terms unit to unit and player to unit interaction.
In PvZ: gateway composition + sentries + colossus vs roaches and friends (more roaches). Besides forcefields and roach micro, is anything actually interesting going on here? colossus sentry make for incredibly uninteresting micro, and the only comment you're ever going to hear in this matchup is "NICE FORCEFIELDS!" or "THE ZERG SIMPLY HAS TOO MUCH".
Broodwar: non-autocast storm that takes skill and does actual damage, sair and reaver play vs river dance hydralisks, mutas sniping templars, scourge / split muta vs sair, and other things. Another incredible matchup where each unit works in harmony with each other to create interesting dynamics where best micro can determine the outcome of unit interactions like sair vs scourge muta or templar gateway vs hydras and stuff.
TvP: MMM kiting and vikings... shooting. Ghosts predict a forcast of emp. Protoss... more colossus and sentry, only now we use templar sometimes too. Like TvZ, this army interactions tend to be game deciding and boil down to emp + positioning or lol colossus.
Broodwar: This matchup was another work of art. Mines + seige mode make for an EXTREMELY map control based matchup, while the interaction between vulture + tank + vessel vs zealot dragoon templar arbiter made for incredible battles. The mines kept away the zealots and dragoons, but they could be used against the terran army by a protoss with good zealot micro or dropships, the emp vs stasis / storm tension, and the siege tank mechanic where they can't shoot what gets close to them being utilized fully by protosses with smart shuttle usage. And Reaver drops, which the potential to kill 20+scvs in a blink of the eye. Another dynamic and interesting matchup.
The key about the broodwar matchups is that the units not only interact well with each other that allows for dynamic gameplay, but also allow the player to interact with their units in such a fashion that there is an unattainable skill ceiling for controlling them. This allows players to become well known for their micro or a certain piece of their micro, which creates excitement because you wanna see how a matchup between a person known for his micro plays out vs a macro player or a well known micro player vs another well known micro player. Who doesn't get excited when they think about boxer's dropship micro or nada controlling some vultures, or july with 9 mutas? Then think about SC2, which has been out for a reasonable amount of time. You don't really get people well known for their micro, only for their game style or creative play (practically the only thing to differenciate players by in sc2). You can bring up someone like marineking but he was only well known for splits because he was one of the first to do it well and often. Pretty much any masters level terran can put up a good marine splitting show for you nowadays. I can't think of another single person known for their micro in particular, only creative play or known for building a type of unit.
I could continue to ramble on about other aspects as to why sc2 is not fun but seeing as micro is probably the biggest aspect of sc2 I find wrong with it, I'll summarize my thoughts. The micro is shallow and uninteresting. The battles are short, and there is rarely a way for you to differentiate yourself through micro. Why play a play game where you make units for 10 minutes so that you can engage in a boring battle for 20 seconds and then greet the score screen? I know I only do it because I feel some commitment towards my CSL team and enjoy playing with my friends, but in really I'd rather be playing broodwar if it was still alive in NA or some KOF13.
For reference im a random player at the top of masters, I play all the matchups and I know pretty much all of them are boring besides tvt (The only sucessful matchup) when it makes it to midgame.
Very good text. It sums up also my thoughts about SC2. I also absolutely dislike watching TvP and PvZ, as it seems there is so little to actually explore. I mean, watching the top tier pros to do actually the exact same things in the same fashion like any masters player (basically only engaging better) is very dull. The actual engagements and you are absolutely right about the lack of distinction of the top tier pros in regards of their micro abilities.
In TvT and TvZ you still get the feeling that things might change and that positioning actually matters, but compared to BW it still feels like everyone basically does the same because everything is not that hard to execute. Playing Random i always look forward in rolling Terran (and hoping for Not-TvP)
I was not lucky enough to enjoy BW in its prime and consider quitting SC2 and starting with BW. But i feel that a great part of the 'fun' comes from the community. This is the reason i play SC2 - the SC2 community just seems so alive and vibrant, less elite than the BW fans. But if suddenly a huge portion of players would choose to play BW instead, i certainly would switch.
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xmshake, this is how Dustin Browder would respond to you: "if you like BW, go play BW"
this is how a typical sc2 fanboy would respond to you: "sc2 is young, give it time to grow!"
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It was very fun and enjoyable for me, but then the game became very repepetitive and boring. Dunno why.
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+ Show Spoiler +On December 27 2011 17:53 xmShake wrote: SC2 can be very enjoyable at low levels but as a competitive game, it's simply not very fun at all in terms of actually playing it. I'm going to be comparing this extensively to Broodwar, I game I find to be not only incredibly rewarding but fun to play DURING the fact.
SC2 suffers from a couple of major problems: how an average game is decided, the speed of the battles, and the actual units / micro involved in playing the game.
Think about a ladder session of about 10-15 games, how do they usually play out? It goes like this, either the game is decided early, whether it be through cheese, unfortunate build choice or whatever, or the game plays out into a macro game, players get to 2-3 bases, perhaps there's minor harassment, then there's a big battle, and then someone wins. Does anyone see what's wrong here? Early wins are perhaps unavoidable as they were in Broodwar, but to have most games decided around the 12 minute mark from one 15 second battle is setting people up to feel a lot of things, but entertainment isn't one of them. This is probably one of the reason's why people get so upset when they play this game. It is very possible that a person lost because their macro or economy or composition was inferior to the opposing player's. It's equally possible that the battle was lost due to bad micro, positioning, or a number of other factors. However, in both cases, the focal point of the game was the battle which tends to be the culmination of most games. The long term (arguably where most people would derive their fun), is not valued simply because the first engagement is likely to be the last.
Compare this to Broodwar. The average game time was around 15 minutes, but I would argue that the variety of games were much greater (not the 12 minutes --> battle --> did I win? thing that tends to occur in sc2), and a late game scenario was much more likely due to some of the features in broodwar that don't exist in sc2. This results in a specific point of time in a game becoming less important, and players becoming more focused on the late game, in case a mid game battle is not game deciding (often the case). This is because Broodwar had a variety of strong defensive options for all races and because battles results were often not as dramatically one sided, allowing a player to come back even if they "lost" and engagement.
Consider the defensive options for each race in broodwar: Terran has access to seige tanks and spider marines, Zerg can use dark swarm and replenish their units quickly, and Protoss has psi storms, reavers, cannons, and smart building placement. The result of these options is that a battle needs to be decisive in order for it to be game deciding, otherwise, the most one can do with leftover units is force another battle, or do economic damage, considering most players had another force of units by the time a battle was done in broodwar, sufficient enough to defend the next attack. SC2 has an absence of these options in most matchups due to the general weakness of static defense and the design of the units. A Terran player MAY be able to repel opposing forces with seige tanks, bunkers, and planetary fortresses, but Zerg or Protoss player would be hard pressed to repel anything but light harass with static defense. To defend anything but the lightest attack, an equally sized army is needed. The result of this is simple: when someone wins the battle, they win the game because the loser of the battle can not hope to defend against a stronger army when an army equal in strength is required barring drastic human error. This explains the tendency of sc2 games to be focused at one point.
The reason why a game centered around such a thing would be unlikely to be enjoyed is due to the speed of the battles, and the micro involved in these battles, which are not fun for the player.
SC2 battles tend to be quick, lasting 30 seconds at the longest if you don't count staring at each other with seige tanks in tvt. Broodwar micro battles can span minutes depending on the matchup. The difference in length of battles allow skilled players in micro to differentiate themselves better from weaker micro players, and generally tend to be the funnest of the game anyway (do you like sitting down and making units better, or watching them kill stuff?).
The next part of this is that in my opinion, micro tends to be dull and insufficiently difficult enough for people to become known for their micro ability. Let me analyze typical micro interactions in the matchups.
TvZ: Boils down to spreading your marines and running away from banes while tanks shoot at them. EMP and snipe occurs in later game battles. Hellions and Banshees light harassment. On the zerg side, setting up for a surround, laying down fungals and move commanding banelings. General mutalisk harassment.
These things are incredibly boring and simple to pull off, and there's generally little variety in how these are performed, and some of them are REQUIRED by the player. Marine splitting for example: there's no thought involved, you split your marines or you lose horribly to banelings and/or fungal, a spell which negates your ability to micro at all. EMP units, point and click, autocast and especially cloak makes this trivial to perform, again no brainer, you do it or likely lose. Banshee harass is very shallow in this matchup, either stuff is there to hit your banshees or they're not. Hellion harass is the only fun thing to perform since you can do some cool stuff with juking zerglings, and how much damage they can do. On the zerg side its simply tragic, you don't actually micro at all during battles besides fungaling and then pulling your infestors back if you have them. Mutalisk "harass" boils down to targeting a turret/building and then running away when marines come because your mutalisks will all get mauled. You can do some cute stuff like picking off reinforcing units and stray tanks, but this a rare oppurtunity.
Meanwhile, in broodwar: seige/unseige + tanks and split marines vs swarm + plague + burrow/unburrow lurkers, mutalisks which can kill armies in the most skilled hands, and epic surrounds. This matchup produces some of the most dynamic and entertaining to watch and perform micro of any and in my opinion what all matchups should strive to be designed to reach in terms unit to unit and player to unit interaction.
In PvZ: gateway composition + sentries + colossus vs roaches and friends (more roaches). Besides forcefields and roach micro, is anything actually interesting going on here? colossus sentry make for incredibly uninteresting micro, and the only comment you're ever going to hear in this matchup is "NICE FORCEFIELDS!" or "THE ZERG SIMPLY HAS TOO MUCH".
Broodwar: non-autocast storm that takes skill and does actual damage, sair and reaver play vs river dance hydralisks, mutas sniping templars, scourge / split muta vs sair, and other things. Another incredible matchup where each unit works in harmony with each other to create interesting dynamics where best micro can determine the outcome of unit interactions like sair vs scourge muta or templar gateway vs hydras and stuff.
TvP: MMM kiting and vikings... shooting. Ghosts predict a forcast of emp. Protoss... more colossus and sentry, only now we use templar sometimes too. Like TvZ, this army interactions tend to be game deciding and boil down to emp + positioning or lol colossus.
Broodwar: This matchup was another work of art. Mines + seige mode make for an EXTREMELY map control based matchup, while the interaction between vulture + tank + vessel vs zealot dragoon templar arbiter made for incredible battles. The mines kept away the zealots and dragoons, but they could be used against the terran army by a protoss with good zealot micro or dropships, the emp vs stasis / storm tension, and the siege tank mechanic where they can't shoot what gets close to them being utilized fully by protosses with smart shuttle usage. And Reaver drops, which the potential to kill 20+scvs in a blink of the eye. Another dynamic and interesting matchup.
The key about the broodwar matchups is that the units not only interact well with each other that allows for dynamic gameplay, but also allow the player to interact with their units in such a fashion that there is an unattainable skill ceiling for controlling them. This allows players to become well known for their micro or a certain piece of their micro, which creates excitement because you wanna see how a matchup between a person known for his micro plays out vs a macro player or a well known micro player vs another well known micro player. Who doesn't get excited when they think about boxer's dropship micro or nada controlling some vultures, or july with 9 mutas? Then think about SC2, which has been out for a reasonable amount of time. You don't really get people well known for their micro, only for their game style or creative play (practically the only thing to differenciate players by in sc2). You can bring up someone like marineking but he was only well known for splits because he was one of the first to do it well and often. Pretty much any masters level terran can put up a good marine splitting show for you nowadays. I can't think of another single person known for their micro in particular, only creative play or known for building a type of unit.
I could continue to ramble on about other aspects as to why sc2 is not fun but seeing as micro is probably the biggest aspect of sc2 I find wrong with it, I'll summarize my thoughts. The micro is shallow and uninteresting. The battles are short, and there is rarely a way for you to differentiate yourself through micro. Why play a play game where you make units for 10 minutes so that you can engage in a boring battle for 20 seconds and then greet the score screen? I know I only do it because I feel some commitment towards my CSL team and enjoy playing with my friends, but in really I'd rather be playing broodwar if it was still alive in NA or some KOF13.
For reference im a random player at the top of masters, I play all the matchups and I know pretty much all of them are boring besides tvt (The only sucessful matchup) when it makes it to midgame.
Nice post. I really agree with a lot of your points. Especially the one about the 12 minutes - battle - did I win?, lol. That's something that I really dislike about the ball vs ball fights in SC2. Knowing that I'm playing this game, and basically it's all gearing up to 1 fight that will decide it. I play random in SC2 too, I think that's the only way to make the game relatively fun.
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Most fun for me stems from improvement and discovery in a competitive sense, SC2 isn't really special or magical to me like some games I no-lifed in my youth. I don't really mind though, I like it
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I always found that the more friends I had online, the more fun SC2 was - we would all be hitting up the solo ladder at the same time and then after/in between matches we would talk about how our games went.
the game is less of a chore when you don't expect to win or lose.
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On December 27 2011 18:40 mdb wrote: It was very fun and enjoyable for me, but then the game became very repepetitive and boring. Dunno why. I found it to be fun initially because it was different, but then i also found the game boring.
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There's a quote from someone though I can't remember who, that I really like a lot.
"Starcraft is not a fun game. It is a rewarding game."
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I played SC2 since beta for a long time but for the entirety of the duration of playing i never really found it "enjoyable" I was just playing to win. I eventually got top diamond (when diamond was the highest), and my interest dwindled ever since, after 1 1/2 years I stopped completely.
I thought I was getting bored of games in general, but one day I played BW again and suddenly I felt really alive, when I lost I still had fun, and when I won I felt really really good, a lot better than a win in SC2. I now still play BW regularly and have never lost any interest in it.
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On December 27 2011 19:33 Emporio wrote: There's a quote from someone though I can't remember who, that I really like a lot.
"Starcraft is not a fun game. It is a rewarding game." That is a nice quote. I know that playing games does not have sense for most people other than to kill time, relax etc. To have something rewarding is nice but there's no deeper sense behind it. There are better and meaningful activities that are usefull to be good at. I thought, it would be better to study maths.
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On December 27 2011 17:53 xmShake wrote:+ Show Spoiler + SC2 can be very enjoyable at low levels but as a competitive game, it's simply not very fun at all in terms of actually playing it. I'm going to be comparing this extensively to Broodwar, I game I find to be not only incredibly rewarding but fun to play DURING the fact.
SC2 suffers from a couple of major problems: how an average game is decided, the speed of the battles, and the actual units / micro involved in playing the game.
Think about a ladder session of about 10-15 games, how do they usually play out? It goes like this, either the game is decided early, whether it be through cheese, unfortunate build choice or whatever, or the game plays out into a macro game, players get to 2-3 bases, perhaps there's minor harassment, then there's a big battle, and then someone wins. Does anyone see what's wrong here? Early wins are perhaps unavoidable as they were in Broodwar, but to have most games decided around the 12 minute mark from one 15 second battle is setting people up to feel a lot of things, but entertainment isn't one of them. This is probably one of the reason's why people get so upset when they play this game. It is very possible that a person lost because their macro or economy or composition was inferior to the opposing player's. It's equally possible that the battle was lost due to bad micro, positioning, or a number of other factors. However, in both cases, the focal point of the game was the battle which tends to be the culmination of most games. The long term (arguably where most people would derive their fun), is not valued simply because the first engagement is likely to be the last.
Compare this to Broodwar. The average game time was around 15 minutes, but I would argue that the variety of games were much greater (not the 12 minutes --> battle --> did I win? thing that tends to occur in sc2), and a late game scenario was much more likely due to some of the features in broodwar that don't exist in sc2. This results in a specific point of time in a game becoming less important, and players becoming more focused on the late game, in case a mid game battle is not game deciding (often the case). This is because Broodwar had a variety of strong defensive options for all races and because battles results were often not as dramatically one sided, allowing a player to come back even if they "lost" and engagement.
Consider the defensive options for each race in broodwar: Terran has access to seige tanks and spider marines, Zerg can use dark swarm and replenish their units quickly, and Protoss has psi storms, reavers, cannons, and smart building placement. The result of these options is that a battle needs to be decisive in order for it to be game deciding, otherwise, the most one can do with leftover units is force another battle, or do economic damage, considering most players had another force of units by the time a battle was done in broodwar, sufficient enough to defend the next attack. SC2 has an absence of these options in most matchups due to the general weakness of static defense and the design of the units. A Terran player MAY be able to repel opposing forces with seige tanks, bunkers, and planetary fortresses, but Zerg or Protoss player would be hard pressed to repel anything but light harass with static defense. To defend anything but the lightest attack, an equally sized army is needed. The result of this is simple: when someone wins the battle, they win the game because the loser of the battle can not hope to defend against a stronger army when an army equal in strength is required barring drastic human error. This explains the tendency of sc2 games to be focused at one point.
The reason why a game centered around such a thing would be unlikely to be enjoyed is due to the speed of the battles, and the micro involved in these battles, which are not fun for the player.
SC2 battles tend to be quick, lasting 30 seconds at the longest if you don't count staring at each other with seige tanks in tvt. Broodwar micro battles can span minutes depending on the matchup. The difference in length of battles allow skilled players in micro to differentiate themselves better from weaker micro players, and generally tend to be the funnest of the game anyway (do you like sitting down and making units better, or watching them kill stuff?).
The next part of this is that in my opinion, micro tends to be dull and insufficiently difficult enough for people to become known for their micro ability. Let me analyze typical micro interactions in the matchups.
TvZ: Boils down to spreading your marines and running away from banes while tanks shoot at them. EMP and snipe occurs in later game battles. Hellions and Banshees light harassment. On the zerg side, setting up for a surround, laying down fungals and move commanding banelings. General mutalisk harassment.
These things are incredibly boring and simple to pull off, and there's generally little variety in how these are performed, and some of them are REQUIRED by the player. Marine splitting for example: there's no thought involved, you split your marines or you lose horribly to banelings and/or fungal, a spell which negates your ability to micro at all. EMP units, point and click, autocast and especially cloak makes this trivial to perform, again no brainer, you do it or likely lose. Banshee harass is very shallow in this matchup, either stuff is there to hit your banshees or they're not. Hellion harass is the only fun thing to perform since you can do some cool stuff with juking zerglings, and how much damage they can do. On the zerg side its simply tragic, you don't actually micro at all during battles besides fungaling and then pulling your infestors back if you have them. Mutalisk "harass" boils down to targeting a turret/building and then running away when marines come because your mutalisks will all get mauled. You can do some cute stuff like picking off reinforcing units and stray tanks, but this a rare oppurtunity.
Meanwhile, in broodwar: seige/unseige + tanks and split marines vs swarm + plague + burrow/unburrow lurkers, mutalisks which can kill armies in the most skilled hands, and epic surrounds. This matchup produces some of the most dynamic and entertaining to watch and perform micro of any and in my opinion what all matchups should strive to be designed to reach in terms unit to unit and player to unit interaction.
In PvZ: gateway composition + sentries + colossus vs roaches and friends (more roaches). Besides forcefields and roach micro, is anything actually interesting going on here? colossus sentry make for incredibly uninteresting micro, and the only comment you're ever going to hear in this matchup is "NICE FORCEFIELDS!" or "THE ZERG SIMPLY HAS TOO MUCH".
Broodwar: non-autocast storm that takes skill and does actual damage, sair and reaver play vs river dance hydralisks, mutas sniping templars, scourge / split muta vs sair, and other things. Another incredible matchup where each unit works in harmony with each other to create interesting dynamics where best micro can determine the outcome of unit interactions like sair vs scourge muta or templar gateway vs hydras and stuff.
TvP: MMM kiting and vikings... shooting. Ghosts predict a forcast of emp. Protoss... more colossus and sentry, only now we use templar sometimes too. Like TvZ, this army interactions tend to be game deciding and boil down to emp + positioning or lol colossus.
Broodwar: This matchup was another work of art. Mines + seige mode make for an EXTREMELY map control based matchup, while the interaction between vulture + tank + vessel vs zealot dragoon templar arbiter made for incredible battles. The mines kept away the zealots and dragoons, but they could be used against the terran army by a protoss with good zealot micro or dropships, the emp vs stasis / storm tension, and the siege tank mechanic where they can't shoot what gets close to them being utilized fully by protosses with smart shuttle usage. And Reaver drops, which the potential to kill 20+scvs in a blink of the eye. Another dynamic and interesting matchup.
The key about the broodwar matchups is that the units not only interact well with each other that allows for dynamic gameplay, but also allow the player to interact with their units in such a fashion that there is an unattainable skill ceiling for controlling them. This allows players to become well known for their micro or a certain piece of their micro, which creates excitement because you wanna see how a matchup between a person known for his micro plays out vs a macro player or a well known micro player vs another well known micro player. Who doesn't get excited when they think about boxer's dropship micro or nada controlling some vultures, or july with 9 mutas? Then think about SC2, which has been out for a reasonable amount of time. You don't really get people well known for their micro, only for their game style or creative play (practically the only thing to differenciate players by in sc2). You can bring up someone like marineking but he was only well known for splits because he was one of the first to do it well and often. Pretty much any masters level terran can put up a good marine splitting show for you nowadays. I can't think of another single person known for their micro in particular, only creative play or known for building a type of unit.
I could continue to ramble on about other aspects as to why sc2 is not fun but seeing as micro is probably the biggest aspect of sc2 I find wrong with it, I'll summarize my thoughts. The micro is shallow and uninteresting. The battles are short, and there is rarely a way for you to differentiate yourself through micro. Why play a play game where you make units for 10 minutes so that you can engage in a boring battle for 20 seconds and then greet the score screen? I know I only do it because I feel some commitment towards my CSL team and enjoy playing with my friends, but in really I'd rather be playing broodwar if it was still alive in NA or some KOF13.
For reference im a random player at the top of masters, I play all the matchups and I know pretty much all of them are boring besides tvt (The only sucessful matchup) when it makes it to midgame.
I think this is close to how I feel. It's not necessarily that SC2 is too easy or anything, but that I just don't have fun going through the mechanics of SC2. Macroing feels pretty empty, and the big engagements are just well... feel very empty and unsatisfying at times. Even though SC2 is very much about that big battle, outside of the very frantic 2 seconds when the engagement begins there's not much to do that'll help a lot after the initial spellcasting/splitting as engagements end much too quickly. There's definitely moments in battles where it's still going on and I'm thinking "ok well, there's nothing I can do with my army at this point" and you've either lost or won the battle decided upon by that initial 2 seconds. I think the best way to put it is that it's more of an "engagement" rather than a "fight".
Also, it's not that I don't enjoy competitive aspects. Every game has competitive aspects to it and winning is definitely enjoyable and I'd certainly want to avoid losing as much as I can. However, I'm saying that SC2 (for me) is more like 95% about winning, and 5% about actually enjoying the game for what it is. There just isn't any motivation for me to continue wanting to get better at something that isn't fun to begin with. Why not put my time and effort into being better at something else more conventional if that's the case?
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The general consensus you'd find from players is that 1v1 ladder is really not fun to play at all. Even when I win, I feel like I get more fun from seeing the gg and however many points I earned than from actually playing the game. There's just nothing like the feeling of winning a 40 minute TvP in BW against waves and waves of zealots and dragoons from 7 bases, or killing a seemingly impossible number of lurkers and lings with MM micro. Luckily our community has so many great tournaments, streams, and casters so that SC2 is still such a good spectator sport with thousands of fans who watch more than they play.
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It's still fun for me, but I stopped playing it "competitively" ages ago due to outside circumstances. I guess I'm lucky in that regard because after that point in time I stopped playing to "get better" and started taking it less seriously. If I lose I just shrug off and play another game for a while (usually an RPG of some sort) before eventually coming back to SC2. I still enjoy watching the shit outta it too, I watch SC2 way more than BW atm but maybe that's cause I don't have as many favorite players to watch in BW anymore. Aside from big matches if it's not SKT I'm just not really interested, whereas I practically set my alarm for GSL to watch it live.
Short answer: Because I'm not taking it too seriously I still have heaps of fun playing and I watch it almost religiously so yes SC2 is fun for me.
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I have been playing sc2 pretty keenly since release, and the point you make about not enjoying the mechanics of the game so much rings a bit with me. I play protoss and I have the most fun pulling of some nice blink micro or landing nice storms/FFs, i think the micro is the 'fun' part of it for me.
to contrast, I recently went back and started playing some AOE2 with some friends, and that is still one hell of a fun game, perhaps because the game is never over in one split second engagement. Not saying i prefer aoe over starcraft, i still love the competitive side of sc2, the active laddering and tournaments, and the degree of refinement you can get with builds, but aoe is more 'fun'. Possibly because it is less intense
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TLADT24920 Posts
I see your point OP and I felt this way for a while. I love the micro aspects of BW and the lack of micro in SCII in comparison to BW is really a turn off. Having said that, I have friends that still play the game and I've started to take laddering less seriously(doing wacky builds, etc...) so it's more fun than it used to be. I guess grinding games became a drag because every game felt the same even after playing as random for about three seasons and over 500 games later.
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On December 27 2011 17:43 Selendis wrote: I cannot empathise with you.
I feel like every other game is a waste of time. I play them, get bored and by the end of it I feel like the game developers stole 3-4 hours of my life that I will never get back. It's unfulfilling and I hate it.
Starcraft is completely different. I may feel tired,or in a bad mood and not want to ladder. But as soon as I get going, it feels like I'm alive again. The thrill of the win is like a sort of bloodlust and I can see the overall strategies and the individual tactical plays stretching before me as the match starts.
The losses sting, but getting revenge is so sweet.
Then there's custom 1v1. Practice matches are like sparring. You know what your opponent is doing and what you will do, your job is to turn your amateurish half learnt moves into a surgically precise dance of destruction.
Or custom games amongst friends to see who's best. You know your friend's mind as well as s/he knows yours. It's a test of your psychological skills as much as it is a game of finesse.
And then when you win, you feel like a champion.
And sometimes, not only do I win, but I get the indescribable feeling. Like I just levelled. My hands are faster, my mind is quicker, I am closer to perfection.
Man, what a beautiful post
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As someone who started with sc2 (only watched a bit of bw previously) I had a lot of fun learning the mechanics and it was a very challenging and rewarding experience. It stopped being fun when I got to mid/high masters. Then I started getting into bw and its hard for me to go back to sc2, even tho i seem to play it more often lately just because it's so easy to hop into with the addicting "find match" button but it doesn't take long to remind me why I stopped playing so much.
The problem is I play zerg and i feel there is no fun micros to do except in zvz ling/bling battles. Compare that to lurker, darkswarm, and muta micro. Idk maybe I should've chosen terran but I still do enjoy the macro aspect (injects and especially spreading creep).
I honestly think the biggest thing that makes sc2 not fun is not the easier mechanics (although that plays a part too), but rather the lack of interesting units. Hopefully the expansions change that but blizzard seems to be dancing around the issue, for example adding the swarm host instead of the lurker; it wont work the same way at all and will be hard to balance. Seems like they dont want to admit they were wrong so they're adding back bw units with different names but inadvertently gimping them at the same time.
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On December 27 2011 17:43 Selendis wrote: I cannot empathise with you.
I feel like every other game is a waste of time. I play them, get bored and by the end of it I feel like the game developers stole 3-4 hours of my life that I will never get back. It's unfulfilling and I hate it.
Starcraft is completely different. I may feel tired,or in a bad mood and not want to ladder. But as soon as I get going, it feels like I'm alive again. The thrill of the win is like a sort of bloodlust and I can see the overall strategies and the individual tactical plays stretching before me as the match starts.
The losses sting, but getting revenge is so sweet.
Then there's custom 1v1. Practice matches are like sparring. You know what your opponent is doing and what you will do, your job is to turn your amateurish half learnt moves into a surgically precise dance of destruction.
Or custom games amongst friends to see who's best. You know your friend's mind as well as s/he knows yours. It's a test of your psychological skills as much as it is a game of finesse.
And then when you win, you feel like a champion.
And sometimes, not only do I win, but I get the indescribable feeling. Like I just levelled. My hands are faster, my mind is quicker, I am closer to perfection.
This right here. Describes how I feel perfectly. Great post.
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Netherlands45349 Posts
To watch?Yeah
to play?
hell no.
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United States7639 Posts
If you're decent, it's probably fun. If you suck like me, you'll regularly lose 8 games in a row, experience overwhelming ladder rage, chuck your computer out the window, and cry yourself to sleep.
No, it's not fun. T-T
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I love the sense of competition. But there is something about sc2 that just isn't as fun as BW was.. I can't put my finger on it.
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On December 27 2011 20:22 Itsmedudeman wrote:Show nested quote +On December 27 2011 17:53 xmShake wrote:+ Show Spoiler + SC2 can be very enjoyable at low levels but as a competitive game, it's simply not very fun at all in terms of actually playing it. I'm going to be comparing this extensively to Broodwar, I game I find to be not only incredibly rewarding but fun to play DURING the fact.
SC2 suffers from a couple of major problems: how an average game is decided, the speed of the battles, and the actual units / micro involved in playing the game.
Think about a ladder session of about 10-15 games, how do they usually play out? It goes like this, either the game is decided early, whether it be through cheese, unfortunate build choice or whatever, or the game plays out into a macro game, players get to 2-3 bases, perhaps there's minor harassment, then there's a big battle, and then someone wins. Does anyone see what's wrong here? Early wins are perhaps unavoidable as they were in Broodwar, but to have most games decided around the 12 minute mark from one 15 second battle is setting people up to feel a lot of things, but entertainment isn't one of them. This is probably one of the reason's why people get so upset when they play this game. It is very possible that a person lost because their macro or economy or composition was inferior to the opposing player's. It's equally possible that the battle was lost due to bad micro, positioning, or a number of other factors. However, in both cases, the focal point of the game was the battle which tends to be the culmination of most games. The long term (arguably where most people would derive their fun), is not valued simply because the first engagement is likely to be the last.
Compare this to Broodwar. The average game time was around 15 minutes, but I would argue that the variety of games were much greater (not the 12 minutes --> battle --> did I win? thing that tends to occur in sc2), and a late game scenario was much more likely due to some of the features in broodwar that don't exist in sc2. This results in a specific point of time in a game becoming less important, and players becoming more focused on the late game, in case a mid game battle is not game deciding (often the case). This is because Broodwar had a variety of strong defensive options for all races and because battles results were often not as dramatically one sided, allowing a player to come back even if they "lost" and engagement.
Consider the defensive options for each race in broodwar: Terran has access to seige tanks and spider marines, Zerg can use dark swarm and replenish their units quickly, and Protoss has psi storms, reavers, cannons, and smart building placement. The result of these options is that a battle needs to be decisive in order for it to be game deciding, otherwise, the most one can do with leftover units is force another battle, or do economic damage, considering most players had another force of units by the time a battle was done in broodwar, sufficient enough to defend the next attack. SC2 has an absence of these options in most matchups due to the general weakness of static defense and the design of the units. A Terran player MAY be able to repel opposing forces with seige tanks, bunkers, and planetary fortresses, but Zerg or Protoss player would be hard pressed to repel anything but light harass with static defense. To defend anything but the lightest attack, an equally sized army is needed. The result of this is simple: when someone wins the battle, they win the game because the loser of the battle can not hope to defend against a stronger army when an army equal in strength is required barring drastic human error. This explains the tendency of sc2 games to be focused at one point.
The reason why a game centered around such a thing would be unlikely to be enjoyed is due to the speed of the battles, and the micro involved in these battles, which are not fun for the player.
SC2 battles tend to be quick, lasting 30 seconds at the longest if you don't count staring at each other with seige tanks in tvt. Broodwar micro battles can span minutes depending on the matchup. The difference in length of battles allow skilled players in micro to differentiate themselves better from weaker micro players, and generally tend to be the funnest of the game anyway (do you like sitting down and making units better, or watching them kill stuff?).
The next part of this is that in my opinion, micro tends to be dull and insufficiently difficult enough for people to become known for their micro ability. Let me analyze typical micro interactions in the matchups.
TvZ: Boils down to spreading your marines and running away from banes while tanks shoot at them. EMP and snipe occurs in later game battles. Hellions and Banshees light harassment. On the zerg side, setting up for a surround, laying down fungals and move commanding banelings. General mutalisk harassment.
These things are incredibly boring and simple to pull off, and there's generally little variety in how these are performed, and some of them are REQUIRED by the player. Marine splitting for example: there's no thought involved, you split your marines or you lose horribly to banelings and/or fungal, a spell which negates your ability to micro at all. EMP units, point and click, autocast and especially cloak makes this trivial to perform, again no brainer, you do it or likely lose. Banshee harass is very shallow in this matchup, either stuff is there to hit your banshees or they're not. Hellion harass is the only fun thing to perform since you can do some cool stuff with juking zerglings, and how much damage they can do. On the zerg side its simply tragic, you don't actually micro at all during battles besides fungaling and then pulling your infestors back if you have them. Mutalisk "harass" boils down to targeting a turret/building and then running away when marines come because your mutalisks will all get mauled. You can do some cute stuff like picking off reinforcing units and stray tanks, but this a rare oppurtunity.
Meanwhile, in broodwar: seige/unseige + tanks and split marines vs swarm + plague + burrow/unburrow lurkers, mutalisks which can kill armies in the most skilled hands, and epic surrounds. This matchup produces some of the most dynamic and entertaining to watch and perform micro of any and in my opinion what all matchups should strive to be designed to reach in terms unit to unit and player to unit interaction.
In PvZ: gateway composition + sentries + colossus vs roaches and friends (more roaches). Besides forcefields and roach micro, is anything actually interesting going on here? colossus sentry make for incredibly uninteresting micro, and the only comment you're ever going to hear in this matchup is "NICE FORCEFIELDS!" or "THE ZERG SIMPLY HAS TOO MUCH".
Broodwar: non-autocast storm that takes skill and does actual damage, sair and reaver play vs river dance hydralisks, mutas sniping templars, scourge / split muta vs sair, and other things. Another incredible matchup where each unit works in harmony with each other to create interesting dynamics where best micro can determine the outcome of unit interactions like sair vs scourge muta or templar gateway vs hydras and stuff.
TvP: MMM kiting and vikings... shooting. Ghosts predict a forcast of emp. Protoss... more colossus and sentry, only now we use templar sometimes too. Like TvZ, this army interactions tend to be game deciding and boil down to emp + positioning or lol colossus.
Broodwar: This matchup was another work of art. Mines + seige mode make for an EXTREMELY map control based matchup, while the interaction between vulture + tank + vessel vs zealot dragoon templar arbiter made for incredible battles. The mines kept away the zealots and dragoons, but they could be used against the terran army by a protoss with good zealot micro or dropships, the emp vs stasis / storm tension, and the siege tank mechanic where they can't shoot what gets close to them being utilized fully by protosses with smart shuttle usage. And Reaver drops, which the potential to kill 20+scvs in a blink of the eye. Another dynamic and interesting matchup.
The key about the broodwar matchups is that the units not only interact well with each other that allows for dynamic gameplay, but also allow the player to interact with their units in such a fashion that there is an unattainable skill ceiling for controlling them. This allows players to become well known for their micro or a certain piece of their micro, which creates excitement because you wanna see how a matchup between a person known for his micro plays out vs a macro player or a well known micro player vs another well known micro player. Who doesn't get excited when they think about boxer's dropship micro or nada controlling some vultures, or july with 9 mutas? Then think about SC2, which has been out for a reasonable amount of time. You don't really get people well known for their micro, only for their game style or creative play (practically the only thing to differenciate players by in sc2). You can bring up someone like marineking but he was only well known for splits because he was one of the first to do it well and often. Pretty much any masters level terran can put up a good marine splitting show for you nowadays. I can't think of another single person known for their micro in particular, only creative play or known for building a type of unit.
I could continue to ramble on about other aspects as to why sc2 is not fun but seeing as micro is probably the biggest aspect of sc2 I find wrong with it, I'll summarize my thoughts. The micro is shallow and uninteresting. The battles are short, and there is rarely a way for you to differentiate yourself through micro. Why play a play game where you make units for 10 minutes so that you can engage in a boring battle for 20 seconds and then greet the score screen? I know I only do it because I feel some commitment towards my CSL team and enjoy playing with my friends, but in really I'd rather be playing broodwar if it was still alive in NA or some KOF13.
For reference im a random player at the top of masters, I play all the matchups and I know pretty much all of them are boring besides tvt (The only sucessful matchup) when it makes it to midgame.
I think this is close to how I feel. It's not necessarily that SC2 is too easy or anything, but that I just don't have fun going through the mechanics of SC2. Macroing feels pretty empty, and the big engagements are just well... feel very empty and unsatisfying at times. Even though SC2 is very much about that big battle, outside of the very frantic 2 seconds when the engagement begins there's not much to do that'll help a lot after the initial spellcasting/splitting as engagements end much too quickly. There's definitely moments in battles where it's still going on and I'm thinking "ok well, there's nothing I can do with my army at this point" and you've either lost or won the battle decided upon by that initial 2 seconds. I think the best way to put it is that it's more of an "engagement" rather than a "fight". Also, it's not that I don't enjoy competitive aspects. Every game has competitive aspects to it and winning is definitely enjoyable and I'd certainly want to avoid losing as much as I can. However, I'm saying that SC2 (for me) is more like 95% about winning, and 5% about actually enjoying the game for what it is. There just isn't any motivation for me to continue wanting to get better at something that isn't fun to begin with. Why not put my time and effort into being better at something else more conventional if that's the case?
If you're chilling at your base maxing out then attacking, macro'ing seems pretty empty and big fights look pointless. I don't know your skill level, but multi-tasking really opens up the possibilities. You suddenly find yourself with way more split second decisions to make. If you can't spare the APM to constantly multi-drop then obviously it comes off as daunting, but it's trying to pull it off and actually tasking your mental capacity that makes it fun.
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I try to manage my team the best I can and get greater enjoyment from watching them win their games than playing myself. That being said I find the game incredibly fun to play as well but yeah I believe the fact that I carried with me the idea that if I ever lose it's something I did wrong and not because my opponent is playing (x) race from when I was taught how to play broodwar has really helped me on this point.
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The only fun I had with the game was improving and ranking up. I went from bronze in season 2 to masters this season because I had the drive to get better. But once you get to masters and it takes almost as long to get to GM as it is to get from bronze to masters, it really starts sucking the fun out of it. Every time I play it seems like a chore now. Instead of playing and having fun doing weird unit combinations and stuff, you try to grind out builds and figure out timings. I think that starcraft is fun for a while, but you can get burnt out way faster than with other games.
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I find the game very fun still, i still play a ton and watch a ton daily, and i've been playing since launch where i was bronze, now i'm high masters.
SC2 is a very rewarding game, certain losses hit me hard but I keep grinding out games to improve, learn new builds and refine the execution of my current builds. I love to improve and play better and better opponents.
Team games are fun and relaxing for me too.
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