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What SC2 Could Learn From Modern Games

Blogs > confusedcrib
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confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
Last Edited: 2012-04-13 15:15:04
April 13 2012 15:03 GMT
#1
Learning from the Best

As a writer for TeamLiquid and passionate Starcraft fan, I have a vested interest in the continued popularity of the best game in the world: Starcraft 2. Most of the video game world, however, thinks that another game is the best in the world: Call of Duty. It is the undisputable leader in terms of modern franchise sales, game time logged, and growth speed. Before the days of yearly releases and Activision becoming an example of an evil corporation, Modern Warfare was the hardcore gamer fix. From there it became the fix of the casual audience as well, becoming a worldwide phenomenon. A simple google search of “call of duty 4 sales” tells the story, watching as sales passed 7million, then 10, and settling on 13 million sales. Just a few years later, Black Ops would sell 1 billion dollars’ worth of software, “outpacing theatrical box office, book and video game sales records for five-day worldwide sales” (ibtimes). So, Call of Duty is a pretty big deal. Parents know about it, kids know about it, and everyone in between knows about it. Right now, we are blissfully ignoring this console behemoth; rather than trying to learn from it, we are content to keep things years in the past. The purpose of this article will be to point out the things that Starcraft could learn from Call of Duty to create a more sustainable and popular future. Things we could inherit from Call of Duty include, its ranking system, accessibility, its unlock system, and its brief campaign. Please keep in mind that the main reason most people dislike Call of Duty now is for its annual release schedule with little change from game to game; this does not contradict, however, the revolutionary things that this franchise did to take over Halo as the biggest household name in gaming.

[image loading]

Ranking

The ranking system in Starcraft is outdated and poorly designed for growth in player numbers. Halo 3 was the last blockbuster game release to feature a ranking system based directly on player skill, and there’s a reason for that. When implementing a ranking system, you must ask yourself, what are we incentivizing? Call of Duty’s ranking system, and most games since its release, incentivize playtime over skill.

To take a brief example, I am a rank 52 on Battlefield 3 with a score/minute of 461 and 120 hours played. My friend Zach is a level 40 with a score/minute of 185 (276 less than mine) and 115 hours played. As you can see, skill plays a very small roll in ranking, as I’ve pulled ahead only about 12 levels. Despite not being very good at the game, Zach still feels incentivized to play, only trailing a few levels behind me. The game is not deranking him for bad matches where he doesn’t get any kills and it’s not punishing him for mediocre gameplay. For him, it's not a question of rank going down, he just has to play a little longer to make up for it.

[image loading]

Call of Duty (and most modern games) do this incentivizing of game time over player skill, and this is essential to allowing a community to grow around a game. Starcraft, due mostly to its unnatural control scheme, is already extremely intimidating to approach. When you are immediately placed into a league after your first 5 matches, and can even get demoted from there, that pressure is even further exfoliated. How do players respond to this added pressure? They just stop playing. The vast majority of users take little interest in jumping in feet first to a system where player skill is the main determinant of rank, it makes learning too hard and too full of pressure.

As another example, I was a level 46 on Halo 3’s game mode Lone Wolf. After a certain point, I just couldn’t play anymore. I had hit the level where if I didn’t spend a considerable amount of time and thought trying to improve, I would just continue deranking. So how did I respond? I stopped playing. Now that I’m in masters division, I play less Starcraft than I ever have. My friend recently got promoted from platinum to diamond, and also plays less than ever. Most people do not have the pro player drive to be the best, that's what make the pros the pros. A ranking system based more on time than skill means that you can hit a skill cap, and continue to be happy with your performance.

In the end, most people want playing a game to be a mix of fun with challenge, and rankings based on skill suck the fun out of it, turning the game into homework. When you rank up with time over skill, your rank can never go down, and means that everyone can improve at their own pace. I also want to add here for clarification that MMR would still be the determinant factor on matchmaking, that number (MMR) would just be hidden while a displayed number would be based more heavily on time played.


Rapid Unlocks

Call of Duty is so successful because it pairs its time related leveling system with rapid unlocks, so even the worst player feels as though they are working towards something. Starcraft currently has 5 "unlocks", silver, gold, platinum, diamond, and masters. Most players need to feel as though they are unlocking cool things in order to keep playing. Some practical ideas for Starcraft unlocks off the top of my head are maps, custom game types, and unit/weapon skins. Unlocks for everything from killing a certain number of terran units to defending a certain number of cloak banshee rushes should be awarded to give the player constant feedback. Imagine the feeling a new player gets when they unlock a new missle turret skin for shutting down their 10th cloak banshee rush.

[image loading]

Call of Duty was even brilliant in its execution of “prestiging.” When you prestige in Call of Duty, you get a new ranking symbol in exchange for starting over on your unlocks. The popularity of this system shows two things: first, people really care about their symbol, even if it’s not very meaningful, and second, it allows for an almost infinite number of unlocks, as the player is choosing to unlock everything all over again.

People care a lot about meaningless numbers tied to arbitrary unlocks, and that's not a bad thing. It's something that we need to exploit so that newer players can get into the game. Heck, a lot of people even pay actual money for things like costumes and weapon skins.

Robust Replay, Party, and Gametype Systems

Since the release of Call of Duty, we have had many revolutions in user accessibility, all of which Starcraft seems to have ignored. Replay saving and sharing is a standard, including editing clips and taking pictures from them. I can’t remember the last game that didn’t have a party system with party chat, match searching, lobby hopping, and auto searching into the next map. If games are released now with less than three or four different game types, they are brutally assaulted in reviews for not having more options.

First, a robust replay system is essential for incentivizing trying new things. The throwing knife on Call of Duty is in almost no way preferential to a grenade, and yet many players still use it. Why? It’s so that they can create a unique clip to share with their friends of “oh my god, guys we have to watch this after the match!” The equivalent here is something like planetary fortress rushing. Simply having a replay system in place that has easy to share clips incentivizes doing unique strategies. In Starcraft, the moment is even more exhilarating, as the person who is executing a planetary fortress rush serves as both easy wins and fun losses for their opponents. Everyone is happier with a better replay system of sharing, lobby viewing, and clip editing.

Second, Starcraft makes playing with friends a chore. Once you get everyone into a party you have to search a match only when everyone is completely ready, and then continue doing that over and over again just to play a few games. This system encourages only playing 3 or 4 games in a row before people decide they're too tired or want to play something else. I remember my days of playing Call of Duty late into the night because the next match or round starts automatically, not giving you time to even think about quitting. It doesn't ask you if you’re ready, it doesn’t kick you to an outside lobby after every game, the partys just roll over and the next game starts. Starcraft has a real opportunity to get a flow like this going, imagine you join a game set to a best of 13, mixed game modes, and just keep playing, I don't know if I'd ever get to bed on time again.

[image loading]
I think this is a bad use of this meme, but it's how their community feels, and rightly so

Finally, having only the options of 1v1, 2v2, etc., and FFA is almost inexcusable. While these modes bread a competitive multiplayer, they do not breed a fun multiplayer. Where are the fun and different game types? Right now, alternative game modes are completely reliant upon the fans to make. There should be matchmaking for Desert Strike, Monobattles, and Marine Arena, there should be game modes that include all of them, even a mode where you and a friend can play a mix of custom games and the standard game in a best of 9 against another team. Players need variety, and Blizzard has ignored everything but the most basic implementation of the standard game.

A Smaller Campaign

[image loading]

All of the things I discussed above require a large amount of work, and Blizzard is a company with limited resources. In my mind, the campaign goals set by Blizzard for Starcraft 2 have been far too lofty. IGN’s review sums up most reviewers opinion of Starcraft pretty well “It's not a step forward for the genre, exactly, but StarCraft II is still one of the most polished, finely crafted and well presented real-time strategy games available.” As much work as Blizzard puts into its campaign, it will never be what truly revolutionizes and makes Starcraft more popular than other games. People may come for the single player, but what keeps them around is the multiplayer. While most games have been trending towards a 6 hour campaign “sweet spot,” Starcraft 2 aimed for a 15-20 hour length. The problem is that now a days most people don’t want a game that long. Sure, I enjoy having a long campaign because I, like all of you, absolutely love Starcraft; but at the same time, I would never play a 20 hour campaign of Call of Duty, a game I at least moderately enjoy. I’m guessing that most people don’t finish the campaign, and multiplayer serves as a much better game extender.

The way you keep the campaign short and satisfying is simple, Wings of Liberty’s story, without a lot of the arbitrary side stuff (Tosh, saving the colony, etc.), could probably be told in about 6 hours. You’ll notice that the single player of WOL has many of the things that the multiplayer should have, a lobby hub area, upgradable buildings, and unique game modes. I can’t entirely blame Blizzard for a lack of multiplayer unlocks because so much effort went into the single player; I do believe, however, that this is a misallocation of resources.

To Conclude

I know that the Starcraft series is the best series ever made, and I love it just as much as anyone else. The problem is that the game ignores many of the things that have made modern games more accessible and fun for everyone. I’m not saying that we need yearly releases or subscription services, I’m saying that we need to pay attention to a 5 year old game that revolutionized the video game industry. Our ranking system needs to change, we need unlocks, shorter campaigns, and a more accessible system. I want Starcraft to be the leader of E-sports, but it needs to be a popular game in order to that, and in this case, we have to learn from the best.




Some practical considerations:

1. In terms of ranking, of course you keep an MMR going in the background, the shown ranking just has very little correlation to it
2. The pro players should still be segmented and ranked in a special way, a special separate ladder once you hit a high enough MMR would be really cool, especially because it would be a surprise if you were good enough to unlock it
3. With a focus on time based rankings, you can still show a win/loss ratio and no one is ashamed, because the focus isn’t only on skill
4. Obviously nothing gameplay altering can be unlocked, things like weapon/unit skins, decals, custom maps, and certain game modes seem to be the way to go
5. There would need to standards set for professional matches (perhaps unlocks could carry over B.net though, imagine Idra gets a special rage skin or something)
6. Unlocks probably can’t be as rapid as in other games.
7. Perhaps a better AI needs to be built in order to make a player leaving early okay

**
I'm a writer for TeamLiquid, you've probably heard of me
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
Last Edited: 2012-04-13 15:24:26
April 13 2012 15:05 GMT
#2
A skimmed it and it seems to be a troll Let's see if I'm right (COD, really?)

EDIT: Ok I read it now and I see the point is valid. Yes, the game should appeal to the casuals much more than it does. Blizzard failed really hard here. The biggest thing they failed at doing is reacting to the community needs. Custom games should have a much larger place in the game, which would be good both for pros and casuals if done right. Some incentive for playing other than "I'm better than this guy named PISSCAKE" is really needed nowadays, especially that in SC2 you don't even know how good the guys you're comparing to are.

I disagree with the shorter campaign point but that's rather personal so I won't elaborate.
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
gaymon
Profile Blog Joined April 2011
Germany1023 Posts
April 13 2012 15:10 GMT
#3
Fastfood games for fastfood gamers, Mcdonalds is also one of the most successfull restaurants in the world, still i find that food disgusting.
Torenhire
Profile Blog Joined April 2009
United States11681 Posts
April 13 2012 15:10 GMT
#4
That's what you get for skimming. :/

It's a good read, I agree on some of your points. I do like in Battlefield 3 the unlocks based on "doing XYZ thing" ...though obviously in SC2 you can't unlock an 8x zoom scope for killing ten recon class players, but you can do exactly what you said...skins, decals, portraits, w/e.

It's easy enough to reward players for doing shit on ladder, but I guess the gameplay is supposed to be rewarding enough
SirJolt: Well maybe if you weren't so big and stupid, it wouldn't have hit you.
Myles
Profile Blog Joined March 2010
United States5162 Posts
April 13 2012 15:12 GMT
#5
On April 14 2012 00:05 Qbek wrote:
A skimmed it and it seems to be a troll Let's see if I'm right (COD, really?)

You should skim better. The way I understood it, he was highlighting some of the reasons that he believes contributes to many popular modern games that we consider casual(or worse) and applying them to SC2 so that people who aren't just concerned with ladder and skill can still enjoy playing. Right now, if you don't care about ladder, there's hardly any reason to play due to the poor UI and communication features.
Moderator
Riggered
Profile Joined April 2011
Australia14 Posts
Last Edited: 2012-04-13 15:14:17
April 13 2012 15:13 GMT
#6
i read through it a bit and saw shorter campaign an quickly realized that this was not worthwhile. Cod is a completely different game to Starcraft II, we all have complaints on how Blizzard does stuff and we they may eventually solve things, but they aren't going to change everything cause cod releases 3 games a year and reels in cash.
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2012-04-13 15:18:56
April 13 2012 15:14 GMT
#7
This was hilarious to read. Thanks.
You should try the job applications for kotaku.
fuck all those elitists brb watching streams of elite players.
Egyptian_Head
Profile Joined October 2010
South Africa508 Posts
April 13 2012 15:18 GMT
#8
I really cannot tell if you are being serious?
Bromazepam
Profile Joined August 2011
820 Posts
April 13 2012 15:21 GMT
#9
Rankings based on grinding rather than skills, unlocks, rubbish single player. This post highlights all the things I despise of the current videogame industry.
Saying that something is killing esports is killing esports.
FoolieCoolie
Profile Joined November 2010
Serbia71 Posts
April 13 2012 15:22 GMT
#10
This better be a joke. >.<
Sermokala
Profile Blog Joined November 2010
United States13960 Posts
April 13 2012 15:29 GMT
#11
you basicaly described everything I don't like about modern video games (FPS's) and said that sc2 should learn from their regression.

RTS's are never going to have the 12 year old popularity that FPS's have I have no idea why you'd want to bring down games to that level.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Torenhire
Profile Blog Joined April 2009
United States11681 Posts
Last Edited: 2012-04-13 15:30:20
April 13 2012 15:30 GMT
#12
I agree with a few parts of the OP though, joke or not...if you don't ladder or don't have many friendsthat play SC2, you're kinda dead in the water in terms of meeting new people :p

I mean you can befriend Joe MacRagefuck in that Nexus Wars game but otherwise it's not a very non-competitive friendly game haha.
SirJolt: Well maybe if you weren't so big and stupid, it wouldn't have hit you.
iamperfection
Profile Blog Joined February 2011
United States9642 Posts
April 13 2012 15:30 GMT
#13
Did you guys even read the post he makes a lot of points that make sense and would definitaly be doable. More game types and better custom game settings is something that has blizzard has even stated is lacking in the game and are trying to fix.

The unlocks thing would make acheivements actually worth trying to get instead just getting some points. My ghosts should get a sick new skin when i land a nuke killing 50 units.

I dont agree with the ranking system because at least with blizzards it does mean a little other than cod where it means you played the game somehwat,

Read the post guys!
http://www.teamliquid.net/forum/viewmessage.php?topic_id=406168&currentpage=78#1551
deathly rat
Profile Blog Joined October 2010
United Kingdom911 Posts
April 13 2012 15:30 GMT
#14
You're right, but your aims are for people that will never read this blog. Most TL users are just going to go "LOL CoD", because that is how their brain works.
No logo (logo)
gCgCrypto
Profile Joined December 2010
Germany297 Posts
April 13 2012 15:32 GMT
#15
Ladder more Time then SKill based? i hope Blizzard never reads that part of the Blog... About the unlock thing: Unlocking Portraits etc on a different way would be nice (for example the HT for killing X Units with 1 storm or what ever.
A crapier campaign? No Never pls. I want the size of the SC1 Story back btw!

All in all i dont think we can learn mutch from CoD at all and that what we can learn from it we could learn from eny other Game in the Industry.
L E E J A E D O N G ! <3
theonemephisto
Profile Blog Joined May 2008
United States409 Posts
Last Edited: 2012-04-13 15:35:43
April 13 2012 15:33 GMT
#16
This won't be popular here, as it's not a mindset that more competitive people have. But there are a lot of extremely good ideas in here, and the point is a good one. Starcraft 2 can't hold onto casual players long enough to turn them into competitive players. The scene basically consists of more motivated players froms previous RTS's, and all the casual players who played for a while and left.

Putting people into the grind of the ladder immediately is a terrible idea for expanding your playerbase and getting more new talent into the game. Having a more casual-player-focused incentive system is what keeps people playing long enough to get good enough and the gain the motivation to ladder and grind their way up.

CoD has proved that all of those things work at what they're attempting to do: they keep casual players playing your game. And without a new influx of casual players, the scene will eventually die out. Laddering on sc2 is too difficult, cold, and unforgiving to maintain an active casual playerbase. And that'll kill the game.
EchOne
Profile Blog Joined January 2008
United States2906 Posts
April 13 2012 15:33 GMT
#17
I don't mind these suggestions. They don't benefit or detriment the core multiplayer experience, though they may add attractiveness to the ancillary. If useless incentivizing gets gamers to play, that's their own fault, not the industry's. Starcraft 2 is far from the best game in the world though.
面白くない世の中, 面白くすればいいさ
Recognizable
Profile Blog Joined December 2011
Netherlands1552 Posts
April 13 2012 15:35 GMT
#18
On April 14 2012 00:12 Myles wrote:
Show nested quote +
On April 14 2012 00:05 Qbek wrote:
A skimmed it and it seems to be a troll Let's see if I'm right (COD, really?)

You should skim better. The way I understood it, he was highlighting some of the reasons that he believes contributes to many popular modern games that we consider casual(or worse) and applying them to SC2 so that people who aren't just concerned with ladder and skill can still enjoy playing. Right now, if you don't care about ladder, there's hardly any reason to play due to the poor UI and communication features.


This, he brings on some valid points. It's very hard to enjoy Starcraft just casual, because of the nature of the gameplay, but also because of above reasons.
liberal
Profile Joined November 2011
1116 Posts
April 13 2012 15:37 GMT
#19
The casual gamer and the strategy gamer who loves a real challenge are simply two completely different breeds. They cannot and should not be forced into a one-size-fits-all type of game, because such a game will only cater to the larger group, the casual gamers.

I don't know anyone who reads classic literature, and so it can feel kind of lonely not having people to discuss it with, but that does not mean I want Dostoyevsky to take lessons from Harry Potter.
ArcticFox
Profile Joined February 2011
United States1092 Posts
Last Edited: 2012-04-13 15:48:21
April 13 2012 15:39 GMT
#20
So what I gather from this is you want SC2 to:

1) Cater more to casuals by making more small rewards. (note: Achievements and especially Portraits/Decals already do this, having "I won 1000 games so I got this portrait" is about the same as "I played x many games so I have y experience and am now level z." -- would it make you more comfortable if you "levelled up" every time you got a new portrait? I can almost get behind that.)

2) Shorten the campaign.

GTFO. No, seriously, open the door, walk outside, and let it hit you on the ass while wallking out. Then come back because I'm not done being angry at you.

FPS are naturally easier to sit down and play. I have friends that take one look at Starcraft, or Age of Empires, or any RTS game, and say "That looks WAY too complicated, I won't play that," but have absolutely no problem sitting down with a controller with a handful of buttons, running around and shooting things. At its core, it's simple, it's basic, it's easy to understand. I missed that guy. He hit me. Next time: I shoot that guy and don't miss. Playing an FPS poorly (and by extension, learning) against other people is still "fun".

Playing an MMO is the next step above that -- you now also have an inventory to manage, skills to consider, and learn about levelling up and such, but there's no pressure behind the learning. You're playing against the computer. If you die, you respawn. There's nobody on the other end who just defeated you. You just try pressing your buttons in a different order until you find the one that works. It's calm, it's relaxing, and it's snared MILLIONS of casual people.

Learning to play an RTS is not fun for the masses. It's complicated. It's overwhelming. I can sit my 52 year old mother in front of an FPS and she can shoot things (Left 4 Dead is a favorite because we shoot zombies instead of each other). I've had her in the past fish for me in FFXI or WoW because she enjoyed that part. But sitting in front of an RTS? Completely clueless. The concept of even what to do is beyond the scope of what you can explain. She can *watch* a match, and understand what's going on ("so what I get is the bug guys just make a bunch of those little spittin roach things and they win? why wouldn't you just keep making more little spitty guys then?"), but the concept of managing resource gathering, building structures, timing out when you need to do this so that it flows into that is way beyond the scope of what casuals are interested in learning. [Edit: Understanding the concept that all these things are going on is not hard. "He went bio, so the other guy went mech, so the other guy transitioned into sky." is simple. "He hit a timing right before the other guy's researches were done, so that's why he won." is simple. Converting that into them sitting down and having that same kind of knowledge while they play is the chore, and a much larger time investment than most are willing to make.]

Shortening the length of the campaign is not going to entice more people to try starcraft. Adding more decals and portraits and more little things won't make someone who doesn't enjoy the concept of an RTS go ahead and try it.

If you want to spread the word of Starcraft, doing it through showcasing players and the insane plays they make is the best start. Get people intrigued by the (ugh...) TERRIBLE, TERRIBLE DAMAGE, the bright shiny lasers that kill things and make SC2 look like the beautiful thing it is. When it steps to the next phase of, "Wow, that looks like fun, I want to try that too!", that's when the next step can evolve -- the playing of the campaign, the trying out of the competition on ladder (don't forget about the FIFTY practice league matches you get to learn the basics, for the people who don't care about the storyline, plus the fact that you get placed into a league with other people of similar skill.)

What I *would* like to see from Blizzard is more links inside the game to things *outside* the game. I know when all the SC2 tournaments are because I follow them like a hawk. I would never know when the LoL tournaments were (when I played), except that it popped up right in the lobby with a direct link to the stream. There are links to all sorts of helpful things inside the actual client. B.net 2.0 currently lacks this.

You show the people who are already playing where the resources are to see awesome games and to also improve, and you show the people who aren't playing just how amazing the SC2 experience is. That's how you draw them in. Not with shiny rewards for a game they don't really care to continue playing.

Can I smack you again for suggesting a shorter campaign?
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