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The Pro-Trick

Blogs > Talic_Zealot
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Talic_Zealot
Profile Blog Joined February 2010
688 Posts
Last Edited: 2012-07-12 13:19:18
July 12 2012 12:17 GMT
#1
While watching Apollo's pain while learning to do the rail jump on Quake's DM6 i had some thoughts and I'd like to share them.
Amidst the 'better game' jokes of 2GD I started to think: We had these in SC too, but not this one. Rail-bridge jump, plasma climb, specific rocket boost/jumps; they all give the same feel of the hard and useful trick as things like muta stack control vs turrets/triangle shot vs scourge, shuttle reaver drop-micro, vulture/corsair patrol micro. Looking at the bigger picture the games are nearly identical, but when trying to emulate the pros SC2 can feel really similar to a fan, while in BW and QL you can hit that sudden wall, and while it is a wall of pain, it is also a wall of amazement and appreciation. "This feels like it is impossible" were the words of dApollo just after seeing James do it before him.
In BW a phoenix would need to be commanded to patrol forward then immediately after the initiation of the animation commanded to move forward; a colossus would need to either move back then hold position then move forward or be commanded to patrol 270degrees backwards then to move forward.
These micro techniques or tricks are there because of the way the engine moves the units and the different detection algorithms work, similarly Quake's physics make everything work. The StarCraft2 designers made a choice with macro, they recognised that their design hampered depth, but implemented 'macro mechanics' in order to remedy that rather than making a change to the primary way the game works. As they seem rather reluctant to mess with anything of the sort if they wanted look into micro they would probably do something similar. Would implementing a micro mechanic of sorts be even possible, or a right design decision? Am I correct to feel that this is a necessary missing element? I would appreciate to hear some opinions.

****
There are three types of people in the universe: those who can count, and those who cant.
Xiron
Profile Joined August 2010
Germany1233 Posts
Last Edited: 2012-07-12 12:26:12
July 12 2012 12:25 GMT
#2
I would appreciate making the micro more complex. Not because I feel I'm not challenged, but because it would add more depth to the viewer experience. Being able to appreciate more and more subtleties is what keeps the game interesting for me.
"The way of life can be free and beautiful. But we have lost the way. " - Charlie Chaplin
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
July 12 2012 13:41 GMT
#3
It's not only about algorythms (thought I agree to a certain extent to you) but also about unit design.

Collosus rays could be bigger but slower so they could be dodger for example, fungals could slow movement while damaging instead of keeping stuff in place, etc.

Of course all of these things would need to be balanced out, but in the end it's also a choice of making interesting units, beside the code behind them.

But I agree that came bugs or "unintended features" are what made some games what they are (K-style in GunZ is another example)
Moderator<:3-/-<
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
July 12 2012 15:31 GMT
#4
I don't think they should add artificial micro tricks, they should happen naturally.

Yeah, in BW bugs became amazing features. The game is amazing because of that, great units design and the fact that a pro can use a stack of mutas 99x better than the best amateur, for example. Day9 explained that very well in one of his videos.

SC2 suffers from really bad units/spells design and too often patching. Let the players figure out how to revolutionize the strategies, like how it happened in BW history.

And lastly, for gods fucking sake Blizzard, stop trying to balance the game at "all levels", thats just plain stupid.
"When the geyser died, a probe came out" - SirJolt
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