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[No AI] Why StarCraft is "dead" (and Smash isn't)

Blogs > Peanutsc
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Peanutsc
Profile Blog Joined August 2008
United States307 Posts
September 25 2025 14:14 GMT
#1
The reason StarCraft is dead is the community. If the community were stronger and more active, the "scene" wouldn't be "dead," regardless of what the developer did (short of cease & desist letters, and even that didn't really work against Koreans).

The reason the community keeps dying is that it doesn't embrace what actually makes StarCraft (and all such endeavors) great, which is the thrill of getting better through doing hard stuff.



The whole point of the "Banelings" story is that Kurt is upset that he has to keep changing his tactics just to win "fairly" against Husky. Switching races is portrayed as a psychological setback instead of an evolution in strategic understanding (defeating a Terran army with banelings is not as straightforward as it looks). Husky is understandably happy that he DCF'd into a win, but there's no acknowledgement that this was a learning experience for him as well. It just looks like losing at StarCraft is humiliating no matter what, and that's not really a fun experience over the long term unless you really understand how you're improving.

By contrast, the Smash parody "Up-B" provides a much healthier approach to competitive gaming culture.

Peanut's version (I sing it better than the original): https://64.media.tumblr.com/acc26ed4f24dd3c5dc93c8429ca9274c/7cf256e31cf524e0-3f/5d765912f04ce1e65c1e8ade901be5febc9d31b4.mp3

The emotions are still there, and there's still a lot of saltiness at missed inputs and losing, but there's a sense of friendship and empathy ("you know the level 9 computer is surprisingly tough") that permeates the vibe. The players do everything they can to destroy each other in-game, but they have to stay on reasonable terms since they'll probably play each other again. It's basically iterated Prisoner's Dilemma but applied to competitive community dynamics; the optimal answer is still the same.

If StarCraft were more like this, the player community would be more active, which would be a solid foundation for the rest of the scene. It probably still is like this in some pockets, especially in Korea since Koreans are obsessed with improving themselves through pain. But if it were a more global culture like in Smash, the scene would come back.

**
"You only get one life on this earth, Tasteless, and if you're not spending the majority of it playing StarCraft, I would argue that it might be wasted." "I couldn't agree more, Artosis."
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
September 26 2025 06:30 GMT
#2
I'm going to assume there might be a number of other factors at play for why SSBM has outlasted SC2 internationally and BW outside of korea, but I do agree with the premise that one of the main appeal points of Starcraft as a franchise, is that it is really hard, and that is part of what makes winning and improving feel so special.
Why would I play sctoo when I can play BW?
Xeofreestyler
Profile Blog Joined June 2005
Belgium6774 Posts
September 29 2025 10:06 GMT
#3
Imo a big part of the reason is that SCBW is primarily an online game now. LAN parties arent a thing anymore.

Melee has also become a big online game thanks to netplay first, and then slippi. But the offline experience on a CRT, sitting next to your opponent, is still vastly superior. I still organize tourneys to this day, and it has become a way for friends to hang out, rather than just being about the game. SCBW doesn't really have that kinda community feel.

You could also argue that the post-doc golden age really blew new life into the melee community 10 years after its release and created an opportunity for millenials to pass on the torch to gen z. The same never happened for scbw. It burned early, and brightly. But its momentum was already going downhill and then kinda died because of sc2.
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