|
starcraft requires 1000 TPM. thoughts per minute
while street fighter requires 1 TPM. (punch)
lets also add
some other per minute stats,
jokes per minute, JPM
money per minute MPM (like WoW is like $.01 per minute)
most importantly,
CPM, complaints per minute. sc requires minimal CPM, while sirlin has the most CPM out of everyone. (100+?)
|
On February 10 2009 18:24 MJAnoname wrote: Yes, I'm from Sirlin.net. No, I'm not Sirlin. Yeah, I'm kinda late in this comment.
I will make one statement that agrees with Sirlin (In my first two paragraphs), and then one clarification that I think will appease most of your discontents with what he's said (The rest of my post).
I just want to point out that saying that Starcraft should remove some of it's unncessary clicks and keystrokes by streamlining its UI doesn't necessairly mean that Starcraft should become a "STRATEGY (in real-time)" game. It needs to be strategy AND real-time. The challenge of Starcraft isn't just choosing the right play, it's making all the important decisions you must make at the extremely rapid pace you must make them at, while splitting your attention between 10 different places on the map all at once.
I believe that any given string of actions in a game represent one larger decision. Imagine this: Player A moves his screen to see the location where all his gateways are built, selects them one by one, pressing z after selecting 6 of them, and pressing d after selecting the other 4. That is the long way of saying "Player A decided to build 6 zealots and 4 dragoons." The in-game representation of that is "move screen - click, z (times six) - click, d (times four)." That requires a movement of the screen, ten clicks, and ten keystrokes. (There is also an implied movement of the screen at the end, because looking at the gateways while they're building isn't too useful.) We all know that in SC2 that decision will be ten keystrokes -"0zzzzzzddd", which is over 50% more efficient than in SC1. (I know the debates over MBS have raged here for hundreds (thousands?) of pages, so I'll try to tiptoe around the subject and just use it as an example instead of making it the brunt of my argument.)
The problem here is that it's hard to give a good reason why building 6 zealots and 4 dragoons should require ten clicks, ten keystrokes, and two screen movements (one explicit, one implied) when it could be just ten keystrokes. Saying the first is somehow better would open up all sorts of ridiculous logical arguments, like arguments that say that Dune 2 is better because you have to select units individually instead of in groups. That is artifical difficulty. Imagine if the ten keystrokes from SC2 is a plain old hoop that you have to jump through. By comparison, SC1 requires you to jump through a flaming hoop, and Dune 2 just plain requires you to walk on open flames. What does it really add to the game that is interesting? That's not a hypothetical question- I believe there is an real-world answer for it that is present in SC1, and I believe there is an potential answer for it that is better than SC1's system.
What makes building six zealots and four dragoons 50% less efficient than "0zzzzzzdddd" interesting is the fact the SC1 system greatly assaults the player's attention-dividing ability and hand speed, the "real-time" part of the RTS genre. If you reduce the amount of APM it takes a Terran player to do the same stuff he already does by half, you free up about 200 APM for him to use elsewhere. There are all sorts of interesting attack methods in SC1 that are based on the concept that it is hard for a player to pay attention to everything that is going on all at once, and have the speed in both physical movement and decision-making to respond to it all. If you split your forces into 3 groups, two "main armies" and one shuttle with a reaver, you can assault your opponent's attention and speed. If you are attacking two of his expansions while reaver dropping his SCV line, you are attacking him on three fronts, while he still has to deal with his 4th front of macromanagement. He may make a critical mistake, like not noticing your reaver drop until all his SCVs are already dead, and if so you have just split his attention in a strategically interesting manner - you are using attention splitting as a strategy to beat him. But if he has 200 APM just freed up with nothing to put it towards, this strategy would not be nearly as effective. By greatly reducing the strains the UI places on his physical speed and attention reserves, all sorts of interesting strategies in Starcraft would be nullified by the fact that your opponent has such deep reserves of attention and speed. You could (almost?) never overwhelm his ability to pay attention to everything and react to it in a reasonable time frame. So what to do?
I feel the answer is that both communities are right in their own way here, and a combination answer best solves the problem. Sirlin is right that desiging a UI to increase APM is artifical and not an interesting way of keeping the players busy. However, pro Starcraft communities are right that attention-splitting and quick decision-making (and as a by-product speed) are the "real-time" component, and are a huge part of what makes Starcraft the best and most successful competitive RTS in gaming history. I think the answer is to cut out all the "unnecessary" clicks - reduce building four zealots to "0zzzz" and increase efficiency by over 5% - and replace all of that "hollow" APM that has been carved out of the game by increasing the Decisions Per Minute (DPM) that the player has to face. While APM is well and good, DPM is the number that the "real-time" component of an RTS should strive to measure. DPM is what drives APM - your APM (or EAPM, for those who spam commands) is a reflection of the number of decisions you make per minute and your speed/efficiency in executing them - the number of decisions you make a minute is what drives you to perform a number of actions that minute.
For example, the actions required to build 10 zealots is 20 actions - 10 clicks, 10 keystrokes. SC2 will cut the clicks out and reduce that to 10 keystrokes. If that's all you do for one minute, your APM in SC1 is 20, and APM in SC2 is 10. However, your DPM in both games is only 1 - you made the one decision to build 10 zealots, and that's it. (That might be oversimplifying it - let's assume for example's sake that you have nothing building in any of the gateways at the moment, and they're all in one location so you don't have to consider where. If those two aren't given then your DPM might be higher than 1.) At this rate, a 20 DPM player in SC1 would have an APM of 400. (I know that this only applies to macro and not to troop movement; again, it's for examples sake, and I think if we drew out a more fleshed-out real-game example this would certainly still hold true, though the numbers used in the example might be different). A 20 DPM player in SC2 would have an APM of 200. However, the lowered APM in SC2 gives us room to design the game in order to increase the number of decisions the player faces per minute. Since we freed up 200 APM, the equivilent of 20 DPM in SC2 conversion rates, we can add another 20 DPM, and in fact we must add 20 DPM in order maintain the speedy-decision-making component of the "real-time" part of Starcraft, Futhermore, more DPM means more strategic decisions the player must face at each turn, which means there are more opportunities to increase the weight on the "strategy" side of the game. The end result would be that three of the four main attributes that Starcraft measures to determine your success - decision-making-speed, attention-dividing, and strategy - would recieve increases in their overall contribution to the winner of the game, while the hand-speed limitations would remain.
This post has already been long as hell, so I'll spare you another lengthy outro paragraph. To sum it up quickly: "Requiring high APM, and therefore high hand speed, is just an unfortunate side effect of attempting to require high DPM. The goal of any RTS should be to ensure that the APM and hand-speed it requires to sufficiently test the player's attention-splitting abilities should remain as decision-full as possible, or in other words, represent a high DPM. A high DPM increases both the strategic and real-time aspects of the game. The fact that it requires good mechanics is just an unfortunate side effect of the fact that we cannot plug the game directly into our brains."
There's also no way I'm going to thoroughly proofread something this long when I'm not being graded on it or paid for it, so I'm sorry if there's any tyops. Feel free to ask any questions you want, I'll check this thread every now and again. Also feel free to flame away, it doesn't bother me. I anticipate a wave of "WHATS YOUR KESPA RANK? IF IT'S BELOW 20 YOU HAVE NO RIGHT TO TALK" - I am not the best SC player in the world, but I would find it hard to refute this analysis, unless you don't want to grant me the few axioms I have taken here. (Namely, I think they are that Starcraft measures decision-making speed, attention-splitting, and strategy primarily, and hand speed secondarily; that achieving higher necessary DPMs required to play at the competitive level is always a good goal for an RTS game, and that the DPM should be what is filled out to test speed and not the APM; and that increasing your APM is pointless if the increased number of actions still represents the same DPM)
Good stuff. you're very good at explaining. I didnt bother reading about the MBS debate or even read up on all the details about SC2 so I'm far behind on this, but your reasoning seems very good.
If blizzard really is putting a lot of decision making factors in SC2 that requires higher apm then I guess MBS is just to let the players use that extra "200 APM" for somewhere else that is needed in SC2. And thus in the end you can still go for reaver drop while attacking the front to use ur opponent's limited APM to ur advantage.
|
i am in china . cant make it to class . any chance you could share the reader with us ?
|
The problem is this : If we free up the macro side of the game, the balance will undeniable shift. This is what we do not want, we want the balance between micro and macro to stay roughly the same. If the balance shifts towards micro the game will become something ala wc3, where the macro decision making does not require enough attention to actually having the player overloaded. This is what makes SC so great, the capacitiy of attention or "thoughts per minute" needed to play a "perfect" game of starcraft is in some situation more than players currently can handle, and this is where the game comes down to prioritation, shall i focus on micro or shall i focus on macro, aswell as thinking about your strategy at the same time.
A game like wc3 for instance has almost no macro.
However, this is not solely due to the UI interface, because wc3 was limited in other ways(max food supply reduced, less resources availible(gold mine vs mineral field)).
I think what most people are afraid of is to see SC2 turn into something like wc3, when we start deviating from what is the "tried and tested" formula.
The thing is that since it's a successor in a franchise, it should try to keep the elements which peopled liked about its predecessor, so that you can keep the fanbase($$$). At the same time you also want to incorporate new features so that you can attract a new crowd, and expand your market.
If you take away or change those elements, you get some people that adapt, and some that get alianated.
I just hope I won't be one in the latter group.
EDIT : On topic,
Real shame second class didn't get recorded Q.Q
|
oh god, and we JUST peeled the packing tape from our skin...
|
a real test of the game to determine whether or not APM makes a game better or not is to slow the game speed, that makes APM less relevant because it lengthens the "minute."
but then everyone from UMS to BGH to FMP players play on fastest, even if they have low APM. so everyone's determined that they like faster speed, it's the standard, that's how the game unfolded competitively and it's what people like. you can't really argue against the people. they wouldn't choose a worse form of the game.
|
On February 10 2009 18:24 MJAnoname wrote: Yes, I'm from Sirlin.net. No, I'm not Sirlin. Yeah, I'm kinda late in this comment.
I will make one statement that agrees with Sirlin (In my first two paragraphs), and then one clarification that I think will appease most of your discontents with what he's said (The rest of my post).
I just want to point out that saying that Starcraft should remove some of it's unncessary clicks and keystrokes by streamlining its UI doesn't necessairly mean that Starcraft should become a "STRATEGY (in real-time)" game. It needs to be strategy AND real-time. The challenge of Starcraft isn't just choosing the right play, it's making all the important decisions you must make at the extremely rapid pace you must make them at, while splitting your attention between 10 different places on the map all at once.
I believe that any given string of actions in a game represent one larger decision. Imagine this: Player A moves his screen to see the location where all his gateways are built, selects them one by one, pressing z after selecting 6 of them, and pressing d after selecting the other 4. That is the long way of saying "Player A decided to build 6 zealots and 4 dragoons." The in-game representation of that is "move screen - click, z (times six) - click, d (times four)." That requires a movement of the screen, ten clicks, and ten keystrokes. (There is also an implied movement of the screen at the end, because looking at the gateways while they're building isn't too useful.) We all know that in SC2 that decision will be ten keystrokes -"0zzzzzzddd", which is over 50% more efficient than in SC1. (I know the debates over MBS have raged here for hundreds (thousands?) of pages, so I'll try to tiptoe around the subject and just use it as an example instead of making it the brunt of my argument.)
The problem here is that it's hard to give a good reason why building 6 zealots and 4 dragoons should require ten clicks, ten keystrokes, and two screen movements (one explicit, one implied) when it could be just ten keystrokes. Saying the first is somehow better would open up all sorts of ridiculous logical arguments, like arguments that say that Dune 2 is better because you have to select units individually instead of in groups. That is artifical difficulty. Imagine if the ten keystrokes from SC2 is a plain old hoop that you have to jump through. By comparison, SC1 requires you to jump through a flaming hoop, and Dune 2 just plain requires you to walk on open flames. What does it really add to the game that is interesting? That's not a hypothetical question- I believe there is an real-world answer for it that is present in SC1, and I believe there is an potential answer for it that is better than SC1's system.
What makes building six zealots and four dragoons 50% less efficient than "0zzzzzzdddd" interesting is the fact the SC1 system greatly assaults the player's attention-dividing ability and hand speed, the "real-time" part of the RTS genre. If you reduce the amount of APM it takes a Terran player to do the same stuff he already does by half, you free up about 200 APM for him to use elsewhere. There are all sorts of interesting attack methods in SC1 that are based on the concept that it is hard for a player to pay attention to everything that is going on all at once, and have the speed in both physical movement and decision-making to respond to it all. If you split your forces into 3 groups, two "main armies" and one shuttle with a reaver, you can assault your opponent's attention and speed. If you are attacking two of his expansions while reaver dropping his SCV line, you are attacking him on three fronts, while he still has to deal with his 4th front of macromanagement. He may make a critical mistake, like not noticing your reaver drop until all his SCVs are already dead, and if so you have just split his attention in a strategically interesting manner - you are using attention splitting as a strategy to beat him. But if he has 200 APM just freed up with nothing to put it towards, this strategy would not be nearly as effective. By greatly reducing the strains the UI places on his physical speed and attention reserves, all sorts of interesting strategies in Starcraft would be nullified by the fact that your opponent has such deep reserves of attention and speed. You could (almost?) never overwhelm his ability to pay attention to everything and react to it in a reasonable time frame. So what to do?
I feel the answer is that both communities are right in their own way here, and a combination answer best solves the problem. Sirlin is right that desiging a UI to increase APM is artifical and not an interesting way of keeping the players busy. However, pro Starcraft communities are right that attention-splitting and quick decision-making (and as a by-product speed) are the "real-time" component, and are a huge part of what makes Starcraft the best and most successful competitive RTS in gaming history. I think the answer is to cut out all the "unnecessary" clicks - reduce building four zealots to "0zzzz" and increase efficiency by over 5% - and replace all of that "hollow" APM that has been carved out of the game by increasing the Decisions Per Minute (DPM) that the player has to face. While APM is well and good, DPM is the number that the "real-time" component of an RTS should strive to measure. DPM is what drives APM - your APM (or EAPM, for those who spam commands) is a reflection of the number of decisions you make per minute and your speed/efficiency in executing them - the number of decisions you make a minute is what drives you to perform a number of actions that minute.
For example, the actions required to build 10 zealots is 20 actions - 10 clicks, 10 keystrokes. SC2 will cut the clicks out and reduce that to 10 keystrokes. If that's all you do for one minute, your APM in SC1 is 20, and APM in SC2 is 10. However, your DPM in both games is only 1 - you made the one decision to build 10 zealots, and that's it. (That might be oversimplifying it - let's assume for example's sake that you have nothing building in any of the gateways at the moment, and they're all in one location so you don't have to consider where. If those two aren't given then your DPM might be higher than 1.) At this rate, a 20 DPM player in SC1 would have an APM of 400. (I know that this only applies to macro and not to troop movement; again, it's for examples sake, and I think if we drew out a more fleshed-out real-game example this would certainly still hold true, though the numbers used in the example might be different). A 20 DPM player in SC2 would have an APM of 200. However, the lowered APM in SC2 gives us room to design the game in order to increase the number of decisions the player faces per minute. Since we freed up 200 APM, the equivilent of 20 DPM in SC2 conversion rates, we can add another 20 DPM, and in fact we must add 20 DPM in order maintain the speedy-decision-making component of the "real-time" part of Starcraft, Futhermore, more DPM means more strategic decisions the player must face at each turn, which means there are more opportunities to increase the weight on the "strategy" side of the game. The end result would be that three of the four main attributes that Starcraft measures to determine your success - decision-making-speed, attention-dividing, and strategy - would recieve increases in their overall contribution to the winner of the game, while the hand-speed limitations would remain.
This post has already been long as hell, so I'll spare you another lengthy outro paragraph. To sum it up quickly: "Requiring high APM, and therefore high hand speed, is just an unfortunate side effect of attempting to require high DPM. The goal of any RTS should be to ensure that the APM and hand-speed it requires to sufficiently test the player's attention-splitting abilities should remain as decision-full as possible, or in other words, represent a high DPM. A high DPM increases both the strategic and real-time aspects of the game. The fact that it requires good mechanics is just an unfortunate side effect of the fact that we cannot plug the game directly into our brains."
There's also no way I'm going to thoroughly proofread something this long when I'm not being graded on it or paid for it, so I'm sorry if there's any tyops. Feel free to ask any questions you want, I'll check this thread every now and again. Also feel free to flame away, it doesn't bother me. I anticipate a wave of "WHATS YOUR KESPA RANK? IF IT'S BELOW 20 YOU HAVE NO RIGHT TO TALK" - I am not the best SC player in the world, but I would find it hard to refute this analysis, unless you don't want to grant me the few axioms I have taken here. (Namely, I think they are that Starcraft measures decision-making speed, attention-splitting, and strategy primarily, and hand speed secondarily; that achieving higher necessary DPMs required to play at the competitive level is always a good goal for an RTS game, and that the DPM should be what is filled out to test speed and not the APM; and that increasing your APM is pointless if the increased number of actions still represents the same DPM)
Good writeup and arguments. Was a pleasure to read and i quoted it just so that some more people may actually read, understand and think about it (*coff*Rekrulandhismob*coffcoff*).
I can't believe that anyone would still ask why it should be changed after readin this, except for this reason:
On February 10 2009 23:32 ruXxar wrote: The problem is this : If we free up the macro side of the game, the balance will undeniable shift. This is what we do not want, we want the balance between micro and macro to stay roughly the same. If the balance shifts towards micro the game will become something ala wc3, where the macro decision making does not require enough attention to actually having the player overloaded. This is what makes SC so great, the capacitiy of attention or "thoughts per minute" needed to play a "perfect" game of starcraft is in some situation more than players currently can handle, and this is where the game comes down to prioritation, shall i focus on micro or shall i focus on macro, aswell as thinking about your strategy at the same time.
A game like wc3 for instance has almost no macro.
However, this is not solely due to the UI interface, because wc3 was limited in other ways(max food supply reduced, less resources availible(gold mine vs mineral field)).
I think what most people are afraid of is to see SC2 turn into something like wc3, when we start deviating from what is the "tried and tested" formula.
The thing is that since it's a successor in a franchise, it should try to keep the elements which peopled liked about its predecessor, so that you can keep the fanbase($$$). At the same time you also want to incorporate new features so that you can attract a new crowd, and expand your market.
If you take away or change those elements, you get some people that adapt, and some that get alianated.
I just hope I won't be one in the latter group.
EDIT : On topic,
Real shame second class didn't get recorded Q.Q
Thats why Blizzard is adding macro-mechanics (like the gas mechanic, i know you don't like it, but they are trying out stuff because they know about this exact issue...), thats why people actually make good macro-mechanic suggestions in these and other forums, thats why sc-legacy started their macro-mechanic contest some time ago and THAT is why whining about MBS/AM is not constructive at all.
I think in these two posts i quoted, almost everything important about MBS/AM and APM/DPM has been said. Blizzard are the best game developers in the world, they will find macro mechanics that are fun, make sense and are interesting for all of us!
Back on Topic: When will the video for class 3 be up? And are there more summaries of class 2 than the one on Sirlin.net? I want more, moooore, MOOOOOREEEEE ^^
|
Thanks for the positive feedback to everyone who's commented thus far. Seems like the mob who was on this thread earlier hasn't checked it yet. Anyways,
On February 10 2009 19:32 toopham wrote: Good stuff. you're very good at explaining. I didnt bother reading about the MBS debate or even read up on all the details about SC2 so I'm far behind on this, but your reasoning seems very good.
If blizzard really is putting a lot of decision making factors in SC2 that requires higher apm then I guess MBS is just to let the players use that extra "200 APM" for somewhere else that is needed in SC2. And thus in the end you can still go for reaver drop while attacking the front to use ur opponent's limited APM to ur advantage.
Thanks for the compliment.
And I also think that you can agree with my analysis and still think that SC2 will be a poorly designed game. I'm just saying that it would be beneficial to cut out all that "hollow" APM and replace it with something more substantial, APM that represents more DPM... I make no guarantee whether SC2's changes will actually accomplish that goal or not.
I'm not really a professional RTS designer, so I have no clue exactly how you would accomplish doing something like that. Speeding up the game is tempting, but then you aren't really increasing the quantity of decisions the player faces, you are just shortening the minute. Increasing the maximum unit count is also tempting, but I'm not really sure how if that would really cause a big enough increase in decisions made to fill the gap things like MBS and AM will create.
I do like the idea of what they're doing with unit mobility, like units that can go up and down cliffs, as well as pylon warping and nydus worms. It seems like your base is going to be much more susceptable to attack from directions other than the front door in SC2, whereas in SC1 you usually see more shuttle harassment than head-on bulldog-style attacks. I'm thinking that might have some way of increasing the number of decisions, by forcing you to think about how you (and your opponent!) could take the battle to new fronts in unexpected locations with very little warning before the fact. I'm not sure if that really raises the DPM or just divides attention, though. I think it'd be interesting to see gameplay tests run to see how it effects the game in that sense.
|
T.O.P.
Hong Kong4685 Posts
I agree with MJAnoname that doing 5z click z click z click z click z is redundant compared to 0zzzzz. It wastes time and it's not something even a player with good and fast decision making would benefit from. However, 5z click z click z click z click z isn't going to take much longer than 0zzzz. Both takes less than 1 second, so the player isn't saving much time. In sc1, the player is forced to take attention away from the battle to macro though. While you can do 0zzzz and micro in the battle. so that might impact the game.
|
I just want to point out that saying that Starcraft should remove some of it's unncessary clicks and keystrokes by streamlining its UI doesn't necessairly mean that Starcraft should become a "STRATEGY (in real-time)" game. It needs to be strategy AND real-time. The challenge of Starcraft isn't just choosing the right play, it's making all the important decisions you must make at the extremely rapid pace you must make them at, while splitting your attention between 10 different places on the map all at once.
I believe that any given string of actions in a game represent one larger decision. Imagine this: Player A moves his screen to see the location where all his gateways are built, selects them one by one, pressing z after selecting 6 of them, and pressing d after selecting the other 4. That is the long way of saying "Player A decided to build 6 zealots and 4 dragoons." The in-game representation of that is "move screen - click, z (times six) - click, d (times four)." That requires a movement of the screen, ten clicks, and ten keystrokes. (There is also an implied movement of the screen at the end, because looking at the gateways while they're building isn't too useful.) We all know that in SC2 that decision will be ten keystrokes -"0zzzzzzddd", which is over 50% more efficient than in SC1. (I know the debates over MBS have raged here for hundreds (thousands?) of pages, so I'll try to tiptoe around the subject and just use it as an example instead of making it the brunt of my argument.)
The problem here is that it's hard to give a good reason why building 6 zealots and 4 dragoons should require ten clicks, ten keystrokes, and two screen movements (one explicit, one implied) when it could be just ten keystrokes. Saying the first is somehow better would open up all sorts of ridiculous logical arguments, like arguments that say that Dune 2 is better because you have to select units individually instead of in groups. That is artifical difficulty. Imagine if the ten keystrokes from SC2 is a plain old hoop that you have to jump through. By comparison, SC1 requires you to jump through a flaming hoop, and Dune 2 just plain requires you to walk on open flames. What does it really add to the game that is interesting? That's not a hypothetical question- I believe there is an real-world answer for it that is present in SC1, and I believe there is an potential answer for it that is better than SC1's system. --MJAnoname
Ooookaaaaay, welcome to two years ago.
What makes building six zealots and four dragoons 50% less efficient than "0zzzzzzdddd" interesting is the fact the SC1 system greatly assaults the player's attention-dividing ability and hand speed, the "real-time" part of the RTS genre. If you reduce the amount of APM it takes a Terran player to do the same stuff he already does by half, you free up about 200 APM for him to use elsewhere. There are all sorts of interesting attack methods in SC1 that are based on the concept that it is hard for a player to pay attention to everything that is going on all at once, and have the speed in both physical movement and decision-making to respond to it all. If you split your forces into 3 groups, two "main armies" and one shuttle with a reaver, you can assault your opponent's attention and speed. If you are attacking two of his expansions while reaver dropping his SCV line, you are attacking him on three fronts, while he still has to deal with his 4th front of macromanagement. He may make a critical mistake, like not noticing your reaver drop until all his SCVs are already dead, and if so you have just split his attention in a strategically interesting manner - you are using attention splitting as a strategy to beat him. But if he has 200 APM just freed up with nothing to put it towards, this strategy would not be nearly as effective. By greatly reducing the strains the UI places on his physical speed and attention reserves, all sorts of interesting strategies in Starcraft would be nullified by the fact that your opponent has such deep reserves of attention and speed. You could (almost?) never overwhelm his ability to pay attention to everything and react to it in a reasonable time frame. So what to do? –MJAnoname
You’re also missing the fact that the side effect of SBS & manual-mining is the variety of playstyles and negative feedback mechanic associated with expanding (the more you expand, the more overwhelmed with the macro side of the game you get, rendering you more vulnerable the the player who’s behind economically).
“If you reduce the amount of APM it takes a Terran player to do the same stuff he already does by half, you free up about 200 APM for him to use elsewhere.”
It’s not really the APM per se – it’s the attention requirements of various tasks (in this case macro-related).
I feel the answer is that both communities are right in their own way here, and a combination answer best solves the problem. Sirlin is right that desiging a UI to increase APM is artifical and not an interesting way of keeping the players busy. However, pro Starcraft communities are right that attention-splitting and quick decision-making (and as a by-product speed) are the "real-time" component, and are a huge part of what makes Starcraft the best and most successful competitive RTS in gaming history. I think the answer is to cut out all the "unnecessary" clicks - reduce building four zealots to "0zzzz" and increase efficiency by over 5% - and replace all of that "hollow" APM that has been carved out of the game by increasing the Decisions Per Minute (DPM) that the player has to face. While APM is well and good, DPM is the number that the "real-time" component of an RTS should strive to measure. DPM is what drives APM - your APM (or EAPM, for those who spam commands) is a reflection of the number of decisions you make per minute and your speed/efficiency in executing them - the number of decisions you make a minute is what drives you to perform a number of actions that minute. –MJAnoname
It’s not like the idea is new – we’ve already established that two years ago... The problems is that SBS & manual-mining have several really positive side effects, and MBS/auto-mining remove those.
The divide between being either “pro-MBS” or “anti-MBS” (providing you’re familiar with arguments of both sides, which Sirlin looks completely oblivious of, by the way) is determined by how skeptical towards the new macro mechanics’ success they are. The latter are very skeptical and would rather see MBS and/or auto-mining removed (and thus the game keep that ‘ “hollow” APM’) than risk the game (SC2) being less skillful and much more one dimensional (micro-focused), whereas the former believe preserving those positive side effects with new (attention-demanding) macro mechanics (this time ‘round in form of conscious gameplay design choices) is after all possible.
(There are also those who believe the physical aspect of StarCraft should be the one emphasized on, while the mental side is just an addition. From what I understand, this is what e.g. NatsuTerran wants. Those are a small minority, though.)
For example, the actions required to build 10 zealots is 20 actions - 10 clicks, 10 keystrokes. SC2 will cut the clicks out and reduce that to 10 keystrokes. If that's all you do for one minute, your APM in SC1 is 20, and APM in SC2 is 10. However, your DPM in both games is only 1 - you made the one decision to build 10 zealots, and that's it. (That might be oversimplifying it - let's assume for example's sake that you have nothing building in any of the gateways at the moment, and they're all in one location so you don't have to consider where. If those two aren't given then your DPM might be higher than 1.) At this rate, a 20 DPM player in SC1 would have an APM of 400. (I know that this only applies to macro and not to troop movement; again, it's for examples sake, and I think if we drew out a more fleshed-out real-game example this would certainly still hold true, though the numbers used in the example might be different). A 20 DPM player in SC2 would have an APM of 200. However, the lowered APM in SC2 gives us room to design the game in order to increase the number of decisions the player faces per minute. Since we freed up 200 APM, the equivilent of 20 DPM in SC2 conversion rates, we can add another 20 DPM, and in fact we must add 20 DPM in order maintain the speedy-decision-making component of the "real-time" part of Starcraft, Futhermore, more DPM means more strategic decisions the player must face at each turn, which means there are more opportunities to increase the weight on the "strategy" side of the game. The end result would be that three of the four main attributes that Starcraft measures to determine your success - decision-making-speed, attention-dividing, and strategy - would recieve increases in their overall contribution to the winner of the game, while the hand-speed limitations would remain. –MJAnoname
Your example is a gross oversimplification, but I’ll bear with you.
However, you’re, again, beating a dead horse here. What you’re saying has been established like two years ago.
This is what happens when you cut in into a discussion without familiarizing yourself with the topic beforehand. This is exactly what Sirlin did, and the reason why he completely misrepresented the points of the “anti-MBS” crowd, arguing against arguments from right after the initial announcement, making himself look like an arrogant douche in the process.
The fact that it requires good mechanics is just an unfortunate side effect of the fact that we cannot plug the game directly into our brains . –MJAnoname
I disagree here.
The UIs we’re using in modern games are in my opinion much better than plugging the game directly into our brains.
The reason for that is the fact that, currently, we let our subconsciousness take care of a variety of tasks (we subconsciously issue orders by pressing keys and moving our mouse – keeping up with popcap, for instance), while we’re using our conscious mind for more involving problems (designing a proper Swarm push with late-game Zerg, e.g.).
In brain-computer UI all those tasks we currently do subconsciously (like “mindlessly” building Supply Depots, etc.) would have to be conscious decisions, severely taxing our DPM.
If blizzard really is putting a lot of decision making factors in SC2 that requires higher apm then I guess MBS is just to let the players use that extra "200 APM" for somewhere else that is needed in SC2. And thus in the end you can still go for reaver drop while attacking the front to use ur opponent's limited APM to ur advantage. –toopham
Not “somewhere else” but in BASE, or at least doing macro/base related tasks.
|
On February 11 2009 22:25 maybenexttime wrote: Ooookaaaaay, welcome to two years ago.
I'd like to think that I took my analysis a little further than the mere inclusion of MBS/AM. My point was never to try and say that MBS/AM are inherently good; I think that, even if I totally botched my analysis of MBS/AM and the effects on APM / DPM, my point would not necessairly be invaidated. My key point is that I also tried to show that high APM requirements should result from a large number of decisions that the player is forced with; in other words, that DPM is what should be measured, not APM.
On February 11 2009 22:25 maybenexttime wrote:You’re also missing the fact that the side effect of SBS & manual-mining is the variety of playstyles and negative feedback mechanic associated with expanding (the more you expand, the more overwhelmed with the macro side of the game you get, rendering you more vulnerable the the player who’s behind economically).
At the same time, if both players have the same APM or eAPM, which is often true on the pro circut (I'd be interested in the eAPM of players like Savior/Stork, I don't have that info but I bet it'd be nearer to their actual APM than high APM players and very close to the eAPM of high-APM players), then I don't see how that becomes interesting. Both players will have the ability to manage the same number of expansions as each other, so neither player will have an advantage in this regard. Also, in-game limitations on how much you can expand will become more important too, like how much supply your worker units take up, or if you are trying to expand too fast, spending too many resources on expanding and falling too far behind in the size of your army.
I don't think this is something you choose either; I've never been a pro SC player again, but I don't think they make the decision whether to expand based on their APM limitations, but instead on whether the decision to expand is strategically appropriate at the time, and they just learn to deal with the APM expanding takes up.
On February 11 2009 22:25 maybenexttime wrote:“If you reduce the amount of APM it takes a Terran player to do the same stuff he already does by half, you free up about 200 APM for him to use elsewhere.”
It’s not really the APM per se – it’s the attention requirements of various tasks (in this case macro-related).
I'm using the player's APM to represent their attention. It's just easier because APM has a quantity attached to it, so it's easier to use and more concrete when used in examples. The real thing here, that I think we both agree with, is that attention-splitting and quick decision-making are primary skills that the game tests, and that it tests hand-speed only because it must in order to test the other two (Because we can't hook the computer up to our brains, so we have to have the hand speed to physically convey all our decisions to the computer).
On February 11 2009 22:25 maybenexttime wrote:It’s not like the idea is new – we’ve already established that two years ago... The problems is that SBS & manual-mining have several really positive side effects, and MBS/auto-mining remove those.
What I'm trying to get at is that game designers, Blizzard in this case, should design their games so that this isn't an either/or scenario. You seem to be saying that you either stick with SBS and MM and keep the positive attention-splitting benefits it comes with, or that you go with ABS and AM and lose those benefits. Blizzard should be trying to find ways to design the game in order to keep both ABS + AM and include other game mechanics that test attention-splitting, and hopefully test quick decision-making as well. In other words, Blizzard needs to find ways to keep ABS + AM and fill in the attention that the removal of SBS + MM freed up with other gameplay mechanics that will test the player's attention-splitting in place of SBS + MM - and hopefully these skills will also test quick decision-making and not just be taking out one piece of "hollow" APM and replacing it with another equally hollow piece. I don't think this is impossible.
On February 11 2009 22:25 maybenexttime wrote:The divide between being either “pro-MBS” or “anti-MBS” (providing you’re familiar with arguments of both sides, which Sirlin looks completely oblivious of, by the way) is determined by how skeptical towards the new macro mechanics’ success they are. The latter are very skeptical and would rather see MBS and/or auto-mining removed (and thus the game keep that ‘ “hollow” APM’) than risk the game (SC2) being less skillful and much more one dimensional (micro-focused), whereas the former believe preserving those positive side effects with new (attention-demanding) macro mechanics (this time ‘round in form of conscious gameplay design choices) is after all possible.
Hey, I'm all for experimentation. Worst case scenario is that SC2 sucks and the competitive / pro scene sticks with SC1, which is still, in my opinion, the best RTS made to date.
On February 11 2009 22:25 maybenexttime wrote:(There are also those who believe the physical aspect of StarCraft should be the one emphasized on, while the mental side is just an addition. From what I understand, this is what e.g. NatsuTerran wants. Those are a small minority, though.)
I never understood this line of thinking and probably never will.
On February 11 2009 22:25 maybenexttime wrote:Your example is a gross oversimplification, but I’ll bear with you.
However, you’re, again, beating a dead horse here. What you’re saying has been established like two years ago.
This is what happens when you cut in into a discussion without familiarizing yourself with the topic beforehand. This is exactly what Sirlin did, and the reason why he completely misrepresented the points of the “anti-MBS” crowd, arguing against arguments from right after the initial announcement, making himself look like an arrogant douche in the process.
I've kept up with the argument a bit, but I'm not at the competitive level in SC1, so I haven't been monitoring it as closely as a lot of you have been. Still, I'm familiar with all the terms involved and I'm aware of the gameplay mechanics when I do play. I was just using MBS/AM because it's a convienient way to give a real-life example involving the concepts that are really the core of my argument, namely that DPM is more important.
I'm not going to be so arrogant as to say that it's impossible I mis-analyzed the effect of MBS and AM. I don't see where or how I did it, but I've been shown to be wrong before when I could have sworn I was right, so it's entirely possible I've done it again. Just keep in mind that my argument wasn't really supposed to be about MBS / AM, it's about DPM and how the goal of a good RTS game should be to maximize DPM.
On February 11 2009 22:25 maybenexttime wrote:Show nested quote + The fact that it requires good mechanics is just an unfortunate side effect of the fact that we cannot plug the game directly into our brains . –MJAnoname I disagree here. The UIs we’re using in modern games are in my opinion much better than plugging the game directly into our brains. The reason for that is the fact that, currently, we let our subconsciousness take care of a variety of tasks (we subconsciously issue orders by pressing keys and moving our mouse – keeping up with popcap, for instance), while we’re using our conscious mind for more involving problems (designing a proper Swarm push with late-game Zerg, e.g.). In brain-computer UI all those tasks we currently do subconsciously (like “mindlessly” building Supply Depots, etc.) would have to be conscious decisions, severely taxing our DPM.
We're getting into the field of phyisology here, so I'll make this brief and try to just use what little I know; I've taken bachelor level psychology classes on physiology but nothing past the 300 level. I'd guess that, in the same way you create shortcuts in your brain that change actions like "Click on four gateways and hit Z after selcting each one" into "Build four zealots", you would learn to use your new UI better and over time those decisions would become subconcious again.
I think we're getting a little off-topic from the point I was really trying to make, though, unless this links to it in some unforseen way.
On February 11 2009 22:25 maybenexttime wrote:Show nested quote + If blizzard really is putting a lot of decision making factors in SC2 that requires higher apm then I guess MBS is just to let the players use that extra "200 APM" for somewhere else that is needed in SC2. And thus in the end you can still go for reaver drop while attacking the front to use ur opponent's limited APM to ur advantage. –toopham Not “somewhere else” but in BASE, or at least doing macro/base related tasks.
One of the things I was really trying to say, however, is that there's no reason for that APM / attention to be tied up specifically in base when we can design into our games other, more interesting things for us to be doing with that APM / attention. It's possible to still have a 400 APM game that requires much less mundane, "hollow" APM. If there is a need to force the player to take his screen away from his armies at times (And I'd agree that there is), then we should be looking for ways to design something more interesting to force him to draw his screen away.
|
Bill307
Canada9103 Posts
On February 08 2009 18:56 Nimue wrote: actually, you guys didn't miss much. There were several comments after class that the material was too basic for them. So, next week, I think I'm gonna turn it up a lot, skip the simple "what is a dragoon" "how much health does an Archon have" kind of stuff and go straight for the heavy stuff. Have you ever taught a class, before?
There's always a huge variance in how students perform. There will always be students who are bored out of their minds by your slow pace, and students who can't keep up: it's impossible to please everyone.
And remember that people are much more likely to complain when you're doing something they don't like, than to thank you when you're doing everything right. Furthermore, people are much less likely to complain if you're going to fast (because they'll embarass themselves as being the "dumb students") than if you're going too slow.
(Once I attended a class where literally 90%+ of the students didn't understand anything going on in the lectures, including myself. After the first week, I went to talk to the professor about it and she thought that everyone was understanding perfectly because no one had complained to her yet. )
So imo you're jumping too quickly to the conclusion that you should speed up.
Maybe try to get a better feel for what level your students are at? I'm afraid I can't give many suggestions, since I've never taught a class before. But I think explicitly asking "does anyone think I'm going too slow?" is a bad idea, because no one would want to tell you that they're one of the slowest students in the class even in private, let alone in front of the rest of the class.
|
First of all, thx a lot Nimue for this fantastic course, I'm from Spain and I'm following it by videos and summaries. I'm not a good SC player but I like it a lot and I also studying physics, so I have a solid mathematical base. I was expecting the second class video , that was a pity. Btw, I've read that US peoploe can afford the reader but, what about foreigners like me?. I don't mind paying for it of course, but I think it would be far more easy to send it in PDF than printing it and send it across the world xD. I'm really niterested in getting it. Thx for the time.
PD: Please forgive my awfull english
|
On February 12 2009 01:48 MJAnoname wrote: I'd like to think that I took my analysis a little further than the mere inclusion of MBS/AM. My point was never to try and say that MBS/AM are inherently good; I think that, even if I totally botched my analysis of MBS/AM and the effects on APM / DPM, my point would not necessairly be invaidated. My key point is that I also tried to show that high APM requirements should result from a large number of decisions that the player is forced with; in other words, that DPM is what should be measured, not APM.
I'm not trying to be offensive or anything - I'm just pointing out that these things have been brought up two years ago, just look up previous MBS, auto-mining and/or macro (mechanics) discussions on TeamLiquid, GosuGamers, WCReplays, SCLegacy, etc.
You're beating a dead horse here.
On February 12 2009 01:48 MJAnoname wrote: At the same time, if both players have the same APM or eAPM, which is often true on the pro circut (I'd be interested in the eAPM of players like Savior/Stork, I don't have that info but I bet it'd be nearer to their actual APM than high APM players and very close to the eAPM of high-APM players), then I don't see how that becomes interesting. Both players will have the ability to manage the same number of expansions as each other, so neither player will have an advantage in this regard. Also, in-game limitations on how much you can expand will become more important too, like how much supply your worker units take up, or if you are trying to expand too fast, spending too many resources on expanding and falling too far behind in the size of your army.
I'm not sure whether you're disagreeing with me here or what. I'm not arguing with you here. I'm simply adding the side effects of SBS/manual-mining you forgot to mention in your list (in the paragraph about splitting attention I quoted). ;]
As for eAPM, it's probably true what you're saying. However, the eAPM (yes, there actually is a specific programme that counts one's eAPM) is not an accurate measurement of anything by itself.
E.g. consider a situation such as this one:
You go for old school 2 Rax into containment vs. Zerg in order to expand later on. The Zerg goes for standard 12 Hatch FE and opts for Lurker opening to break your containment. In order to manage your base/expo and stay fully aware of what's happening to your M&M force outside the Zerg's natural, you constantly shift screens between your units and bases.
You can do this in two ways (more or less) - by double clicking appropriate hotkeys OR using the minimap/location keys. The former boosts your APM significantly whereas the latter does not affect it at all - it's a matter of preference/habits.
What's more, neither regular APM nor eAPM measure the validity of such actions, which can be either pointless spam or conscious screen changing. I'm sure you can find plenty of other such examples within the game.
On February 12 2009 01:48 MJAnoname wrote: I don't think this is something you choose either; I've never been a pro SC player again, but I don't think they make the decision whether to expand based on their APM limitations, but instead on whether the decision to expand is strategically appropriate at the time, and they just learn to deal with the APM expanding takes up.
I've never implied that this negative feedback dynamic influenced the decision making on top level (although, it does on lower level, where players don't necessarily meet the APM requirements).
What I meant is simply that the more you expand, the more demanding the macro side of the game gets, rendering you more vulnerable to attacks from the player with less things to do on the macro side (since he can pay more attention to micro, having less other things to do, kinda self-explanatory, isn't it?).
On the other hand, in SC2, managing several bases requires more or less as much attention as managing just one or two. It means there's no timing window where the opponent, who's behind economically, can overwhlem your multi-tasking abilities.
On February 12 2009 01:48 MJAnoname wrote: I'm using the player's APM to represent their attention. It's just easier because APM has a quantity attached to it, so it's easier to use and more concrete when used in examples. The real thing here, that I think we both agree with, is that attention-splitting and quick decision-making are primary skills that the game tests, and that it tests hand-speed only because it must in order to test the other two (Because we can't hook the computer up to our brains, so we have to have the hand speed to physically convey all our decisions to the computer).
Yes, I do agree here.
But I'm not comfortable with using APM for the easiness' sake. It leads to people like Sirlin raving about us being allegedly obsessed with APM, when in fact we're understanding the game on a higher abstract level than him, discussing gameplay dynamics he's not even aware of (unless FrozenArbiter was successful at explaining them to him).
On February 12 2009 01:48 MJAnoname wrote: What I'm trying to get at is that game designers, Blizzard in this case, should design their games so that this isn't an either/or scenario. You seem to be saying that you either stick with SBS and MM and keep the positive attention-splitting benefits it comes with, or that you go with ABS and AM and lose those benefits. Blizzard should be trying to find ways to design the game in order to keep both ABS + AM and include other game mechanics that test attention-splitting, and hopefully test quick decision-making as well. In other words, Blizzard needs to find ways to keep ABS + AM and fill in the attention that the removal of SBS + MM freed up with other gameplay mechanics that will test the player's attention-splitting in place of SBS + MM - and hopefully these skills will also test quick decision-making and not just be taking out one piece of "hollow" APM and replacing it with another equally hollow piece. I don't think this is impossible.
No, I'm not - you're taking this out of context, read the paragraph below for explanation.
It was just an introduction to the divide paragraph. And, as a matter of fact, I'm one of the more active theorycrafters who try to come up with a new macro mechanic that doesn't exclude MBS/AM from the game. ;]
I completely agree with the latter part of your post. It's just that there are people who don't think it's possible (e.g. the mechanics could dillute the core gameplay experience, according to some of them), and deem SBS/MM as the "lesser evil" (in other words: "positive side effects of SBS/MM over positive effects of MBS/AM").
On February 12 2009 01:48 MJAnoname wrote: Hey, I'm all for experimentation. Worst case scenario is that SC2 sucks and the competitive / pro scene sticks with SC1, which is still, in my opinion, the best RTS made to date.
I'm all for experimentation too. Although, I don't think the pro scene would stick to BW - we'd rather have two crippled scenes (I can't imagine sponsors not going for the novelty factor, new hype, etc.).
On February 12 2009 01:48 MJAnoname wrote: I never understood this line of thinking and probably never will.
I used to think like "anti-MBS" people, but the suggestions for new macro mechanics have been increasingly better, so I've started to have hope.
On February 12 2009 01:48 MJAnoname wrote: I've kept up with the argument a bit, but I'm not at the competitive level in SC1, so I haven't been monitoring it as closely as a lot of you have been. Still, I'm familiar with all the terms involved and I'm aware of the gameplay mechanics when I do play. I was just using MBS/AM because it's a convienient way to give a real-life example involving the concepts that are really the core of my argument, namely that DPM is more important.
I'm not going to be so arrogant as to say that it's impossible I mis-analyzed the effect of MBS and AM. I don't see where or how I did it, but I've been shown to be wrong before when I could have sworn I was right, so it's entirely possible I've done it again. Just keep in mind that my argument wasn't really supposed to be about MBS / AM, it's about DPM and how the goal of a good RTS game should be to maximize DPM.
There's no disagreement here. I'm simply saying that people have already come to the same conclusions as you two years ago. You didn't mis-analyze anything -it's just that your analysis is nothing new. That's all.
On February 12 2009 01:48 MJAnoname wrote: We're getting into the field of phyisology here, so I'll make this brief and try to just use what little I know; I've taken bachelor level psychology classes on physiology but nothing past the 300 level. I'd guess that, in the same way you create shortcuts in your brain that change actions like "Click on four gateways and hit Z after selcting each one" into "Build four zealots", you would learn to use your new UI better and over time those decisions would become subconcious again.
I'm talking more about things like subconscious routines you do thanks to muscule memory (like my Supply Depot example - not the action of pressing the hotkeys, but rather the fact that you routinously build additional Depots every so often, whenver needed).
I'm no expert (just a high school student ^^) but I'm not sure if learning any such routines for brain-computer UI would be possible due to the fact that your thoughts essentially take the place of the combination of both thoughts and muscule memory. It's just a hunch, though. ;]
On February 12 2009 01:48 MJAnoname wrote: I think we're getting a little off-topic from the point I was really trying to make, though, unless this links to it in some unforseen way.
Agreed, was just digressing here. ^___^
On February 12 2009 01:48 MJAnoname wrote: One of the things I was really trying to say, however, is that there's no reason for that APM / attention to be tied up specifically in base when we can design into our games other, more interesting things for us to be doing with that APM / attention. It's possible to still have a 400 APM game that requires much less mundane, "hollow" APM. If there is a need to force the player to take his screen away from his armies at times (And I'd agree that there is), then we should be looking for ways to design something more interesting to force him to draw his screen away.
Well, the reason for tying it specifically to base (or just anywhere where you can do "macro tasks" and thus not pay attention to your units) is that it allows for a variety of playstyles. Sure, you could design new unit-related attention-demanding tasks, but you'd just end up with a micro-centered game with no variety of playstyles (same as with MBS/AM but no mechanics), so why even bother?
And, as you've said yourself, those tasks should reward you for changing the screen from your units, and your base is the most natural aspect of the game that can take up your attention aside from your units.
|
am I the only one who thinks this dumb MBS debate should STAY IN THE SC2 FORUM ? fuck it's so tiresome to read, and there are such long drawn out posts it's fucking hard to skip enormous walls of text to read few line posts that actually pertain to something not related to SC2.
|
lol wtf hapened to this thread? How did it turn into an essay writing contest about all the topics that have been argued to death already about SC2? Never mind, don't answer that question; it will just cause more of it.
Anyway, Nimue, I don't know if you noticed, but one of the guys you had writing on the board DIDN'T know any of the Archon's stats... so there are clearly some people in the class that need at least some basics. Just gotta find the right mix.. or use some of the other tactics I mentioned last week.
|
Maybe a mod could split the thread (by creating a separate one for the off-topic discussion) in order not to derail it any further.
Sorry for posting off-topic posts. ;/
|
On February 12 2009 06:25 f10esqftw wrote: lol wtf hapened to this thread? How did it turn into an essay writing contest about all the topics that have been argued to death already about SC2? Never mind, don't answer that question; it will just cause more of it.
My b, homie.
Like I said, I never really wanted it to be about MBS/AM but instead about other things (Decisions Per Minute). MBS/AM was just the most convenient and natural example that I could think of.
Maybe it could work with something else in the game, like auto surround, but that would just open up a whole new box of worms and still have the same back-and-forth arguments in it.
I don't have time to really respond right now, maybe later. Sorry, can't keep the GF waiting.
|
Let's throw this thread back on track
GJ Nimue and co. for making this all possible. It's too bad that those following online missed the second lecture, but that's OK, stuff happens. I look forward to watching lecture #3!
|
Valhalla18444 Posts
Back on topic, guys. Let's not take away from this thread for the people interested in its subject
I'll be deleting posts from this point on if they stray off topic
|
|
|
|