• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:55
CET 12:55
KST 20:55
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1512 users

Near Impossible: Reduce Skill in Competitive Games - Page 2

Forum Index > Closed
Post a Reply
Prev 1 2 3 4 5 8 9 10 Next All
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
August 17 2014 18:15 GMT
#21
One of the things I dislike about this argument is that it takes as a given that the skill ceiling is this one value that you can either reach or not reach. Remove all the difficult mechanics from Starcraft and you will also remove a lot of comeback potential, the ability for good players to showcase near-inhuman feats of skill, the general ability to differentiate yourself from other players. It's foolish to act like all of this is independent of one's concept of skill, and by using the term skill ceiling you neglect a lot of the subtler behavior.

Also, skill ceiling is a metaphor, you're not supposed to take it literally. The fact you shouldn't becomes obvious immediately when you start to use graphs that measure aggregate skill combining all aspects of the game as just one variable.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Tephus
Profile Joined May 2011
Cascadia1753 Posts
August 17 2014 18:46 GMT
#22
And now, from the guy who brought you 'Riki and Ursa are op' after becoming an expert after 1 month of play, the guy who literally comes from a not-so-parallel universe, comes another awful argument that wont convince anyone!

I wonder what's next for our hero!
AdministratorDirector of Esports
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
August 17 2014 18:55 GMT
#23
On August 18 2014 03:46 Tephus wrote:
And now, from the guy who brought you 'Riki and Ursa are op' after becoming an expert after 1 month of play, the guy who literally comes from a not-so-parallel universe, comes another awful argument that wont convince anyone!

I wonder what's next for our hero!


ha didnt notice.makes it even funnier
life of lively to live to life of full life thx to shield battery
Nimix
Profile Joined October 2011
France1809 Posts
August 17 2014 19:10 GMT
#24
On August 17 2014 14:15 travis wrote:
This argument is mostly semantics. However, reducing complexity should bring skill ranges closer together.

In brood war the difference between a top 10% player vs a top 9% player vs top 8% vs a top 5% player vs a top 1% player vs a top .01% player were more noticeable than in sc2 for example. In brood war i once played against 4 of my friends at the same time, and they were "good casual players", and I beat them all at the same time. This is just completely impossible in sc2.
And it's because no matter how good someone is at starcraft 2, they will never be able to have a big enough gap in skill vs players with even a remote clue to pull off something like that.


I agree with your overall idea though. People are not reaching or coming close to skill ceilings in any competitive game.


Yeah, the more you remove complexity from a game, the easier it is to focus on what remains, so lesser players will be able to catch up to better players easier. So even if the remaining aspect is complex in itself, it will be easier to master it as you don't have to split your attention/knowledge, it reduces the general practice time necessary to improve at the game as a whole, etc.
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
Last Edited: 2014-08-17 22:17:06
August 17 2014 22:16 GMT
#25
On August 18 2014 03:46 Tephus wrote:
And now, from the guy who brought you 'Riki and Ursa are op' after becoming an expert after 1 month of play, the guy who literally comes from a not-so-parallel universe, comes another awful argument that wont convince anyone!

I wonder what's next for our hero!

Dude he's played hundreds of games of Dota
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Krohm
Profile Blog Joined May 2007
Canada1857 Posts
August 17 2014 23:15 GMT
#26
On August 18 2014 04:10 Nimix wrote:
Show nested quote +
On August 17 2014 14:15 travis wrote:
This argument is mostly semantics. However, reducing complexity should bring skill ranges closer together.

In brood war the difference between a top 10% player vs a top 9% player vs top 8% vs a top 5% player vs a top 1% player vs a top .01% player were more noticeable than in sc2 for example. In brood war i once played against 4 of my friends at the same time, and they were "good casual players", and I beat them all at the same time. This is just completely impossible in sc2.
And it's because no matter how good someone is at starcraft 2, they will never be able to have a big enough gap in skill vs players with even a remote clue to pull off something like that.


I agree with your overall idea though. People are not reaching or coming close to skill ceilings in any competitive game.


Yeah, the more you remove complexity from a game, the easier it is to focus on what remains, so lesser players will be able to catch up to better players easier. So even if the remaining aspect is complex in itself, it will be easier to master it as you don't have to split your attention/knowledge, it reduces the general practice time necessary to improve at the game as a whole, etc.

This is really apparent when I compared SC:BW to SC2. I absolutely destroyed most of my friends at BW. However in SC2 I actually struggled to beat them, and I couldn't beat some of them at all it was a complete reversal of how BW was. Removing and/or streamlining mechanics allows poorer players to compete with better players. I call this the casual curse.
Not bad for a cat toy.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
August 17 2014 23:30 GMT
#27
Good stuff guys
WriterXiao8~~
Velocirapture
Profile Blog Joined December 2010
United States983 Posts
August 17 2014 23:36 GMT
#28
I actually don't really disagree with the general sentiment of this post. Things like MBS or worker rallying did not lower the skill ceiling of Starcraft because RTS games have a HUGE surplus of actions that nobody does even though they could contribute to winning because there is simply too much to do. The computer controlled "perfect" unit control for splitting marines and zerglings used around 2000 APM on unit control alone and shifting 50 APM away from moving workers to minerals and towards splitting zerglings does not reduce the skill ceiling for a human player.

The BIG thing i will say is that removing mechanics reduces clarity in the quality of a player. If a game requires you to do 200 things then a player who can reasonably manage 150 is clearly better than somebody who can only manage 100 and this is how we experience Broodwar. If there are only 3 things to do then everybody will manage to do all of those things at every level and we are forced to subjectively determine skill qualitatively rather than quantitatively.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
August 17 2014 23:47 GMT
#29
This entire OP is basically flamebait, otherwise rock paper sisscors is the toughest game in the world

The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
GrapeApe
Profile Joined March 2011
1053 Posts
August 17 2014 23:52 GMT
#30
On August 17 2014 14:12 TheYango wrote:
In Warcraft 3, it's item drops from creep camps.


Dem epic LS drops! Brings back some horrible memories of watching my mineral line get decimated because dude got a LS
GOIMBA.com <--- eSports betting :)
imre
Profile Blog Joined November 2011
France9263 Posts
August 18 2014 00:18 GMT
#31
On August 18 2014 03:46 Tephus wrote:
And now, from the guy who brought you 'Riki and Ursa are op' after becoming an expert after 1 month of play, the guy who literally comes from a not-so-parallel universe, comes another awful argument that wont convince anyone!

I wonder what's next for our hero!


thanks i had a good laugh while checking what it was
Zest fanboy.
Qaatar
Profile Joined January 2011
1409 Posts
August 18 2014 01:01 GMT
#32
On August 18 2014 08:36 Velocirapture wrote:
I actually don't really disagree with the general sentiment of this post. Things like MBS or worker rallying did not lower the skill ceiling of Starcraft because RTS games have a HUGE surplus of actions that nobody does even though they could contribute to winning because there is simply too much to do. The computer controlled "perfect" unit control for splitting marines and zerglings used around 2000 APM on unit control alone and shifting 50 APM away from moving workers to minerals and towards splitting zerglings does not reduce the skill ceiling for a human player.

The BIG thing i will say is that removing mechanics reduces clarity in the quality of a player. If a game requires you to do 200 things then a player who can reasonably manage 150 is clearly better than somebody who can only manage 100 and this is how we experience Broodwar. If there are only 3 things to do then everybody will manage to do all of those things at every level and we are forced to subjectively determine skill qualitatively rather than quantitatively.


Your second paragraph, I agree with. However, I keep seeing the argument in the first paragraph, and intuitively, I don't feel that it's a good heuristic, because I feel that micro is relatively more difficult to attain mastery past a certain point. This is invariably due to the nature of the mouse vs. the keyboard, as our accuracy with controlling a mouse is tied into micro to a great extent. The essential nature of "micro" means that there are greater difficulties in achieving significant levels of differentiation (there have been studies on the asymptotic nature of skill levels past a certain point in musicians, and it largely falls into this same line of reason). Multitasking, on the other hand, seems to me to have a far higher soft-cap, as keyboard speed, how much information one can hold at once, how fast one processes such information, etc. all come into play more prominently, vs. one's ability to accurately move the mouse down to micrometers.

Now, all of this is basically through a priori reasoning and anecdotal experience of what micro and macro are, so I could be totally off.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
August 18 2014 01:13 GMT
#33
On August 18 2014 08:52 GrapeApe wrote:
Show nested quote +
On August 17 2014 14:12 TheYango wrote:
In Warcraft 3, it's item drops from creep camps.


Dem epic LS drops! Brings back some horrible memories of watching my mineral line get decimated because dude got a LS


Seriously. Who the fuck thought that was a good idea?
https://twitter.com/SufficientStats
Cheren
Profile Blog Joined September 2013
United States2911 Posts
Last Edited: 2014-08-18 02:22:02
August 18 2014 02:02 GMT
#34
Skill ceiling is absolutely real, the thing is though that there's no one with the reflexes and decision making to do everything perfectly in a real time game all the time and the emotional maturity to never go on tilt, so even if you see a few perfect games from someone they'll eventually start choking.

Dota's skill ceiling is obviously higher than LoL's, BW's skill ceiling is obviously higher than SC2's, but no one has perfect mechanics and decisions every game in any of those games.

edit: The OP seems to be poking at everything from the wrong angles. People play games to have fun. A lot of suggestions in the OP, such as adding auto-aim to CS:GO or taking away multiple building/unit selection in SC2, would make the games less fun for people who play them. People play games to have fun, and then the people who are the best at those games compete in tournaments sometimes.

So here's the real "Law of Dumbing Down Games":

1. Sometimes a lower skill ceiling results in more people enjoying your game. (WC3 vs Dota, Dota vs LoL)
2. Sometimes having a higher skill ceiling results in more people enjoying your game. (hypothetical example of adding auto-aim to CS:GO. hypothetical example of workers-only SC2)
3. Making a game that people want to play is more important than worrying about skill ceiling, since as stated before, no one will consistently hit the skill ceiling anyway.

edit 2: skill is not "added elsewhere", decision-making and emotional control are just as important in Dota and BW as they are in LoL and SC2. Dota and BW have an additional mechanical layer of complexity, there's no way anyone can argue that.
porkRaven
Profile Joined December 2010
United States953 Posts
August 18 2014 02:24 GMT
#35
Just for curiosity's sake did you get any information about this topic from something similar to an academic paper or was this all your own creation?
SHOUTOUTS TO Aylear!!!
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
August 18 2014 02:27 GMT
#36
Have you EVER played tic-tac-toe?
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
August 18 2014 03:44 GMT
#37
Let me propose another model called "Some people are more capable than others". This is the general theory that sometimes, one person has the ability to do something that another person cannot. For example, let's say you played Basketball with LeBron James and it was srs business. In oversimplified math:

LeBron = 1
You = 1

1/1 = 1

SO U ARE EQUAL!!!!!! HOLY SHIT U CAN TOTALLY KICK HIS ASS

BUT WAIT I HAVE THIS GRAFF THAT SHOWS THIS:

[image loading]
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
vasculaR
Profile Joined March 2011
Malaysia791 Posts
August 18 2014 03:57 GMT
#38
talent + luck are two factors we can't really examine by putting out numbers/spreadsheets.

Both are part of becoming a champion.
Song Ji Hyo hwaiting!
Fleetfeet
Profile Blog Joined May 2014
Canada2603 Posts
August 18 2014 04:19 GMT
#39
Thank you Kupon3ss, ninazerg, and amazingxkcd for submitting reason to the thread, and suggesting that the game I just invented of walking to my kitchen and back does not require as much skill as chess.

I mean, it makes me feel good to think that it does, because I'm one of the best in the world at walking to my kitchen and back... but unfortunately it doesn't actually mean I'm at the same relative skill level as, say, tennis pros.
paralleluniverse
Profile Joined July 2010
4065 Posts
August 18 2014 07:46 GMT
#40
On August 18 2014 03:15 Grumbels wrote:
One of the things I dislike about this argument is that it takes as a given that the skill ceiling is this one value that you can either reach or not reach. Remove all the difficult mechanics from Starcraft and you will also remove a lot of comeback potential, the ability for good players to showcase near-inhuman feats of skill, the general ability to differentiate yourself from other players. It's foolish to act like all of this is independent of one's concept of skill, and by using the term skill ceiling you neglect a lot of the subtler behavior.

Also, skill ceiling is a metaphor, you're not supposed to take it literally. The fact you shouldn't becomes obvious immediately when you start to use graphs that measure aggregate skill combining all aspects of the game as just one variable.

On August 18 2014 11:02 Cheren wrote:
Skill ceiling is absolutely real, the thing is though that there's no one with the reflexes and decision making to do everything perfectly in a real time game all the time and the emotional maturity to never go on tilt, so even if you see a few perfect games from someone they'll eventually start choking.

Dota's skill ceiling is obviously higher than LoL's, BW's skill ceiling is obviously higher than SC2's, but no one has perfect mechanics and decisions every game in any of those games.

edit: The OP seems to be poking at everything from the wrong angles. People play games to have fun. A lot of suggestions in the OP, such as adding auto-aim to CS:GO or taking away multiple building/unit selection in SC2, would make the games less fun for people who play them. People play games to have fun, and then the people who are the best at those games compete in tournaments sometimes.

So here's the real "Law of Dumbing Down Games":

1. Sometimes a lower skill ceiling results in more people enjoying your game. (WC3 vs Dota, Dota vs LoL)
2. Sometimes having a higher skill ceiling results in more people enjoying your game. (hypothetical example of adding auto-aim to CS:GO. hypothetical example of workers-only SC2)
3. Making a game that people want to play is more important than worrying about skill ceiling, since as stated before, no one will consistently hit the skill ceiling anyway.

edit 2: skill is not "added elsewhere", decision-making and emotional control are just as important in Dota and BW as they are in LoL and SC2. Dota and BW have an additional mechanical layer of complexity, there's no way anyone can argue that.

On August 18 2014 12:44 ninazerg wrote:
Let me propose another model called "Some people are more capable than others". This is the general theory that sometimes, one person has the ability to do something that another person cannot. For example, let's say you played Basketball with LeBron James and it was srs business. In oversimplified math:

LeBron = 1
You = 1

1/1 = 1

SO U ARE EQUAL!!!!!! HOLY SHIT U CAN TOTALLY KICK HIS ASS

BUT WAIT I HAVE THIS GRAFF THAT SHOWS THIS:

[image loading]

You've all missed the point. I never said anything about the actual skill ceiling of the game. I only referred to the maximum achievable skill by humans or "achievable skill ceiling".

And in fact, if you would read the OP, the actual skill ceiling is irrelevant to the discussion. The actual skill ceiling does not determine how much skill is required to succeed at the game as long as no one can reach the actual skill ceiling (Law of Dumbing Down Games).
Prev 1 2 3 4 5 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
10:00
Sea Duckling Open #140
CranKy Ducklings94
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 195
ProTech126
StarCraft: Brood War
Sea 7395
Horang2 3581
GuemChi 3100
Jaedong 731
actioN 403
Larva 361
Soma 337
Mini 240
Stork 237
BeSt 221
[ Show more ]
EffOrt 157
Killer 151
Backho 113
ToSsGirL 91
Hyun 79
Rush 65
Mind 50
PianO 32
Sharp 25
Icarus 18
Bale 12
HiyA 12
soO 11
sorry 11
Sacsri 8
Terrorterran 7
Dota 2
Gorgc4675
singsing1692
XcaliburYe258
Counter-Strike
fl0m2320
zeus626
edward56
Heroes of the Storm
Khaldor136
Other Games
B2W.Neo624
Sick332
XaKoH 118
Fuzer 101
nookyyy 36
MindelVK15
Organizations
Counter-Strike
PGL138
StarCraft 2
WardiTV66
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH164
• StrangeGG 65
• Dystopia_ 4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2318
• Stunt930
Upcoming Events
IPSL
6h 5m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
6h 5m
Lambo vs Clem
Scarlett vs TriGGeR
ByuN vs TBD
Zoun vs TBD
BSL 21
8h 5m
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
Replay Cast
11h 5m
Sparkling Tuna Cup
22h 5m
WardiTV Korean Royale
1d
LAN Event
1d 3h
IPSL
1d 6h
JDConan vs WIZARD
WolFix vs Cross
BSL 21
1d 8h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d 21h
[ Show More ]
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
3 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.