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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! What's this? Another Dota 2 fanboy that can't admit that he's wrong. Even back when they had a win rate of around 60% (worse than essentially the greatest imbalances in SC2), you still couldn't admit any fault with Dota 2. Let me address those awful counter-arguments you've given to debunk the OP. Oh wait, there's no counter-arguments at all. No substance. Because I'm right, you're not, and you've provided nothing at all.
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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! This is hilarious!
On August 18 2014 16:51 paralleluniverse wrote:Show nested quote +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! What's this? Another Dota 2 fanboy that can't admit that he's wrong. Even back when they had a win rate of around 60% (worse than essentially the greatest imbalances in SC2), you still couldn't admit any fault with Dota 2. Let me address those awful counter-arguments you've given to debunk the OP. Oh wait, there's no counterarguments at all. No substance. Because I'm right, you're not, and you've provided nothing at all.
Because it's not about skill levels of the majority of games those heroes are being played in or anything. This isn't the place to discuss how wrong you are on that topic unfortunately.
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On August 18 2014 08:15 Krohm wrote:Show nested quote +On August 18 2014 04:10 Nimix wrote: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. If you can't beat them, then how are you more skilled? You're not.
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On August 18 2014 08:47 amazingxkcd wrote:This entire OP is basically flamebait, otherwise rock paper sisscors is the toughest game in the world ![](/mirror/smilies/ban.gif) Maybe you should read the OP:
Law of Dumbing Down Games The only way to reduce skill in a competitive game is to change the rules so that there is an optimal strategy satisfying the following 3 conditions: 1. The optimal strategy is implementable by players/teams. 2. When implemented by one player/team, but not the opposing player/team, the player/team that implements the optimal strategy wins. 3. When implemented by both players/teams, the game either results in a draw or is completely determined by luck. Rock, paper, scissors falls into condition 3.
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Russian Federation3631 Posts
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: + Show Spoiler + so If you lower the skill ceiling you get the bulgarian flag no joke ~illuminati~
![[image loading]](http://i.imgur.com/xRFJw8k.png)
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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. Then why not remove multiple unit selection?
This is wrong. Removing complexity from the game does not make it easier for "lesser players" to catch up to "better players". The removal of complexity makes it easier for your opponent to play the game, but it equally makes it easier for you to play the game too. Therefore, the skill required to win remains unchanged.
What do you mean by "lesser player" or "better player"? As I explained in the OP, removing complexity mechanics shifts where skill is needed, but doesn't reduce the skill required. So if we remove the complexity of aiming in CS:GO by introducing auto-aim, the "lesser player" who couldn't aim before is still no better than the "better player" who can aim, if the "lesser player" still has worse positioning skills than the "better player". But if the "lesser player" has more positioning skills than the "better player", then the "lesser player" isn't lesser anymore, he's legitimately the more skilled player now, because CS:GO with auto-aim isn't about the skill of aiming, it's about the skill of positioning.
And positioning is a legitimate skill that can't truly be mastered by humans. If not, then why can't you always win CS:GO with auto-aim? Because, there are people with more positioning skills than you. As I said in the OP, the question is not whether removing features reduces skill (it doesn't), instead it's about what skill the game mechanics emphasize.
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The OP just seems confused as the difference in depth and complexity by talking about only complexity when depth actually matters a lot when you talk about skill required for games.
A small number of mechanics with depth can lead to a game requiring significant skill, like Tetris for example. This doesn't mean that complexity isn't important though, the difference between checkers and chess is the addition of slightly more complex mechanics but the results are striking.
There is a nice balance, Dwarf Fortress for example is something highly complex with a lot of depth, the problem there is the complexity is so vast its difficult to see the depth.
My point is simply that you can't really have this discussion of skill and complexity without discussing depth which is why the OP has missed the mark on this one. It's entirely possible to reduce complexity without reducing depth, and this would retain a skill ceiling like the OP suggests, however the removal of complexity may also significantly harm the depth of the game and that would affect the skill required.
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On August 18 2014 08:36 Velocirapture wrote: 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. No, it reduces clarity in the quality of mechanical skills of a player. So if there's an interface to control SC2 with your mind, then the game would require no skill? Of course not, there would still be skill required to create strategies, counter your opponent, and control armies.
Ask yourself this: What does it mean to reduce the skill required to play a competitive game?
The question is NOT "what does it mean to reduce a particular skill (e.g. mechanical skill) required to play a competitive game?", the question is "what does it mean to reduce the skill required to play a competitive game?" as in the overall skills needed to win at the game.
As long as everyone can do something more to improve their play, to increase their wins, then the skill required to play the game hasn't been reduced, because everyone can do more to play better. Thus, what it means to reduce the skill to play a competitive game, must be a situation where some people cannot possibly do anything more to improve their play as they've found an optimal strategy to play the game. Thus we have the Law of Dumbing Down Games: The only way to reduce skill in a competitive game is to change the rules so that there is an optimal strategy satisfying the following 3 conditions: 1. The optimal strategy is implementable by players/teams. 2. When implemented by one player/team, but not the opposing player/team, the player/team that implements the optimal strategy wins. 3. When implemented by both players/teams, the game either results in a draw or is completely determined by luck.
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On August 17 2014 14:16 paralleluniverse wrote:Show nested quote +On August 17 2014 13:32 Stratos_speAr wrote: Your entire post runs on the assumption that when you remove a complex mechanic, the skill ceiling still stays at the same height. You even claim that it doesn't lower it, but you never prove this. You simply say that it is so.
You can't just say that "removing X causes more skill to be deposited into doing Y". This discussion is done all the time comparing SC:BW to SC2.
Your argument essentially says, "By adding MBS, people just focus more on positioning and strategy, therefore the overall skill level hasn't diminished".
The skill ceiling for any one game is an aggregate of the skill ceilings for all the individual things that you do in the game. The statement (add MBS = more skill for positioning) assumes that the skill ceiling for positioning/strategy in SC2 is high enough to compensate for the skill that isn't used in macro when compared to BW. However, it's pretty easy to argue that this is false, and that BW actually uses more positioning skill than SC2 does, despite the fact that BW also requires more skill on the macro side of things.
In the end, you're operating under the assumption that each category of skill in a game has a static (and possibly infinite) skill ceiling. This simply is not true. There's only so much you can do in terms of positioning, strategy, micro, macro, etc. in any given game, and many of these categories are met in any given game. You can't just say, "Well people will focus on positioning more and get better at positioning!" if there isn't any better play to be had in that facet of the game. You have not understood the argument. Games with many complex mechanics can have a very high theoretical skill ceiling, and removing those mechanics can lower the skill ceiling. But lowering the theoretical skill ceiling generally does not dumb down nor make the game require less skill to play, because, as I explained, players are constrained by the finite number of things humans can do, so they can't hit that skill ceiling. It is obvious that lowering a skill ceiling that cannot be hit changes nothing about the skill required to play a game by a human, because they can't hit it anyway. In a competitive game, if the game is made easier (e.g. multiple unit selection is added), you can still change your play to 1-up your opponent, by focusing more on strategy and less on selecting units, one at a time. If not, then why can't you win 100% of the time? If another mechanic is changed to make it easier (e.g. multiple building selection is added), again you can still change your play to 1-up your opponent, by focusing less on macro and more on micro. This can be repeated indefinitely as long as the skill ceiling doesn't fall below what humans can do. If it does, that's when the Law of Dumbing Down Games applies, and both players can't do anything more to improve their game and increase their chance of winning because they are using the optimal strategy. Only in that case is the game truly dumbed down. You claim that BW requires both more macro skill and positioning skill than SC2, so that the loss of macro skill in SC2 is not compensated and my argument is wrong. No. Even if BW requires more skill in both, my argument is still correct, because it's not about how each mechanic adds to the "aggregate skill cap", that's irrelevant, it's about whether the aggregate skill cap remains above what is humanly possible. And it is. Thus, the game is no easier because you can't always win as more skilled humans will still beat you. You also mention some skills, like positioning, cannot be improved any more. If a game was dumbed down so much that it's 100% about positioning (e.g. CS:GO with auto-aim and auto-fire) and positioning really can't be improved by humans (i.e. there is an optimal strategy that satisfies the 3 conditions), then by applying the Law of Dumbing Down Games, it can be concluded that in this case the game is dumbed down and skill has been reduced. But SC2 is not 100% about positioning, and positioning can virtually always be improved, if only slightly. In a game like CS:GO with auto-aim and auto-fire, a slight improvement in skill in positioning can be the difference between winning and losing. But I don't see anyone using this argument that "the game has been reduced to a skill with an optimal strategy, implementable by humans, that cannot be improved", which would be a logical valid argument. My argument is simple: If a competitive game is dumbed down to require less skill, then why can't you always win? If you can play an optimal strategy that makes it so that you always win or always draw or reduce the game to 100% luck, by the Law of Dumbing Down Games, the game's skill has been reduced. But if you can't, then you don't have an optimal strategy and so there's more you can do to improve your skill further. tic tac toe when played by two equally skilled played will always end in a cats game
So skill can be reduced.
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On August 18 2014 17:15 adwodon wrote: The OP just seems confused as the difference in depth and complexity by talking about only complexity when depth actually matters a lot when you talk about skill required for games.
A small number of mechanics with depth can lead to a game requiring significant skill, like Tetris for example. This doesn't mean that complexity isn't important though, the difference between checkers and chess is the addition of slightly more complex mechanics but the results are striking.
There is a nice balance, Dwarf Fortress for example is something highly complex with a lot of depth, the problem there is the complexity is so vast its difficult to see the depth.
My point is simply that you can't really have this discussion of skill and complexity without discussing depth which is why the OP has missed the mark on this one. It's entirely possible to reduce complexity without reducing depth, and this would retain a skill ceiling like the OP suggests, however the removal of complexity may also significantly harm the depth of the game and that would affect the skill required. You don't seem to make any sense. How does considering "depth" make my argument wrong?
What is "depth"? I would consider it to be how big the set of strategies for the game are. But for most games like SC2, Dota 2, HotS, CS:GO, etc., removing complexity doesn't reduce skill required to play the game because people can always do something more to improve their play and increase their wins. Thus, there must already be huge depth, otherwise, how is it possible that no one has come up with the optimal strategy to win at these games?
Also, checkers is a bad example. It's a solved games so it falls into condition 2 and 3 of the Law of Dumbing Down Games: http://en.wikipedia.org/wiki/Solved_game
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On August 18 2014 17:25 Shaella wrote:Show nested quote +On August 17 2014 14:16 paralleluniverse wrote:On August 17 2014 13:32 Stratos_speAr wrote: Your entire post runs on the assumption that when you remove a complex mechanic, the skill ceiling still stays at the same height. You even claim that it doesn't lower it, but you never prove this. You simply say that it is so.
You can't just say that "removing X causes more skill to be deposited into doing Y". This discussion is done all the time comparing SC:BW to SC2.
Your argument essentially says, "By adding MBS, people just focus more on positioning and strategy, therefore the overall skill level hasn't diminished".
The skill ceiling for any one game is an aggregate of the skill ceilings for all the individual things that you do in the game. The statement (add MBS = more skill for positioning) assumes that the skill ceiling for positioning/strategy in SC2 is high enough to compensate for the skill that isn't used in macro when compared to BW. However, it's pretty easy to argue that this is false, and that BW actually uses more positioning skill than SC2 does, despite the fact that BW also requires more skill on the macro side of things.
In the end, you're operating under the assumption that each category of skill in a game has a static (and possibly infinite) skill ceiling. This simply is not true. There's only so much you can do in terms of positioning, strategy, micro, macro, etc. in any given game, and many of these categories are met in any given game. You can't just say, "Well people will focus on positioning more and get better at positioning!" if there isn't any better play to be had in that facet of the game. You have not understood the argument. Games with many complex mechanics can have a very high theoretical skill ceiling, and removing those mechanics can lower the skill ceiling. But lowering the theoretical skill ceiling generally does not dumb down nor make the game require less skill to play, because, as I explained, players are constrained by the finite number of things humans can do, so they can't hit that skill ceiling. It is obvious that lowering a skill ceiling that cannot be hit changes nothing about the skill required to play a game by a human, because they can't hit it anyway. In a competitive game, if the game is made easier (e.g. multiple unit selection is added), you can still change your play to 1-up your opponent, by focusing more on strategy and less on selecting units, one at a time. If not, then why can't you win 100% of the time? If another mechanic is changed to make it easier (e.g. multiple building selection is added), again you can still change your play to 1-up your opponent, by focusing less on macro and more on micro. This can be repeated indefinitely as long as the skill ceiling doesn't fall below what humans can do. If it does, that's when the Law of Dumbing Down Games applies, and both players can't do anything more to improve their game and increase their chance of winning because they are using the optimal strategy. Only in that case is the game truly dumbed down. You claim that BW requires both more macro skill and positioning skill than SC2, so that the loss of macro skill in SC2 is not compensated and my argument is wrong. No. Even if BW requires more skill in both, my argument is still correct, because it's not about how each mechanic adds to the "aggregate skill cap", that's irrelevant, it's about whether the aggregate skill cap remains above what is humanly possible. And it is. Thus, the game is no easier because you can't always win as more skilled humans will still beat you. You also mention some skills, like positioning, cannot be improved any more. If a game was dumbed down so much that it's 100% about positioning (e.g. CS:GO with auto-aim and auto-fire) and positioning really can't be improved by humans (i.e. there is an optimal strategy that satisfies the 3 conditions), then by applying the Law of Dumbing Down Games, it can be concluded that in this case the game is dumbed down and skill has been reduced. But SC2 is not 100% about positioning, and positioning can virtually always be improved, if only slightly. In a game like CS:GO with auto-aim and auto-fire, a slight improvement in skill in positioning can be the difference between winning and losing. But I don't see anyone using this argument that "the game has been reduced to a skill with an optimal strategy, implementable by humans, that cannot be improved", which would be a logical valid argument. My argument is simple: If a competitive game is dumbed down to require less skill, then why can't you always win? If you can play an optimal strategy that makes it so that you always win or always draw or reduce the game to 100% luck, by the Law of Dumbing Down Games, the game's skill has been reduced. But if you can't, then you don't have an optimal strategy and so there's more you can do to improve your skill further. tic tac toe when played by two equally skilled played will always end in a cats game So skill can be reduced. That was already addressed in the original post:
Law of Dumbing Down Games The only way to reduce skill in a competitive game is to change the rules so that there is an optimal strategy satisfying the following 3 conditions: 1. The optimal strategy is implementable by players/teams. 2. When implemented by one player/team, but not the opposing player/team, the player/team that implements the optimal strategy wins. 3. When implemented by both players/teams, the game either results in a draw or is completely determined by luck.
Examples include SCV Wars where both players have only 1 SCV (the optimal stratgy is attack) or Tic-tac-toe.
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On August 18 2014 11:24 SwatRaven wrote: 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? No, it's simply the conclusion of logical deduction from some basic axioms. However, the whole argument is essentially summarized by the Law of Dumbing Down Games, which in the language of Game Theory applied to real-time video games, basically says that the game is not solved, has no Nash equilibrium, and no optimal strategy.
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>language of game theory
haha
You think there's a science to game design.
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Interesting post but I think your view as the "opposite view" you describe with your scheme are simply not right both, actually your two scheme will make people not take you seriously as they are too much absolute and so plain wrong. Indeed removing a mechanic in a game does not mean automatically that the skill ceiling is lower but the contrary is also wrong as said this automatically completely shift skills toward other aspects of the game.
There is a reason why game designer scratch their head about mechanics in their game all the time as it is not obvious to wether a mechanic or realistic feature add depth to the game or dumb it down to the point less skill is needed.
I invite you to see the almost 1+ year debate between Star Citizen and Elite: Dangerous on the realistics mechanics and their impact on skill in the space sim genre. The truth has not been told yet and I doubt there is one truth in this domain :D .
It was a good essay also very open to debate! THanks for the try man!
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On August 18 2014 17:59 Shaella wrote: >language of game theory
haha
You think there's a science to game design. There's a science of analyzing how to win games: http://en.wikipedia.org/wiki/Game_theory
But the OP is just common sense.
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Cool story.
But this thread is about game design.
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You must either be a troll (weren't you the one who made an argument that Ursa was imba?) or you are just really dense. Assuming the latter, here is why your entire argument is wrong.
On August 17 2014 13:04 paralleluniverse wrote:
The origin of this false belief is simple: people argue that because a mechanic was removed, it is easier to play the game and win. But this is wrong, because in a competitive game, removing a mechanic also makes it easier for your opponent to play the game and win. These two forces exactly cancel out, so in fact, the game is not any easier. The skill required is the same.
In symbols: Your skill: X. Your opponent's skill: Y. If X > Y, then you win. If a complex mechanic is removed, you (incorrectly) think you're better as a result of the game being made easier: Your skill: X+c. Your opponent’s skill: Y, where c>0. But in fact, what's really happened is that: Your skill: X+c. Your opponent’s skill: Y+c, and so the game isn't easier, the skill required to win is completely unchanged.
The fallacy here is that you assume skill levels can grow arbitrarily high. In reality every game has a skill ceiling P where any player whose skill >= P plays a perfect game. So the actual logic goes like this:
Your skill = X. Opponent's skill = Y, where X and Y <= P. Game becomes easier. Your skill becomes min(X+c, P). Opponent's skill becomes min(Y+c, P). Hence there exists values of c (c >= P - min(X, Y)) where, after the change, X and Y will play the same level even if they were originally possessed different skill levels. Which is why people may become worried if competitive games are dumbed down without a good reason.
Try to think about it for a while, it's not that hard.
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On August 18 2014 18:05 writer22816 wrote:You must either be a troll (weren't you the one who made an argument that Ursa was imba?) or you are just really dense. Assuming the latter, here is why your entire argument is wrong. Show nested quote +On August 17 2014 13:04 paralleluniverse wrote:
The origin of this false belief is simple: people argue that because a mechanic was removed, it is easier to play the game and win. But this is wrong, because in a competitive game, removing a mechanic also makes it easier for your opponent to play the game and win. These two forces exactly cancel out, so in fact, the game is not any easier. The skill required is the same.
In symbols: Your skill: X. Your opponent's skill: Y. If X > Y, then you win. If a complex mechanic is removed, you (incorrectly) think you're better as a result of the game being made easier: Your skill: X+c. Your opponent’s skill: Y, where c>0. But in fact, what's really happened is that: Your skill: X+c. Your opponent’s skill: Y+c, and so the game isn't easier, the skill required to win is completely unchanged.
The fallacy here is that you assume skill levels can grow arbitrarily high. In reality every game has a skill ceiling P where any player whose skill >= P plays a perfect game. So the actual logic goes like this: Your skill = X. Opponent's skill = Y, where X and Y <= P. Game becomes easier. Your skill becomes min(X+c, P). Opponent's skill becomes min(Y+c, P). Hence there exists values of c (c >= P - min(X, Y)) where, after the change, X and Y will play the same level even if they were originally possessed different skill levels. Which is why people may become worried if competitive games are dumbed down without a good reason. Try to think about it for a while, it's not that hard. Thanks, you've proved my argument:
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).
As long as everyone can do something more to improve their play, to increase their wins, then the skill required to play the game hasn't been reduced, because everyone can do more to play better. Thus, what it means to reduce the skill to play a competitive game, must be a situation where some people cannot possibly do anything more to improve their play as they've found an optimal strategy to play the game. Thus we have the Law of Dumbing Down Games: The only way to reduce skill in a competitive game is to change the rules so that there is an optimal strategy satisfying the following 3 conditions: 1. The optimal strategy is implementable by players/teams. 2. When implemented by one player/team, but not the opposing player/team, the player/team that implements the optimal strategy wins. 3. When implemented by both players/teams, the game either results in a draw or is completely determined by luck.
If a competitive game is dumbed down to require less skill, then why can't you always win? If you can play an optimal strategy that makes it so that you always win or always draw or reduce the game to 100% luck, by the Law of Dumbing Down Games, the game's skill has been reduced. But if you can't, then you don't have an optimal strategy and so there's more you can do to improve your skill further.
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Which is why allow me to make a long ass longwinded post about why this thread is completely irrelevant and insane
See, this thread is ultimately based on the assumption that skill is a finite resource, that there is a cap of human potential on how well a game can ever be played (a concept which i find unlikely, i do not believe there is any sort of finite potential in humanity, and believing so is rather a bleak outlook, don't you think?).
But let me propose something to you.
Your graph shows a 'highest skill achieveable by humans', but for some reason you compress all the mechanics into there
That is foolish, you mistake that the highest skill achievable is the limit of human skill, and thus things have limited importance, there is a skill cap beyond human potential, those silly SC2 micro bots on youtube.
So these skills can extend far beyond human potential, which creates an interesting quandry
It creates a kind of interplay between players, This guys really good at Macro, but not as good at micro, while this other guy has amazing micro, but is lacking in macro a bit, yet they can both be top players because they're simply at the top of their game in important skills and still good at the rest.
When you reduce the skill to 100% achievable by humans in all areas, as in someone can MASTER the game completely, well all the best players master the game, and then you start to loose distinction between them
This is a problem because ultimately, it leads towards a solved game, games like Checkers, Connect Four, even games like Go have been partially solved
The beauty of a game like Dota or SC2 is that there are so many variables in play, so many insane possibilities that it quite simply, will never be solved, an an unsolvable game is an INTERESTING game, thats why we talk about things like making plays, and innovations in strategy, and the way that games are now updated multiple times a year changes the 'solution' over and over
The more you simplify a game, the more it comes to reach a point where it can be mastered, and ultimately solved. There is a drop in the skill ceiling of a game as you simplify.
HotS is a simpler game than DotA or LoL, anyone can see that, there's less variables at play, its easier to stumble your way towards victory
If a team perfected team play in DotA, there's no way HotS could possibly have more focus on team play than there is available in DotA, thats where the skill ceiling comes in
Skill ceiling is a moving target in these kinds of games, there may be a skill ceiling for a certain skill, but that skill has a different ceiling between games
Basically, your entire thesis is that if i take away the individual pieces from Chess, and make it checkers, that that game of checkers now has more emphasis on positioning on the board, but it is undoubtedly a less skilled game
because you know, Checkers is a solved game.
And I know you include an BUT IF ITS A SOLVED GAME AFTER THAT IT DOESN'T APPLY but thats simply bullshit, lol.
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Not all infinities are equal, and the sum of multiple infinities is greater than a single infinity (mathematically provable although it can be hard to get your head around). A theoretically infinite skill ceiling in SC2 is not necessarily equal to a infinite skill ceiling in BW, and a greater number of greater infinities (skill ceilings in various areas, e.g. micro, macro) means a technically greater skill ceiling, even if both are infinite.
I understand your argument because I felt the same way when switching from 'Gunz: The Duel' (top play requiring an APM an order of magnitude above SC2 or BW) to 'Team Fortress 2' - mechanically a simple game but with a very high skill ceiling that no-one is close to reaching. The fact is that they require different types of skill. What makes SC2 and BW uniquely competitive is the fact that many different, high tier and somehow archetypal skillsets (e.g. speed, strategy) are being tested simultaneously. Chess on the other hand pushes one skillset to the extreme. Mathematically the skill ceiling for SC2/BW is higher, but this is not necessarily relevant.
Ultimate it depends on what you want to demonstrate with your competitive gaming. Chess limits the relevance of factors like hand-eye coordination, subsequently maximising the relevance of strategy (depending on the match this can be slow or fast). If you want to prove superiority in hand-eye coordination you might play a fighter or an FPS.
If you want to push your limits on all these fronts at once, you play an RTS like SC2/BW, with BW having the higher skill ceiling because of the demands of its mechanics. You will never succeed in reaching anything close to the strategic depth of high level chess in these games, however.
TLDR; if reduced to a crude number, the skill ceiling of BW > SC2 > Chess - and BW also has a steeper learning curve than chess. However, these games test different skillsets and the strategic depth of BW will never match that of Chess. All sufficiently complex games have infinite skill ceilings for various skillsets, but the sum of these infinities is not equal. Different games test different aspects of human physical/cognitive abilities; SC2/BW are considered more competitive because they test more archetypal skillsets simultaneously.
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