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4 Hours of Pardo Discussing Blizzard Game Design - Page 2

Forum Index > General Forum
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JimmyJRaynor
Profile Blog Joined April 2010
Canada17791 Posts
Last Edited: 2015-01-15 15:21:53
January 15 2015 15:21 GMT
#21
On January 15 2015 21:38 KeksX wrote:
Show nested quote +
On December 20 2014 23:55 JimmyJRaynor wrote:
On December 17 2014 12:55 HellRoxYa wrote:
On December 16 2014 14:32 JimmyJRaynor wrote:
There are a million ways to FUBAR a software project. especially when there are 3+ other important projects going on at the same time.

Blizzard is not perfect. However, they get enough right, often enough that i keep coming back to play their games.

BNet2 is miles better than anything you can get with C&C or CoH or AoE.


Yes, but the old B.net was also, arguably, better than the new one.


i like the BNet2 ladder system and how my opponent is assigned a loss when he pulls the network chord


He's obviously talking about the UI side of things and the front-end of BNet2.



i'm talking about why top execs like Pardo think BNet 2.0 is good relative to competing products.
i also like the automatch system. BNet 1.0 didn't have automatch.

relative to the other ranking, and automatch systems of their competitiors in the RTS genre i think Blizz did a nice job with it.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
BisuDagger
Profile Blog Joined October 2009
Bisutopia19384 Posts
January 15 2015 15:33 GMT
#22
On January 16 2015 00:21 JimmyJRaynor wrote:
Show nested quote +
On January 15 2015 21:38 KeksX wrote:
On December 20 2014 23:55 JimmyJRaynor wrote:
On December 17 2014 12:55 HellRoxYa wrote:
On December 16 2014 14:32 JimmyJRaynor wrote:
There are a million ways to FUBAR a software project. especially when there are 3+ other important projects going on at the same time.

Blizzard is not perfect. However, they get enough right, often enough that i keep coming back to play their games.

BNet2 is miles better than anything you can get with C&C or CoH or AoE.


Yes, but the old B.net was also, arguably, better than the new one.


i like the BNet2 ladder system and how my opponent is assigned a loss when he pulls the network chord


He's obviously talking about the UI side of things and the front-end of BNet2.



i'm talking about why top execs like Pardo think BNet 2.0 is good relative to competing products.
i also like the automatch system. BNet 1.0 didn't have automatch.

relative to the other ranking, and automatch systems of their competitiors in the RTS genre i think Blizz did a nice job with it.

It's original design was very harmful to the UMS(Arcade) community. The WC3 bnet was amazing for people who didn't play competitively. SC2 bnet has improved, but was no where near as rewarding to map makers in the beginning and lost a good portion of the community.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
TRAP[yoo]
Profile Joined December 2009
Hungary6026 Posts
January 15 2015 16:34 GMT
#23
On January 16 2015 00:21 JimmyJRaynor wrote:
Show nested quote +
On January 15 2015 21:38 KeksX wrote:
On December 20 2014 23:55 JimmyJRaynor wrote:
On December 17 2014 12:55 HellRoxYa wrote:
On December 16 2014 14:32 JimmyJRaynor wrote:
There are a million ways to FUBAR a software project. especially when there are 3+ other important projects going on at the same time.

Blizzard is not perfect. However, they get enough right, often enough that i keep coming back to play their games.

BNet2 is miles better than anything you can get with C&C or CoH or AoE.


Yes, but the old B.net was also, arguably, better than the new one.


i like the BNet2 ladder system and how my opponent is assigned a loss when he pulls the network chord


He's obviously talking about the UI side of things and the front-end of BNet2.



i'm talking about why top execs like Pardo think BNet 2.0 is good relative to competing products.
i also like the automatch system. BNet 1.0 didn't have automatch.

relative to the other ranking, and automatch systems of their competitiors in the RTS genre i think Blizz did a nice job with it.

wc3 had automatch?!
FTD
JimmyJRaynor
Profile Blog Joined April 2010
Canada17791 Posts
Last Edited: 2015-01-15 17:09:43
January 15 2015 16:45 GMT
#24
On January 16 2015 00:33 BisuDagger wrote:
Show nested quote +
On January 16 2015 00:21 JimmyJRaynor wrote:
On January 15 2015 21:38 KeksX wrote:
On December 20 2014 23:55 JimmyJRaynor wrote:
On December 17 2014 12:55 HellRoxYa wrote:
On December 16 2014 14:32 JimmyJRaynor wrote:
There are a million ways to FUBAR a software project. especially when there are 3+ other important projects going on at the same time.

Blizzard is not perfect. However, they get enough right, often enough that i keep coming back to play their games.

BNet2 is miles better than anything you can get with C&C or CoH or AoE.


Yes, but the old B.net was also, arguably, better than the new one.


i like the BNet2 ladder system and how my opponent is assigned a loss when he pulls the network chord


He's obviously talking about the UI side of things and the front-end of BNet2.



i'm talking about why top execs like Pardo think BNet 2.0 is good relative to competing products.
i also like the automatch system. BNet 1.0 didn't have automatch.

relative to the other ranking, and automatch systems of their competitiors in the RTS genre i think Blizz did a nice job with it.

It's original design was very harmful to the UMS(Arcade) community. The WC3 bnet was amazing for people who didn't play competitively. SC2 bnet has improved, but was no where near as rewarding to map makers in the beginning and lost a good portion of the community.


did Rob Pardo work directly on BNet2? i don't think he did. when the top creative guy is not working directly on the product in question this is what happens. there was a lead game designer for SC2 and a Lead Designer guy for BNet2. There never was any kind of guy assigned to making sure the UMS(Arcade) community would have an improved experience. All we got were general statements about how "everything will be better". and they promised map makers and modders they could sell their stuff in the arcade.

i think Blizzard's unkept promises regarding the arcade boil down to the "lack of development band width" that Pardo mentions in his talk. The part where he discusses why Blizzard never made a moba or partnered with the guys making Dota1.

when the mapmakers left; do you know where they went? is there another SC2/ModKit/Bnet2 structure that competes with Blizzard for talent?
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
TRAP[yoo]
Profile Joined December 2009
Hungary6026 Posts
January 15 2015 17:22 GMT
#25
On January 16 2015 01:45 JimmyJRaynor wrote:
Show nested quote +
On January 16 2015 00:33 BisuDagger wrote:
On January 16 2015 00:21 JimmyJRaynor wrote:
On January 15 2015 21:38 KeksX wrote:
On December 20 2014 23:55 JimmyJRaynor wrote:
On December 17 2014 12:55 HellRoxYa wrote:
On December 16 2014 14:32 JimmyJRaynor wrote:
There are a million ways to FUBAR a software project. especially when there are 3+ other important projects going on at the same time.

Blizzard is not perfect. However, they get enough right, often enough that i keep coming back to play their games.

BNet2 is miles better than anything you can get with C&C or CoH or AoE.


Yes, but the old B.net was also, arguably, better than the new one.


i like the BNet2 ladder system and how my opponent is assigned a loss when he pulls the network chord


He's obviously talking about the UI side of things and the front-end of BNet2.



i'm talking about why top execs like Pardo think BNet 2.0 is good relative to competing products.
i also like the automatch system. BNet 1.0 didn't have automatch.

relative to the other ranking, and automatch systems of their competitiors in the RTS genre i think Blizz did a nice job with it.

It's original design was very harmful to the UMS(Arcade) community. The WC3 bnet was amazing for people who didn't play competitively. SC2 bnet has improved, but was no where near as rewarding to map makers in the beginning and lost a good portion of the community.


did Rob Pardo work directly on BNet2? i don't think he did. when the top creative guy is not working directly on the product in question this is what happens. there was a lead game designer for SC2 and a Lead Designer guy for BNet2. There never was any kind of guy assigned to making sure the UMS(Arcade) community would have an improved experience. All we got were general statements about how "everything will be better". and they promised map makers and modders they could sell their stuff in the arcade.

i think Blizzard's unkept promises regarding the arcade boil down to the "lack of development band width" that Pardo mentions in his talk. The part where he discusses why Blizzard never made a moba or partnered with the guys making Dota1.

when the mapmakers left; do you know where they went? is there another SC2/ModKit/Bnet2 structure that competes with Blizzard for talent?

my guess would be that they just left because the system was awful.
the guy who kept developing dota went to valve (THANK GOD HE DID THAT); a fairly known diablo 2 modder wanted to keep on making mods for diablo 3 but thats not possible. i think he worked/works on path of exile
FTD
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
January 15 2015 17:43 GMT
#26
Listened to it all now, very enligtening. Seems he is the one responsible for making Broodwar great rather than merely good. I especially enjoyed learning about the specific design elements that he championed.

On an almost unlrelated note I also learned that Zileas was the guy who invented the reaver micro, who then went on to working on his own rts, Strifeshadow, who is now apparently working for Riot. I remember having a short email discussion with him when Strifeshadow was announced. So, that's cool lol.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
Last Edited: 2015-01-16 01:24:39
January 16 2015 01:21 GMT
#27
Some stuff about Starcraft, Warcraft 3 and deathballs from the end of part 1.

"There's a lot of things in Warcraft 3 that didn't quite get where I would want it to be ... just how clumpy the combats were, like that, and I don't know how to solve it again."

"Can you be more specific about what the problem is?"

"What I mean is, so the thing that I think is really cool in starcraft is you can have multiple engagements all over the map. You know, you can have like two units exploring over here, you can have a small skirmish fight happening here and defending something back in your base. Warcraft 3 doesn't really have that, it had, you know, you basically always travel round with a big stack, you always have your big army. In that way it was very much like heros of might and magic, you know, and I just wish that there was a way to not have that be the way you always have to play the game."

"You think that's inherent to, like, having the heroes? Because, like -"

"Yea, I don't know, might be."

"- why would you have your guys not be with your hero, I guess, basically"

"That's the thing because heroes, it ends up being the backside of some of your design goals, you know. We wanted heroes to be in every battle, we wanted them to be powerful and meaningful, but then that necessitates then, well, you're almost stupid to have units without a hero now. And then the other thing about it too is, it also is a function of the third resource of the game that is never tracked on a leaderboard is experience, you know, which is a super important, valuable resource and you don't want to be out killing things without absorbing the experience for your hero also. That's another reason why you're always going to travel in a stack, but I think it makes kind of the battles and the tactics, you know, not as interesting as something like in a starcraft"
But he is never making short-term prediction, everyone of his prediction are based on fundenmentals, but he doesn't exactly know when it will happen... So using these kind of narrowed "who-is-right" empirical analysis makes little sense.
Falling
Profile Blog Joined June 2009
Canada11603 Posts
January 16 2015 01:37 GMT
#28
On January 16 2015 02:43 Osmoses wrote:
Listened to it all now, very enligtening. Seems he is the one responsible for making Broodwar great rather than merely good. I especially enjoyed learning about the specific design elements that he championed.

I don't know. I'm kinda with Exaclibur regarding him possibly inserting himself into some areas he maybe wasn't directly involved. I listened to his podcast, but I've also read Patrick Wyatt's coding blogs, and I think a lot of what made BW fundamentally good came in the vanilla game. I'm sure Rob did all sorts of good thing for BW, but I think it's harder to find a superstar when its such a collaborative process.
Moderator5000 of our finest Taliban warriors have been released! Rise up my brothers. Mashalla! al-Donald ibn-Frederick al-Masih allows it.
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