On February 03 2016 23:57 Ctone23 wrote:
I took a lot of good away from the test, don't get me wrong. I definitely think we can incorporate the "less info" approach in games where the situation arises. We stuck to the plan with not showing the production and supply count for that very reason, to see where this style of broadcasting is viable. I think we can do both, and am excited for the future!
I took a lot of good away from the test, don't get me wrong. I definitely think we can incorporate the "less info" approach in games where the situation arises. We stuck to the plan with not showing the production and supply count for that very reason, to see where this style of broadcasting is viable. I think we can do both, and am excited for the future!
I think that many people would be happy with overlay where both players "create" a build order list and overall cast was a guide on how to play these playstyles. :/
I think that situational limiting information may be slightly weird, but that's only what I think.
For the casts to be really fun information should be limited from the start in the casts, when the beta was released first. The lesson should be took from BW. It was fun for the casual viewer since they weren't flooded with information, they watched how the game was unfolding, and if someone wanted to understand players' gameplans/build orders they would do it. There was a decade of Korean games without English coverage. When Wings of Liberty beta was released first, production tabs and such were important because the game was massively interesting and everyone wanted to understand how to play it. I believe that for many casual players tournament games are not casted but analyzed. Analyzed, while StarCraft II is the most difficult popular competitive game out there. Many people don't want to become the best, if I watch football it doesn't make me an aspiring football player.
If you're doing these again, I'm definitely supporting it.