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Active: 1621 users

Manifesto of Game Design: Individual Freedom - Page 2

Forum Index > StarCraft 2 HotS
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EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
October 24 2012 00:13 GMT
#21
On October 24 2012 05:00 Anarion55 wrote:
Show nested quote +
On October 23 2012 21:04 SC2John wrote:
On October 23 2012 17:42 Anarion55 wrote:
This is an interesting post, but I want to raise an issue with your logic itself. I'm having trouble understanding your distinction between individual freedom and collective freedom. Similarly, I can't tell the difference between a support unit and a unit that you consider to have a lot of depth.

Consider: You mention broodlords and tanks as an example of being defenseless against air, and therefore worthless alone. But this was true of siege tanks in Brood War and they formed the core army in almost all games terran played (except M&M vs. zerg and even then you usually got tanks later). You also give the example of corruptors, a unit that is only good for anti-air as a support unit, but then cite the corsair as an example of a unit with individual freedom. You cite the sentry as a support, but in my opinion it does many different things and has been shown to work on its own with drops, on attack and defense, and with many different unit compositions, which seems to fit your definition of a unit with individual freedom.

Honestly, while you seem to have a good idea about making sure that the game has options, your distinction between individual freedom and group freedom is totally impenetrable to me and therefore unhelpful because I can't actually tell what units would fit into which categories.


I perhaps need a slight edit of this post, as I simply just wrote it and posted it.

I understand what you're saying, but perhaps I can explain. First of all, seige tanks in BW were INCREDIBLE, they needed far less babysitting than Blords do in SC2; in many cases, you could leave 3-4 to control a ramp, etc, something you can't do with the WoL tank, which has unfortunately fallen into the role of "support unit".

Corruptors have one use: killing things in the air. Corsairs had tons of uses and were infinitely interesting because of their speed and their unique attack. In my opinion, giving corruptors the ability to stop building production (like in the beta) far increases their utility, and makes them much more interesting, but in their current state, they have no dynamic ability other than make corruptors -> kill air units.

Sentry is totally useless on its own. Sentries have to be supported by gateway units, and most of the time, gateway units have to be babysat with sentries. This is one of the biggest problems of the game; the fact that almost all of protoss's gateway units have great viability with one another, but generally perform terribly on their own (Although blink stalkers are ALMOST there).

Basically the idea is that you don't want to be pigeon-holed into having to play a certain way or get a certain combination of units because only those certain groups are viable as a whole. You want to have free, dynamic parts that can move around and allow the player the ability to chose how to combine groups. I think a good example of this in SC2 is hellion/banshee. Both hellions and banshees are dynamic, interesting units that both do quite a plethora of interesting things on their own. While we see that you could just as easily go marine/banshee, we have seen innovations with this unit combo through clever ideas and good control.



I'm going to be a little bit difficult here, but it's with the intention of helping clarify your ideas because I think you're onto something here.

So, I would take issue with the siege tank example. It's not just that the siege tank was a better unit in brood war, it's also that the goliath was produced from the same building in PvT and that marines were a core part of the composition in TvZ. The goliath was such a powerful anti-air unit that any attempt by protoss to tech switch to air short of carriers was pointless and the terran could anticipate carriers in various ways (notably hax scans by a lot of top pros) and begin preparing goliaths in mass numbers because they had so many factories. On top of that, zealots, especially with speed and a shuttle helping, could wreck tanks, and it was only with vultures and mines helping that the terran death push in Brood War worked so well. It's an example of a highly synergistic composition where every unit being produced in the factory worked together for victory when they would have failed alone (as dragoons run over goliaths and vultures without tank support).

Similarly, the only difference between the corsair and the corrupter is timing and unit synergy. The corsair is able to prepare the way for DTs with its anti-air and scout the zerg whereas corrupters don't directly support any other units (though they do support broodlords) and come late enough that zerg has already committed to a tech. But neither of those is related to the unit itself, they're issues of synergy and placement in the tech tree. If I made the corrupter an identical unit but let you get it earlier, you could easily use it to scout and force the enemy off of air in preparation for broodlords and ultras.

I would also point out that the zealot and the zergling are not and have never been able to be used alone. They have specific functions such as backstabs and rushes, but a ton of zealots or zerglings gets destroyed by aoe in both Brood War and SC2. The marine in Brood War is even worse since it was the marine+medic combo that made them into a powerful unit in TvZ and the dropship that makes them mobile.


I actually think that what you're trying to reach is something related to the ability to use units in small numbers and move them around the map. In that regard the corsair was notably different than the corrupter because its high speed meant that you could go around harassing with just a few corsairs and not worry about losing them, whereas corrupters out alone are highly vulnerable. And protoss in Brood War spent their time with their dragoons out on the map vs. terran sparring with vultures because harass and map control were critical, especially in the early parts of that matchup.

If that's what you're after, I actually think that better static defense for all races would be the best way to lead to more independent units moving around. If protoss could hold a push even if it messed up and lost a few zealots and stalkers, or if zerg could avoid getting run over after losing a group of roaches it would become much safer to take the existing units and maneuver on the map.


:/....this is really NOT what I'm trying to get across. I would say that corruptors are an uninteresting unit because they are literally the zerg counter to anything flying (or colossus), and they counter it in a lackluster way. Even vikings are more interesting given the fact that they have the ability to kite and also have a really interesting transform ability. I think you're skimming over the facets of the units themselves in a lot of cases. Marines are and will always be interesting units due to stim pack, even without medic support. Zerglings are dynamic purely because of speed; zealots in BW are the same way. I would say that at a certain point certain units are ineffective against certain sets of circumstances or other units, but that doesn't make them less dynamic or interesting. This whole idea is not really about dissecting a problem, but explaining the way players FEEL when they play a game and play with a certain unit.

BTW, I definitely agree that we need better space control. I think the whole deathball issue would fix itself with the introduction of stronger tanks, useful swarm hosts, ...and some kind of way for protoss to hold an area. Space control is a huge issue that I think Blizzard left out of SC2, and this has forced a lot of work to be put into making sure certain groups of units didn't utterly annihilate other groups of units in big engagements (i.e. Ghosts vs. BLord/infestor!!).
StrategyAllyssa Grey <3<3
benzcity07
Profile Joined February 2011
United States79 Posts
October 24 2012 22:00 GMT
#22
Completely agree. Awesome opening post, hopefully this gains some notice.
Be the change you want to see in the world.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
October 25 2012 01:08 GMT
#23
On October 25 2012 07:00 benzcity07 wrote:
Completely agree. Awesome opening post, hopefully this gains some notice.


Unfortunately it's not. I will try to push on with more topics like this, but they probably won't get too much notice, being too much in the realm of thoughtful blogging than controversial dialogue.

Thank you for your support nonetheless! If anyone sees this, post on BNet forums too! I have the link at the top of the article now!
StrategyAllyssa Grey <3<3
Fenris420
Profile Joined November 2011
Sweden213 Posts
October 28 2012 16:23 GMT
#24
Either way, I feel the problem you state with Diablo 3 is that too many spells filled the roles of others, which made many spells impotent or useless; the answer to this problem isn't making the spells less unique, but rather making more roles for spells to fit into. The more general roles that can be filled (snaring, stunning, damaging, shielding, etc), the more pieces we can add into the mix without stepping on one another's toes.


I think it is important to separate flavour and function in abilities. By thinking of things in categories, we can have a streamlined design of all abilities in that category, but on top of that you add flavour to make the abilities separated from each other, both cosmetically but also in the way they are applied.

Units as a whole can also be designed with this in mind, as long as the categories are not too specific. I don't think every unit needs to be individually viable across the board for example. As a protoss player, I am quite happy with sentries being useless on their own, I know that. As long as my option in stalkers and zealots are not useless in the general case, thats enough.

Because the problem with specific skills that are useful in a nonspecific scenario is that it becomes incredibly hard to make enough of them, and equally hard to balance them. I think the infestor is a great example here. As a unit in a vacum it is absolutely great, but in practise it overshadows all other options for zerg and "steals the show" so to speak. That is an example of individual freedom taken too far. I think a compromise must be done for practical reasons. On a purely ideological level, I agree with you.
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