• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:40
CET 17:40
KST 01:40
  • 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
RSL Revival - 2025 Season Finals Preview5RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3
StarCraft 2
General
RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced
Tourneys
RSL Offline Finals Info - Dec 13 and 14! Tenacious Turtle Tussle 2025 RSL Offline Finals Dates + Ticket Sales! Sparkling Tuna Cup - Weekly Open Tournament StarCraft2.fi 15th Anniversary Cup
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ FlaSh on: Biggest Problem With SnOw's Playstyle [BSL21] RO8 Bracket & Prediction Contest Let's talk about Metropolis
Tourneys
[ASL20] Grand Finals [BSL21] RO8 - Day 2 - Sunday 21:00 CET [BSL21] RO8 - Day 1 - Saturday 21:00 CET Small VOD Thread 2.0
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Fighting Spirit mining rates Current Meta
Other Games
General Games
Dawn of War IV Path of Exile Stormgate/Frost Giant Megathread Awesome Games Done Quick 2026! Nintendo Switch Thread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
How Sleep Deprivation Affect…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1774 users

Manifesto of Game Design: Individual Freedom - Page 2

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 All
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.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
StarCraft2.fi
10:00
15V Cup / Offline Finals
starcraft2fi 245
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 258
BRAT_OK 49
MindelVK 19
StarCraft: Brood War
Britney 23083
Calm 2092
Bisu 1718
EffOrt 1096
Light 986
Stork 923
Jaedong 470
Rush 362
hero 322
BeSt 285
[ Show more ]
firebathero 263
Mini 171
Killer 161
Hyun 136
Last 106
Larva 101
Mind 90
Leta 82
sorry 45
Terrorterran 35
Rock 32
Aegong 21
Shine 18
soO 17
Bale 15
Noble 14
ajuk12(nOOB) 9
Shinee 7
Dota 2
Gorgc6340
singsing3626
qojqva2356
Dendi492
XcaliburYe165
Counter-Strike
fl0m12325
zeus570
Heroes of the Storm
Khaldor510
Other Games
Grubby3695
FrodaN3106
B2W.Neo1054
Beastyqt645
Lowko411
KnowMe116
Trikslyr37
Mew2King35
Organizations
Other Games
EGCTV1195
StarCraft 2
ComeBackTV 900
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• poizon28 8
• Adnapsc2 0
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• 80smullet 20
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV408
Other Games
• Scarra1203
Upcoming Events
IPSL
20m
Sziky vs JDConan
OSC
20m
Solar vs Percival
Gerald vs Nicoract
Creator vs ByuN
BSL 21
3h 20m
Sziky vs StRyKeR
Hawk vs Dewalt
RSL Revival
11h 50m
Classic vs Reynor
herO vs Zoun
WardiTV 2025
20h 20m
herO vs ShoWTimE
SHIN vs herO
Clem vs herO
SHIN vs Clem
SHIN vs ShoWTimE
Clem vs ShoWTimE
IPSL
1d
Tarson vs DragOn
BSL 21
1d 3h
Tech vs Cross
Bonyth vs eOnzErG
Replay Cast
1d 16h
Wardi Open
1d 19h
Monday Night Weeklies
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
Replay Cast
4 days
The PondCast
4 days
CranKy Ducklings
6 days
SC Evo League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Revival: Season 3
Kuram Kup

Ongoing

IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
RSL Offline Finals
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 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.