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On October 08 2009 14:48 zgl wrote:In poker, you don't get to see your opponents hands after you lost your money  So annoying, I'm still trying to figure out what build order Ivey is using to get four 7s by 4th street 
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The problem is practicality -- you simply can't get rid of replays.
If there was a way, I'd agree with Boxer. Many sports have this issue though.
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I was going to post, but Lysdexia pretty much refuted every argument against replay saving.
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On October 08 2009 13:41 Lysdexia wrote: I've posted my opinion already, but it wasn't a very detailed explanation so here's a better one:
Open information is always good for a competitive game, and for starcraft replays are essential to open information.
Open information increases the quality of play as a whole by incentivizing preparation and increasing general knowledge about the game. The reason there's a higher incentive for preparation is pretty simple: more accessible information lets players know what to prepare for. Without replays it would be much more difficult to analyze a build and come up with a response. This is magnified in a game like starcraft where a strategy can have a huge number of small nuances that would be near impossible to discover without a replay.
People who say open information decreases strategy are very myopic. The players who came up with counters to boxer's shenanigans were just as "creative". In fact they were employing more strategy because they had to create something to beat a specific build, not a generic strategy that could work against anything if it wasn't properly dealt with. There's a name for this process. It's called the strategic evolution of the game. People analyze things that other people are doing and come up with ways to beat them, and as a result our collective knowledge of the game increases, as does the quality of games at all levels (as spectators we care about the quality of pro games).
All of the sweet strats people marvel over don't just materialize out of thin air. Someone analyzed what other people were doing and tried to come up with a way to beat it. This is only possible through openly accessible information.
Lack of information is what drives people towards generic strategies. Without information there's no incentive to prepare specific strategies because there's no way of knowing 1. if people are actually using the strategy you're preparing against and 2. all of the little nuances and tricks that could fuck up your prepared strat. The really exiting, high quality games played in the pro scene are frequently the ones where players prepared strategies specifically for that game, on that map, against that player. Without the ability to create such strategies, generic strats (either standard play or a universally applicable cheese) would be the only option.
I mean, just think about it. If before playing someone you had the opportunity to analyze their last 20 games to see what they did, and you had pro level knowledge to figure out what to do against that, would you do that or just roll with whatever standard thing you would do absent that information? This is magnified at the pro level where people know who they're playing farther in advance and have more time to sit around (with their coaches) and create strategies.
If after looking at all this information it turns out the player thinks playing standard is the best option then obviously that's what people will do, but having the information there dramatically increases the possibility for a new or unique strategy. And quality of play will still be higher just by virtue of the fact that everyone knows more about the game generally as well as more about the current metagame.
The other problem with the claim that open information decreases strategy is it relies on a flawed view of what strategy is and how strategy actually affects the outcomes of games.
Creating a strategy in starcraft is basically figuring out a goal then looking at what stuff you have available and deciding how best to use it to achieve that goal i.e. I want to kill my opponent fast so I'll build gateways in their main. This is obviously strategy, but not all or even most aspects of strategy can be reduced to this. In fact this process is very far removed from how most games are actually decided.
In order to understand how strategy is actually applied to real games, we need to take a step back in terms of what we think of when we think of "what stuff you have available". In the example I gave the stuff was gateways and the fact that you can build them in your opponent's main. In actual games this stuff is the range of strategies a player can use. Instead of saying "I want to kill my opponent fast" and then looking at all the potential choices they could make with regards to units and buildings and the placement of those buildings and arriving at building gateways in your opponent's main as a good way to achieve that goal, players say "I want to kill my opponent fast, so I will use the strategy of proxying gateways".
The difference may seem subtle but it's very important. When a player is deciding what to do in a particular game the set of "stuff" is NOT all of the units and buildings and various things you can do with them, it's the set of strategies you know. The buildings and units and such are of course the building blocks of those strategies, but that is unimportant to how players make strategic decisions in actual games.
So the strategic decision is not "I am going to build gateways in my opponents main", the strategic decision is "I am going to (use the strategy called) proxy 9/9 gate". In terms of it's relevance to actual games and deciding their outcomes, strategy is the decisions you make about your build (drawn from a set of builds you have previously learned, not created out of thin air) before the game and how you adapt in the game.
Once we start looking at strategy from this perspective it's obvious that more accessible information is essential for strategy. With more information players will have a wider range of potential builds, have more knowledge about when to use what build, and have more knowledge about how to adapt that build in a game.
Players knowing more builds from having watched replays of them or from creating a build to counter one they studied a replay of increases the number of strategic options players have, increasing the strategic depth of the game and the amount of strategic knowledge necessary to compete at a high level.
Nice post. I actually read every word of it, which is rare for posts this long.
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On October 05 2009 22:27 ProoM wrote: what about hackers, I really REALLY doubt there will be any, since you can only have 1 account per cd and theres no lan, so there wont be any other servers, just 1, b.net 2.0. That means if u hack and get cough you lose the money you spend on cd. I don't think anyone could risk like that.
Of course there will be hackers. Do you even know why most hacks gets detected? Because they are made in public and anti-hackers find exploits and main companies (in this case blizzard) will do patches to fix these abuses.
There are alot of private hacks that will never be detected because there is no way for (i.e.) blizzard to find out how to prevent the hack.
Although with this 1 account thing there will be less hackers, until they find a way to make cracked accounts like with steam. (which probably won't take too long)
Edit: So to comment on the OT I am totally for this option although it may seem harsh to those who want to save replays - they can make separate browsing options so only replay-able games will be showed etc. and those replay-only players won't have to whine.
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On October 08 2009 14:48 zgl wrote:In poker, you don't get to see your opponents hands after you lost your money 
It's up to them. Sometimes they will show you their hand and sometimes they won't.
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On October 08 2009 19:04 Manit0u wrote:Show nested quote +On October 08 2009 14:48 zgl wrote:In poker, you don't get to see your opponents hands after you lost your money  It's up to them. Sometimes they will show you their hand and sometimes they won't. Annddd that's the whole point of the thread and the replay disabling option, sometimes you get to see it, sometimes you don't!
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On October 08 2009 20:12 Suc wrote:Show nested quote +On October 08 2009 19:04 Manit0u wrote:On October 08 2009 14:48 zgl wrote:In poker, you don't get to see your opponents hands after you lost your money  It's up to them. Sometimes they will show you their hand and sometimes they won't. Annddd that's the whole point of the thread and the replay disabling option, sometimes you get to see it, sometimes you don't! BUT when you join a poker table you don't know if they will show their hand. You assume they won't, to be precise. And showing his hand is almost always just part of a player's strategy. He creates the image that he plays certain hands in a certain style, which can mislead his opponents.
If this no-replay option gets implemented you will know if you can save the replay before you play. That would be equal to your opponent saying "I will (not) show you my hand afterwards" and actually keeping that promise. The misleading part also doesn't ally to SC like that because in poker your strategy is largely determined by chance (you can't play one hand like any other), while in SC strategy is mostly determined by preparation.
In short: You can't compare replays in SC and showing your hand in poker.
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Well, my biggest qualm with censoring games is that it stifles the strategic development of the community. I'd rather the whole community have access to the most diverse repertoire of strategies and tactics, rather than benefit the few who think they're too good to be countered.
The point of motivation on the innovator's part is moot. SC1 already has the replay feature and players like Boxer are still innovating regardless of its existence. Their motivation comes from a lot of things, and that competitive edge is still there. So, it seems like there is no real disadvantage to making all games savable, but plenty to lose if we allow censorship of games.
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Players knowing more builds from having watched replays of them or from creating a build to counter one they studied a replay of increases the number of strategic options players have, increasing the strategic depth of the game and the amount of strategic knowledge necessary to compete at a high level.
You set up a bunch of premises, then come to a conclusion that doesn't support them.
Having studied a replay does not increase the number of viable strategic options to a player; the game mechanics do that. What changes is the amount of effort people need to make certain options viable. The strategic options available to a player are always the same. What you're saying is that the strategic options available to a player will be more publicized and therefore more accessible.
If SC2 ended up being a 1 sided clusterfuck where 1 hatch queen was the best build and no other race could touch it, replays wouldn't magically fix an error which was implicit in game mechanics or map design.
There's a substantial difference between the amount of competitively viable playstyles and the amount of strategic options a player has. A player always has the option of going for a 200 probe rush, but that doesn't mean he's going to win. Ever. Its a strategy like the others, sure, but it isn't a viable one. As game knowledge increases, the amount of competitively viable playstyles nearly always seem to decrease in number as optimized methods of winning are found. The rate at which this occurs, and not the existence of these optimized methods, is what replay control changes.
So the question isn't whether or not we're going to hit the 'good' builds. Its what happens during that search for them. Given that we regularly switch up the maps that are played on, it seems like the onus is on keeping games fresh and new, rather than having people still playing on luna with hyper-practiced and refined builds, so why wouldn't we want to extend that period in which innovative players can ply their trade?
More importantly; why wouldn't you want someone to have the option of controlling what other people see about his play? Mani stated that he doesn't want replays to 'split the community' and that makes sense to a certain degree, but it also doesn't. Unlike different game modes which have substantial skill barriers between them, enabling or disabling replays is not a community forming option.
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A game is shared between both players. Both players have to decide for themselves if they want to save the replay or not and if they want to share it or not.
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United States47024 Posts
All this discussion is pointless. There's only one relevant issue:
Would including replays cause a significant portion of the potential player-base to not buy the game? Not really. As much as a lot of people may whine about it's effect on the competitive environment, that has almost no bearing on their own play experience. I don't think you'll enjoy a good game less just because Flash or Jaedong don't like it. And most players are at a low enough level that no one would give a damn about copying their "secret build".
Would removing replays cause a significant portion of the potential player-base to not buy the game? Maybe not, but it's certainly more likely than the former case. Not being able to go back and watch your victories and good games would be a big deal to a lot of people.
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If the option was allowed, then all competitive players would always choose to disable it. Losing any competitive edge, no matter how small, is an extreme disincentive for pros. Be prepared to see professional replays as rarely you see Korean commentary with English subs.
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8748 Posts
On October 05 2009 22:02 DN2perfectionGM wrote: Boxer: ...For a strategic player like me, it’s the worst feature ever... Hahaha, more like for a cheap strategic player. Come up with a strategy that can stand the test of time for a while.
If a strategy can be solved by watching one replay of it, it's damn shallow.
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It would suck if they remove replays because of a few cry babies. Even in boxing, they watch how each other fight to better understand each others strats.
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again, the topic is not removing replays.
i don't know if you actually mean it that way, but it creates confusion.
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Replays are just a driving factor for increasing the skill level -quicker-. People will eventually beat any dominant strategy with enough time, trying to hide the game play in the dark is just dumb. Constant evolution of strategy is a good thing and proves how deep the game can be.
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On October 09 2009 12:09 DN2perfectionGM wrote: again, the topic is not removing replays.
i don't know if you actually mean it that way, but it creates confusion.
I'd say it is about splitting ladder players into without-replay players and with-replay players, as well as about effectively removing replays for the most skilled players. If it actually does give players an advatage, they will make use of it. We're talking about money here.
But since professional players still want to use replays of their own games to improve, they will focus on playing teammates. Much like it is now. It doesn't improve the game, it makes weak strategies survive a bit longer than they should and it splits the community.
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yes if it is only for progameing
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On October 09 2009 03:03 Cloak wrote: Well, my biggest qualm with censoring games is that it stifles the strategic development of the community. I'd rather the whole community have access to the most diverse repertoire of strategies and tactics, rather than benefit the few who think they're too good to be countered.
The point of motivation on the innovator's part is moot. SC1 already has the replay feature and players like Boxer are still innovating regardless of its existence. Their motivation comes from a lot of things, and that competitive edge is still there. So, it seems like there is no real disadvantage to making all games savable, but plenty to lose if we allow censorship of games. Wtf? The point isn't that he isn't able to come up with new innovative strategies anymore, it's that once he does come up with something ingenious it's quickly broken down, analyzed, and essentially made useless. What's the point of all the effort?
I'm all for removing replays. I don't see how removing it would be bad for the community because NO ONE will know the specifics of the strategy, only the creator would. It's not like we'll be incredibly behind anyone else in dealing with it. By leaving the analyzing work to us it would be a lot more fun.
I feel like I'm arguing against MBS or auto-mine. Grow some balls and learn the game.
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