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Dustin Browder Interview - April 12

Forum Index > SC2 General
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Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-12 05:33:08
April 12 2010 05:30 GMT
#1
Our creative process on StarCraft II was very different than the creative process I've used on other RTS games I've worked on or even on WarCraft III. We didn't set out with any goals in mind, and I'm sure that this will upset the fans terribly. What we did instead was that we said, "We want to make a bunch of cool units, and we're going to make each unit as cool as we can possibly make it, and then we'll see how it all works together, and we'll tune as necessary from there." So it was never our intention specifically to do anything exactly with the races. Our goal was to make the units as interesting as possible and as different from one another as we possibly could. From there we could see how the races changed and evolved. That's definitely how it has worked out.
-Dustin Browder (Starcraft 2 Design Director)



http://gameinformer.com/b/features/archive/2010/04/08/an-extensive-interview-with-starcraft-ii-design-director.aspx



Allot of interesting stuff in that interveiw. Apparently their was a Zerg unit called a "Spore Beast". He also explains why roaches and thors were changed, the problems with the old corruptor mechanic and suggests that the Warpgate may be getting further nerfed in the future.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
CommanderFluffy
Profile Joined June 2008
Taiwan1059 Posts
April 12 2010 05:32 GMT
#2
Pain is temporary, but glory is forever.
lolnoty
Profile Joined December 2005
United States7166 Posts
April 12 2010 05:32 GMT
#3
The quote in the OP is confusing when you read it and then look at the Zerg.
"PPD is a very angry guy. He controls us." - Arteezy
0neder
Profile Joined July 2009
United States3733 Posts
April 12 2010 05:32 GMT
#4
So the siege tank is now more unique because it's totally useless?
faseman
Profile Joined April 2009
Australia215 Posts
Last Edited: 2010-04-12 05:37:12
April 12 2010 05:36 GMT
#5
hahaha....wow ---------___________________----------------------------------------------


they tried to make interesting units and they came up with roach/marauder/immortal? YAWN
ilnp
Profile Joined December 2002
Iceland1330 Posts
April 12 2010 05:40 GMT
#6
well i dont know about you guys, but the hydralisk blew my mind
8===D~~
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
April 12 2010 05:40 GMT
#7
Wow, these are really in-depth answers that he gave. I can't remember seeing an interview where each question was answered by like 2-4 long paragraph responses.

Thanks for the link OP.
. . . nevermore
Flames
Profile Blog Joined March 2010
United States105 Posts
April 12 2010 05:41 GMT
#8
I guess the Roach armor / Hydra Hp nerf now makes some sense. Apparently, it was the "core" of most Zerg armies.
Do unto others as you would have others do unto you. I reject your reality and substitute my own!
Lordpen
Profile Joined March 2010
Sweden21 Posts
April 12 2010 05:41 GMT
#9
Seems very strange how you'd go into designing a sequel to the a absolute classic RTS without any set goals.
This probably explains how all the races have tier 1 - 1,5 tank units which to me makes the races less distinct from each other then in BW.
Starcrafts call to fame was presenting three very different races to play and I can't believe they would go into making a sequel and not having that as a design goal.
Setz3R
Profile Blog Joined March 2010
United States455 Posts
April 12 2010 05:43 GMT
#10
"Ha, I've got a thousand stalkers!"
twitch.tv/setz3r
shindigs
Profile Blog Joined May 2009
United States4795 Posts
April 12 2010 05:44 GMT
#11
On April 12 2010 14:41 Lordpen wrote:
Seems very strange how you'd go into designing a sequel to the a absolute classic RTS without any set goals.
This probably explains how all the races have tier 1 - 1,5 tank units which to me makes the races less distinct from each other then in BW.
Starcrafts call to fame was presenting three very different races to play and I can't believe they would go into making a sequel and not having that as a design goal.


The did present the three unique races as the design goal. That was in the OP's quote. They just didn't have balance goals, esports takeovers, etc.

Personally, I think it all ended up alright, so I'm happy with however they chose to design the game.
Photographer@shindags || twitch.tv/shindigs
Vexx
Profile Blog Joined March 2010
United States462 Posts
April 12 2010 05:48 GMT
#12
Don't really know what to make of that interview. I'm glad that at some point zerg had 18 units. Really, great for alpha testers. But we're at half that right now and it blows.

The supposed lack of direction in their development (i.e the whole build cool units and then try to balance them out) is interesting. I can appreciate the urge to make players feel powerful but not necessarily almighty.

I don't know what else to add. I kind of feel empty after reading that interview. I know it's beta, but where's the umph? He made it seem like they were going at it pretty slow right now (which makes sense given the 3 line patches for the last couple months). There's a lot of beta feedback, no developer response and weak patches.

Where's the magic? Is it the April content patch that we were told about? Bleh. Very odd feelings about that interview right now.
I am not nice.
Lordpen
Profile Joined March 2010
Sweden21 Posts
April 12 2010 05:51 GMT
#13
On April 12 2010 14:44 shindigs wrote:
Show nested quote +
On April 12 2010 14:41 Lordpen wrote:
Seems very strange how you'd go into designing a sequel to the a absolute classic RTS without any set goals.
This probably explains how all the races have tier 1 - 1,5 tank units which to me makes the races less distinct from each other then in BW.
Starcrafts call to fame was presenting three very different races to play and I can't believe they would go into making a sequel and not having that as a design goal.


The did present the three unique races as the design goal. That was in the OP's quote. They just didn't have balance goals, esports takeovers, etc.

Personally, I think it all ended up alright, so I'm happy with however they chose to design the game.


The qoute is saying they wanted to make the units as different from each other as possible, not the races. But I'm sure they did have a goal to keep the races different, but to me in some cases it feels like a step backwards from BW in that area (The tier 1.5 tanky units for both terran and zerg).
Badred
Profile Joined August 2009
Canada129 Posts
April 12 2010 05:55 GMT
#14
I wonder if that interview was done before or after the change in research time for warp gates, as some of the strategies he's describing do seem to be a few patches old.
Setz3R
Profile Blog Joined March 2010
United States455 Posts
April 12 2010 06:00 GMT
#15
dustin! proxy gate is not unbeatable, don't nerf protoss gateway/warpgates =p
twitch.tv/setz3r
arcology
Profile Joined April 2009
United States92 Posts
April 12 2010 06:00 GMT
#16
The threat of a planetary fortress rush at any moment makes it a very emotional experience
fulmetljaket
Profile Blog Joined December 2008
482 Posts
April 12 2010 06:03 GMT
#17
On April 12 2010 14:36 faseman wrote:
hahaha....wow ---------___________________----------------------------------------------


they tried to make interesting units and they came up with roach/marauder/immortal? YAWN


im thinking he meant the individual units, not the combinations that would later be made and turn out to be good.

roach itself seems pretty cool. good damage and health, low cost, can move while burrowed, and burrowing is more healh.

marauder is pretty cool too, IMO. an attack that slows? it might not have as much going for it as the roach, but still pretty fun to micro with.

immortal. personally, ive never used one, so i cant say, but being able to take the hits that no other unit in the game can take? an ultimate tank? soundspretty cool to me.
"Hunter Seeker Missile Is Gay, Just Like You." - Anon @ US
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 12 2010 06:06 GMT
#18
Dustin answered those questions like he's posting in TL.net... at least that's how it turned out for me
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
April 12 2010 06:07 GMT
#19
that seems like a pretty unprofessional way to go about designing a game...
Long live BroodWar!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-12 06:12:41
April 12 2010 06:11 GMT
#20
very nice read, kool stuff. Id personally like to see drop pods! lol but o well. Maybe like have 2 drop pods per 75 energy, and they have the same unit limit that a dropship has, and can only be used within the range of a sensor tower!! Must be upgraded at the Drop Pod Station, units must enter the drop pod station, onlly a maximum of 2dropships worth of units can fit in it for every use of drop pods is a cooldown time of w.e. anywho good read loved it.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-04-12 06:24:21
April 12 2010 06:23 GMT
#21
why does browder still think proxy gate is unbeatable?

didnt we already address this?

his metaphor using the PF rush is horrible. its a completely different kind of cheese X__X such garbage.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
cartoon]x
Profile Joined March 2010
United States606 Posts
April 12 2010 06:23 GMT
#22
you people bitch way too much. sc2 is awesome.
It is not enough to conquer; one must learn to seduce.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 12 2010 06:24 GMT
#23
On April 12 2010 15:23 cartoon]x wrote:
you people bitch way too much. sc2 is awesome.


mom i got sunburned on the beach!

stop bitching, the beach is awesome!

T_T
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
xnub
Profile Joined August 2009
Canada610 Posts
Last Edited: 2010-04-12 06:25:35
April 12 2010 06:25 GMT
#24
On April 12 2010 14:32 0neder wrote:
So the siege tank is now more unique because it's totally useless?



Seige tank is crazy good and cool destroys zerg and terran ground /shrug. Its more the thor that is worthless. GooD vs mutas if you have one at each base .... oh and trying to cheese rush with one and win.
Loving the beta !! Weeeeeeee
j4vz
Profile Joined March 2010
Canada976 Posts
April 12 2010 06:26 GMT
#25
Quote from Dustin:
So we're probably going to do some changes to the build time on the upgrade for Warp Gates, just to push that a little bit later in the tech tree so that a lot of the early Warp Gate shenanigans that we're seeing in the beta get pushed back a little bit.

(,,,)

OMFG IS THIS A JOKE ?

Xel Naga should nuke blizzard for this.
someone_elses_lies@live.fr
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 12 2010 06:30 GMT
#26
On April 12 2010 15:26 j4vz wrote:
Quote from Dustin:
So we're probably going to do some changes to the build time on the upgrade for Warp Gates, just to push that a little bit later in the tech tree so that a lot of the early Warp Gate shenanigans that we're seeing in the beta get pushed back a little bit.

(,,,)

OMFG IS THIS A JOKE ?

Xel Naga should nuke blizzard for this.

The interview probably happened before the Warpgate nerf.
Ideas
Profile Blog Joined April 2008
United States8097 Posts
April 12 2010 06:33 GMT
#27
warp gates nooooo

warpgate rushing is one of the only fun strategies left in the game :O
Free Palestine
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 12 2010 06:34 GMT
#28
On April 12 2010 15:30 lolaloc wrote:
Show nested quote +
On April 12 2010 15:26 j4vz wrote:
Quote from Dustin:
So we're probably going to do some changes to the build time on the upgrade for Warp Gates, just to push that a little bit later in the tech tree so that a lot of the early Warp Gate shenanigans that we're seeing in the beta get pushed back a little bit.

(,,,)

OMFG IS THIS A JOKE ?

Xel Naga should nuke blizzard for this.

The interview probably happened before the Warpgate nerf.


interview was posted 4 days ago. so prolly took place within a week or 2 of post date.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Makica
Profile Joined February 2010
Canada180 Posts
April 12 2010 06:37 GMT
#29
This interview made me feel worse about Sc2.
Half
Profile Joined March 2010
United States2554 Posts
April 12 2010 06:37 GMT
#30
Interviews usually take forever to come out on these gaming sites, who save them for the doldrums of info. Don't take it too seriously as a comment towards the current state of the game. Just the overall mentality.
Too Busy to Troll!
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 12 2010 06:39 GMT
#31
On April 12 2010 15:37 Half wrote:
Interviews usually take forever to come out on these gaming sites, who save them for the doldrums of info. Don't take it too seriously as a comment towards the current state of the game. Just the overall mentality.


"these gaming sites" is gameinformer, arguably the only video game magazine with any quality left in it these days.

they have a high turnover rate for quality articles, so this interview was recent, most likely within this patch or the the end of the last.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 12 2010 06:39 GMT
#32
that explains the changes to roach/hydra this patch

although i dont think those changes were really the right way to break up that roach/hydra combo..it's still really widely used.
ModeratorBlame yourself or God
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-12 06:42:53
April 12 2010 06:42 GMT
#33
On April 12 2010 15:39 mOnion wrote:
Show nested quote +
On April 12 2010 15:37 Half wrote:
Interviews usually take forever to come out on these gaming sites, who save them for the doldrums of info. Don't take it too seriously as a comment towards the current state of the game. Just the overall mentality.


"these gaming sites" is gameinformer, arguably the only video game magazine with any quality left in it these days.

they have a high turnover rate for quality articles, so this interview was recent, most likely within this patch or the the end of the last.


It isn't mean to be a diss, a lot of interviews conducted in this manner are usually from several weeks ago in general. Its a industry wide trend in gaming media. Very few sites will release not immediately relevant exclusive content on the same week they collect it.
Too Busy to Troll!
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-04-12 06:44:59
April 12 2010 06:44 GMT
#34
On April 12 2010 15:42 Half wrote:
Show nested quote +
On April 12 2010 15:39 mOnion wrote:
On April 12 2010 15:37 Half wrote:
Interviews usually take forever to come out on these gaming sites, who save them for the doldrums of info. Don't take it too seriously as a comment towards the current state of the game. Just the overall mentality.


"these gaming sites" is gameinformer, arguably the only video game magazine with any quality left in it these days.

they have a high turnover rate for quality articles, so this interview was recent, most likely within this patch or the the end of the last.


It isn't mean to be a diss, a lot of interviews conducted in this manner are usually from several weeks ago in general. Its a industry wide trend in gaming media. Very few sites will release not immediately relevant exclusive content on the same week they collect it.


sorry i didnt mean to imply i thought you were dissing GI

i dont know why you think that though. i've written for 3 gaming sites and interviews are easy to do and format so you can churn them out quickly because they dont need much editing, just minor details.

the point is that in all likelihood this interview came AFTER the first warpgate nerf.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
petered
Profile Joined February 2010
United States1817 Posts
April 12 2010 06:46 GMT
#35
so many people hate on a game that is probably already more successful as a competitive game than many are for their entire lifetime. I know it has momentum from SC:BW, but the rapid transition suggests to me that SC2 is doing something right.
This, my friends, is the power of the Shikyo Memorial for QQ therapy thread. We make the world a better place, one chainsaw massacre prevention at a time.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 12 2010 06:46 GMT
#36
On April 12 2010 15:44 mOnion wrote:
the point is that in all likelihood this interview came AFTER the first warpgate nerf.
This could be bad news if it were true.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 12 2010 06:48 GMT
#37
On April 12 2010 15:46 lolaloc wrote:
Show nested quote +
On April 12 2010 15:44 mOnion wrote:
the point is that in all likelihood this interview came AFTER the first warpgate nerf.
This could be bad news if it were true.


i super agree otherwise i wouldnt be fighting for the idea so hard @_@

i likez my warpgatez
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
April 12 2010 06:48 GMT
#38
--- Nuked ---
s2pid_loser
Profile Joined March 2010
United States699 Posts
Last Edited: 2010-04-12 06:53:26
April 12 2010 06:53 GMT
#39
There are definitely players out there who don't want that intensity in their lives. I understand. They're like, "I don't want to lose a game, thank you very much, let alone in the first 20 seconds."


He's talking about Idra, lol
Et Ducit Mundum Per Luce
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
April 12 2010 07:00 GMT
#40
On April 12 2010 15:23 cartoon]x wrote:
you people bitch way too much. sc2 is awesome.

Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-12 07:07:50
April 12 2010 07:05 GMT
#41
-er nvm I misread the quote-
Too Busy to Troll!
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-04-12 07:08:39
April 12 2010 07:08 GMT
#42
Edit for your edit LOL
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-12 07:13:27
April 12 2010 07:10 GMT
#43
Yeah I have no fucking clue what Dustin is talking about.

kinda worried now.

Too Busy to Troll!
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 12 2010 07:13 GMT
#44
On April 12 2010 16:10 Half wrote:
Yeah I have no fucking clue what Dustin is talking about.

kinda worried now.


i'll hold you if you hold me back. <(,_,<)
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
nitdkim
Profile Blog Joined March 2010
1264 Posts
April 12 2010 07:13 GMT
#45
can we just get SC1 with new graphics engine... and a fixed resolution so we dont have people with 3monitors seeing the whole map -.-
PM me if you want random korean images translated.
Half
Profile Joined March 2010
United States2554 Posts
April 12 2010 07:14 GMT
#46
On April 12 2010 16:13 mOnion wrote:
Show nested quote +
On April 12 2010 16:10 Half wrote:
Yeah I have no fucking clue what Dustin is talking about.

kinda worried now.


i'll hold you if you hold me back. <(,_,<)


We'll get through this together? ;_;




My hope is that he kinda just fumbled under pressure. Interviews are pretty stressful youknow. Otherwise...uhh....yeah.
Too Busy to Troll!
Makica
Profile Joined February 2010
Canada180 Posts
April 12 2010 07:14 GMT
#47
How can you worry about making cool units first and not entertaining and balanced gameplay? I don't believe this interview is real. THIS CAN'T BE REAL
Half
Profile Joined March 2010
United States2554 Posts
April 12 2010 07:16 GMT
#48
On April 12 2010 16:14 Makica wrote:
How can you worry about making cool units first and not entertaining and balanced gameplay? I don't believe this interview is real. THIS CAN'T BE REAL


lol. Making units to be interesting, then balancing, generally leads to more entertaining gameplay then making units to be balanceable.

This of course, doesn't quite explain how the Roach got in their -_-.
Too Busy to Troll!
meegrean
Profile Joined May 2008
Thailand7699 Posts
April 12 2010 07:21 GMT
#49
doesn't sound like a good way to design the sequel to the best rts game ever -_-
Brood War loyalist
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 12 2010 07:24 GMT
#50
On April 12 2010 16:14 Makica wrote:
How can you worry about making cool units first and not entertaining and balanced gameplay? I don't believe this interview is real. THIS CAN'T BE REAL

If they wanted a balanced game FIRST, they shouldn't haved added Zerg in the first place. They seem to have done the right process of whipping out creative units first or else they could have ended up redoing Warcraft 2.
Makica
Profile Joined February 2010
Canada180 Posts
April 12 2010 07:27 GMT
#51
On April 12 2010 16:24 lolaloc wrote:
Show nested quote +
On April 12 2010 16:14 Makica wrote:
How can you worry about making cool units first and not entertaining and balanced gameplay? I don't believe this interview is real. THIS CAN'T BE REAL

If they wanted a balanced game FIRST, they shouldn't haved added Zerg in the first place. They seem to have done the right process of whipping out creative units first or else they could have ended up redoing Warcraft 2.


They said in this interview this wasn't even the process they have taken with other games. There's no reason balance would result in something like WC2.
Doc Daneeka
Profile Joined March 2010
United States577 Posts
Last Edited: 2010-04-12 07:28:35
April 12 2010 07:27 GMT
#52
On April 12 2010 16:21 meegrean wrote:
doesn't sound like a good way to design the sequel to the best rts game ever -_-



don't see why not. most of the units are from sc1 anyway.
payed off security
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-04-12 07:32:47
April 12 2010 07:30 GMT
#53
On April 12 2010 16:27 Doc Daneeka wrote:
Show nested quote +
On April 12 2010 16:21 meegrean wrote:
doesn't sound like a good way to design the sequel to the best rts game ever -_-



don't see why not. most of the units are from sc1 anyway.


actually sc1 units are a minorty

5/12 for toss
4/9 for zerg
3/12 for terran

EDIT: holy shit thats weird to think about o.o
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
JaspluR
Profile Joined April 2010
Australia174 Posts
April 12 2010 07:34 GMT
#54
boo for warpgate nerfs
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 12 2010 07:35 GMT
#55
On April 12 2010 16:30 mOnion wrote:
Show nested quote +
On April 12 2010 16:27 Doc Daneeka wrote:
On April 12 2010 16:21 meegrean wrote:
doesn't sound like a good way to design the sequel to the best rts game ever -_-



don't see why not. most of the units are from sc1 anyway.


actually sc1 units are a minorty

5/12 for toss
4/9 for zerg
3/12 for terran

EDIT: holy shit thats weird to think about o.o

Terran (5)
SCV
Marine
Ghost
Siege Tank
Battlecruiser

Zerg (8)
Drone
Overlord
Zergling
Hydralisk
Mutalisk
Ultralisk
Broodling
Infested Terran

Protoss (7)
Probe
Zealot
High Templar
Dark Templar
Archon
Observer
Carrier
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-04-12 07:37:59
April 12 2010 07:36 GMT
#56
On April 12 2010 16:35 lolaloc wrote:
Show nested quote +
On April 12 2010 16:30 mOnion wrote:
On April 12 2010 16:27 Doc Daneeka wrote:
On April 12 2010 16:21 meegrean wrote:
doesn't sound like a good way to design the sequel to the best rts game ever -_-



don't see why not. most of the units are from sc1 anyway.


actually sc1 units are a minorty

5/12 for toss
4/9 for zerg
3/12 for terran

EDIT: holy shit thats weird to think about o.o

Terran (5)
SCV
Marine
Ghost
Siege Tank
Battlecruiser

Zerg (8)
Drone
Overlord
Zergling
Hydralisk
Mutalisk
Ultralisk
Broodling
Infested Terran

Protoss (7)
Probe
Zealot
High Templar
Dark Templar
Archon
Observer
Carrier


oh i forgot ghost

fighting units only x.x i'll just change my ratios and it will still be a majority of new units.

EDIT: hey including broodling is bs >_<
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
wassbix
Profile Joined October 2009
Canada499 Posts
April 12 2010 07:42 GMT
#57
They were trying to design fun units and we got marauder / roach / immortal trinity
Doc Daneeka
Profile Joined March 2010
United States577 Posts
April 12 2010 07:45 GMT
#58
On April 12 2010 16:30 mOnion wrote:
Show nested quote +
On April 12 2010 16:27 Doc Daneeka wrote:
On April 12 2010 16:21 meegrean wrote:
doesn't sound like a good way to design the sequel to the best rts game ever -_-



don't see why not. most of the units are from sc1 anyway.


actually sc1 units are a minorty

5/12 for toss
4/9 for zerg
3/12 for terran

EDIT: holy shit thats weird to think about o.o


yeah except: they just split the dragoon in half and gave its halves different gimmicks (well the immortal could be argued to be brand new in everything except lore/appearance but the stalker is just a weak dragoon with blink)... the mothership is basically a slow beefy arbiter cos they cut all its cool 'mothership-esque' abilities... brood lords are pretty obviously just guardians that spawn broodlings... lurker is probably coming back anyway but even if it isn't, banelings got put in while scourge and old infested terrans were taken out and how many ways can you make a sapper different from another sapper... really terran got the most genuinely new units and even then, vikings are basically goliaths that have to switch modes to do their air attack.

i'm being very reductionist obviously and little things like making the dragoon weak and giving it blink massively affect balance, but really? like they just arbitrarily pulled unit designs out of their asses and called it a game? if that were the case, mothership would still have planetcracker, the soul hunter would still be in the game, and i wouldn't be able to compare so many units' functions to units in brood war.
payed off security
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
Last Edited: 2010-04-12 07:48:47
April 12 2010 07:48 GMT
#59
On April 12 2010 16:45 Doc Daneeka wrote:
like they just arbitrarily pulled unit designs out of their asses and called it a game?
I believe that's what the interview is implying. Only that they actually want a balanced and competitive game. They are done with the pulling unit designs out of their asses that's why we're playing beta now.
Half
Profile Joined March 2010
United States2554 Posts
April 12 2010 07:53 GMT
#60
Where else would you suggest they get unit designs from besides "Out of their asses" (aka: Their head). Think up ideas, keep what works conceptually, scrap what doesn't, balance the numbers.

Too Busy to Troll!
G4MR
Profile Blog Joined February 2010
United States371 Posts
April 12 2010 08:08 GMT
#61
On April 12 2010 15:39 Zelniq wrote:
that explains the changes to roach/hydra this patch

although i dont think those changes were really the right way to break up that roach/hydra combo..it's still really widely used.

I'm curious on how blizzard wants us to play zerg.
www.G4MR.net personal blog!
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-12 08:15:57
April 12 2010 08:15 GMT
#62
He mentions zerg used to have more units. Too bad they got rid of all of them and now zerg has too few units.
It is not enough to conquer; one must learn to seduce.
TerranUp16
Profile Joined March 2010
United States88 Posts
April 12 2010 08:16 GMT
#63
*Facepalm* to that quote and overall that response to that question. It's kind of frustrating, probably for the devs as much as the players, as because they're gunning for making the units "cool and awesome" first and cramming them into roles second, they're continually bleeding the uniqueness of the units to conform them to roles and balance rather than getting the basic roles fulfilled and then exploring where they have room for "coolness and awesomeness".

We've already seen what that approach has done to the Roach, Marauder, Thor, Mothership, and hell even the Banshee (originally it had an area-of-effect rocket attack not unlike that of the C&C Generals' Comanche). Probably even screwed with the Stalker (and I'm sure I'm missing a ton of units) as I really get the feeling that the Stalker originally started with Blink but was squishier...

However, kudos to his answer for the last question on the second page which is an area in which I think Blizzard is lightyears ahead of most other RTS developers.

On a side note, was this interview included in a GameInformer magazine first and then posted online after a delay? Because if so the typical delay most magazines wait for that seems to coincide almost perfectly with the interview having been conducted right before Patch #5.
Orders, Sir! Ready to roll out!
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
April 12 2010 08:17 GMT
#64
On April 12 2010 16:53 Half wrote:
Where else would you suggest they get unit designs from besides "Out of their asses" (aka: Their head). Think up ideas, keep what works conceptually, scrap what doesn't, balance the numbers.



What you're talking about is what I would call "shotgun design." That is, if you fire enough bullets, you'll eventually hit the target.

That's fine. And really, that is Blizzard's design style; that's why it takes so long for them to make games. Because shotgun design takes a long time. You have to take time to come up with an idea. You then have to test it to see that it works. You either scrap it or keep it. Then another idea comes along. You have to test it against the old idea, and if the old idea needs modification, you have to test that too. Ad nausium.

The alternative is a more contemplative design paradigm. That is, you take a race. That race has certain units. You then add or subtract units based on your estimation of what that race needs or what facets of that race you want to emphasize. That is, instead of starting from a random unit idea and working it into the existing structure, you take a thoughtful approach. You ask, "What are the problems?" You then identify problems. And you use your understanding of those problems to create unit ideas that solve those problems.

In this design, each part of the whole fits. Each has a specific purpose or function, because it is designed to have a specific purpose or function.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Kaboo
Profile Blog Joined September 2009
Sweden125 Posts
Last Edited: 2010-04-12 08:32:56
April 12 2010 08:31 GMT
#65
First off, you gotta admire Dustin for his courage to be open and positive and transparent about how they think and design stuff. He could just be a sour bitch and keep his fears and wacky ideas to himself. I like him for his open and friendly attitude. Its they best way to take in new ideas and discussions from us gamers imo.

The way they design opens up for a potentially better game. If they just sat down and designed every race from the top down and then applied unit style and gameplay to conform to the original plan, the game could end up very stale and square.

The endless testing and tweaking leads to a MUCH better game. Im so happy they allow themselves the time and effort to really go over EVERY detail in the game over and over. SC1's success was a fluke in many aspects, but if SC2 succeeds it wont be luck that decided it.

TLDR: Dustin is a gem and I think this will turn out great.
Simplicity is the ultimate sophistication -Leonardo da Vinci
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
April 12 2010 08:45 GMT
#66
A long interview but with very little information. I feel like I was reading a advertising article.
Really, Mr. Browder you should read TL. In a long run SC2 is all about competitive online play, so we really do not care much about how you teach people into this game, If someone want to get good at the game, they will find a way to learn it.
Make it less noob friendly, really, SC2B now is like Math, This>that and no random factor of high ground or anything. And even Math has x, y,z those unknown element, but SC2B is now going to the 2>1, 3>2 direction. If this guy make A unit I just have to make B to beat him(assume that both are on the same level)
Terran
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-04-12 08:52:43
April 12 2010 08:49 GMT
#67
fail......

I almost wish they never said that. Ignorance is bliss.

EDIT:
I also wish interviewers would ask questions that really matter, i.e. highground advantage? Massing/unit combo game?
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Attica
Profile Joined February 2010
United States277 Posts
April 12 2010 08:57 GMT
#68
It really irks me whenever I read that they were trying to make every unit diverse. Zerg feels like an attack move race. Every cool ability/tool that they had initially has been nerfed to the point that most people don't even use it anymore. Nydus canal used to be cool and was useful for surprise attacks. I've yet to see it since the nerf from a pro player. Anything to do with burrow has been nerfed to the ground so it is slower to get and less useful. Muta harass has been nerfed indirectly with Thor buffs and static defense buffs. Infestors were used for a week and were immediately nerfed to the point of uselessness.

Feels like blizzard is doing nothing but streamlining zerg to 3 or 4 units. Their answer to roach/hydra being core to the matchups was nerfing them and not making the other units more useful. Leaves me scratching my head honestly.
TheBB
Profile Blog Joined July 2009
Switzerland5133 Posts
Last Edited: 2010-04-12 09:00:28
April 12 2010 09:00 GMT
#69
On April 12 2010 17:45 Caphe wrote:
SC2B now is like Math, This>that and no random factor of high ground or anything. And even Math has x, y,z those unknown element, but SC2B is now going to the 2>1, 3>2 direction.

You don't sound like you know what math is about.
http://aligulac.com || Barcraft Switzerland! || Zerg best race. || Stats-poster extraordinaire.
GoDannY
Profile Joined August 2006
Germany442 Posts
April 12 2010 09:04 GMT
#70
I hope that interview has been done a while ago, if they nerf the warpgate further it wil throw up the balance we already reached completely and will not adress the real issues.
They already increased the buldtime heavily and that proxygate is even possible in SC:BW - and stoppable in both games -.-
Team LifeStyle - it's more than a game
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-04-12 09:15:15
April 12 2010 09:13 GMT
#71
On April 12 2010 17:57 Attica wrote:
It really irks me whenever I read that they were trying to make every unit diverse. Zerg feels like an attack move race. Every cool ability/tool that they had initially has been nerfed to the point that most people don't even use it anymore. Nydus canal used to be cool and was useful for surprise attacks. I've yet to see it since the nerf from a pro player. Anything to do with burrow has been nerfed to the ground so it is slower to get and less useful. Muta harass has been nerfed indirectly with Thor buffs and static defense buffs. Infestors were used for a week and were immediately nerfed to the point of uselessness.

Feels like blizzard is doing nothing but streamlining zerg to 3 or 4 units. Their answer to roach/hydra being core to the matchups was nerfing them and not making the other units more useful. Leaves me scratching my head honestly.

The changes are to "make other zerg units, like the infestor used moar" of course! That's exactly why they nerfed everything useful to the point of complete uselessness.

You silly goose you.

This is exactly the reason why day9 should have headed the sc2 project instead of dustin.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Makica
Profile Joined February 2010
Canada180 Posts
April 12 2010 09:16 GMT
#72
So wait, were convinced this is a real interview? I'm still in denial that he said this. Can we get a confirmation?
zomgzergrush
Profile Joined August 2008
United States923 Posts
April 12 2010 09:18 GMT
#73
On April 12 2010 18:16 Makica wrote:
So wait, were convinced this is a real interview? I'm still in denial that he said this. Can we get a confirmation?

You won't believe it until Terrible, Terrible Damage has been done, huh?
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Makica
Profile Joined February 2010
Canada180 Posts
April 12 2010 09:23 GMT
#74
On April 12 2010 18:18 zomgzergrush wrote:
Show nested quote +
On April 12 2010 18:16 Makica wrote:
So wait, were convinced this is a real interview? I'm still in denial that he said this. Can we get a confirmation?

You won't believe it until Terrible, Terrible Damage has been done, huh?


LOL n1,

My concerns are they are focusing too much on making players have hoops to jump through online and in the game (Achievements, playing versus AI to get better, etc ). Instead, I would rather they focus on providing that high level of competition, support, balance and entertainment that is crucial for this game to take e-sports to the next level and more.

People complain it will be too newb friendly and they have a point. Casual gamers will buy the game regardless of a lot of the features they are talking about adding.

I guess I'm just surprised. When I read the interview I was like "...wtf this is what he's thinking about? sigh" . lol
Black Octopi
Profile Joined March 2010
187 Posts
April 12 2010 09:25 GMT
#75
On April 12 2010 18:13 zomgzergrush wrote:
Show nested quote +
On April 12 2010 17:57 Attica wrote:
It really irks me whenever I read that they were trying to make every unit diverse. Zerg feels like an attack move race. Every cool ability/tool that they had initially has been nerfed to the point that most people don't even use it anymore. Nydus canal used to be cool and was useful for surprise attacks. I've yet to see it since the nerf from a pro player. Anything to do with burrow has been nerfed to the ground so it is slower to get and less useful. Muta harass has been nerfed indirectly with Thor buffs and static defense buffs. Infestors were used for a week and were immediately nerfed to the point of uselessness.

Feels like blizzard is doing nothing but streamlining zerg to 3 or 4 units. Their answer to roach/hydra being core to the matchups was nerfing them and not making the other units more useful. Leaves me scratching my head honestly.

The changes are to "make other zerg units, like the infestor used moar" of course! That's exactly why they nerfed everything useful to the point of complete uselessness.

You silly goose you.

This is exactly the reason why day9 should have headed the sc2 project instead of dustin.

The terran would have Thors instead of marines, dropships would be some sort of Plenetary Fortress, super cheeze rushes in the first 10s would be the norm -- and so on. Think of it as the opposite of what IdrA would do in the same position.
[DUF]MethodMan
Profile Blog Joined September 2006
Germany1716 Posts
Last Edited: 2010-04-12 09:29:20
April 12 2010 09:29 GMT
#76
I love how even low postcount users are complaining. Seriously, this can't be real.
norlock
Profile Joined March 2010
Netherlands918 Posts
April 12 2010 09:29 GMT
#77
Well i think they are doing pretty fine now. Ok they didn't start really proffesional, but look where they are now. They really try to make the game as competitive as possible. And this creative process makes the game different then any other game around. Sc1 was designed the same way, and was polished after. So it just only matters they keep polishing the game until the best best best player wins. And when the skill differential between the less skilled and higher skilled players is higher the game is fine. The game needs to have enough micro/macro potential to become good. With 2 expension to come i think it is going to be fine.
Are you human?
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 12 2010 09:32 GMT
#78
Nerfing everything interesting and making everything else nearly the same is the easy way of balancing an RTS.

The problem is, if you have too many interesting, powerful abilities, then the game descends into total chaos. Some element of rock-paper-scissors belongs in the game, but there needs to be a stable base that keeps the advantage gained by winning each round of pure RPS small enough to keep the overall result from being completely random once a basic level of skill is achieved.

It's not an easy balance to achieve, but they know it's important, and this is Blizzard. They're committed to the themes that make it distinctly Starcraft, and they'll keep tweaking things until it plays right, long after the release, however many months or years that takes.
I serve my houseguests slices of butter.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 12 2010 09:34 GMT
#79
On April 12 2010 15:25 xnub wrote:
Show nested quote +
On April 12 2010 14:32 0neder wrote:
So the siege tank is now more unique because it's totally useless?



Seige tank is crazy good and cool destroys zerg and terran ground /shrug. Its more the thor that is worthless. GooD vs mutas if you have one at each base .... oh and trying to cheese rush with one and win.


I can second this, I was 2v2'ing yesterday and I went tanks, marines on TZvTT, every time his army got near to the center of metalopolis, they got tanked into oblivion.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 12 2010 09:38 GMT
#80
On April 12 2010 18:32 Funchucks wrote:
Some element of rock-paper-scissors belongs in the game, but there needs to be a stable base that keeps the advantage gained by winning each round of pure RPS small enough to keep the overall result from being completely random once a basic level of skill is achieved.

What the f is an RPS?!!!

Revolutions per second?
Renewable portfolio standards?
Raytheon polar services?
Railway pension scheme?
Really powerful SHARC?
Reversible pilot seat?
Real property system?
Real person slash?
Requested payment service?
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-04-12 09:45:48
April 12 2010 09:42 GMT
#81
On April 12 2010 18:38 lolaloc wrote:
Show nested quote +
On April 12 2010 18:32 Funchucks wrote:
Some element of rock-paper-scissors belongs in the game, but there needs to be a stable base that keeps the advantage gained by winning each round of pure RPS small enough to keep the overall result from being completely random once a basic level of skill is achieved.

What the f is an RPS?!!!

Revolutions per second?
Renewable portfolio standards?
Raytheon polar services?
Railway pension scheme?
Really powerful SHARC?
Reversible pilot seat?
Real property system?
Real person slash?
Requested payment service?

An RPS is a...

Requested payment service for the Raytheon polar services that is a real property system implemented on top of the railway pension scheme that recently switched to renewable portfolio standards because their rotating folder organizer with a large number of revolutions per second caused a really powerful SHARC to complain about his reversible pilot seat so he began to real person slash.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
April 12 2010 09:59 GMT
#82
On April 12 2010 18:42 zomgzergrush wrote:
Show nested quote +
On April 12 2010 18:38 lolaloc wrote:
On April 12 2010 18:32 Funchucks wrote:
Some element of rock-paper-scissors belongs in the game, but there needs to be a stable base that keeps the advantage gained by winning each round of pure RPS small enough to keep the overall result from being completely random once a basic level of skill is achieved.

What the f is an RPS?!!!

Revolutions per second?
Renewable portfolio standards?
Raytheon polar services?
Railway pension scheme?
Really powerful SHARC?
Reversible pilot seat?
Real property system?
Real person slash?
Requested payment service?

An RPS is a...

Requested payment service for the Raytheon polar services that is a real property system implemented on top of the railway pension scheme that recently switched to renewable portfolio standards because their rotating folder organizer with a large number of revolutions per second caused a really powerful SHARC to complain about his reversible pilot seat so he began to real person slash.

that took you too long, I'm sure
roflflflfl nice one.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
norlock
Profile Joined March 2010
Netherlands918 Posts
April 12 2010 10:10 GMT
#83
Respond to my previous post! please
Are you human?
Titanidis
Profile Joined April 2006
Greece132 Posts
April 12 2010 10:15 GMT
#84
all of you criticising the way of blizzard development methods have you played the game?

I mean, sure its not balanced yet but its surely more entertaining AND more balanced than sc1 vanilla was in beta. This of course is a result of the evolution of rts gamers and ts knowledge but still...

(I don't even want to play the "sc1 was still being balanced years after its release" card)

Attica
Profile Joined February 2010
United States277 Posts
April 12 2010 10:23 GMT
#85
On April 12 2010 18:29 [DUF]MethodMan wrote:
I love how even low postcount users are complaining. Seriously, this can't be real.


So what? I person doesn't have a legitimate complaint unless he's posted on this specific website many times? Give me a break. I see plenty of posters here with over a 1000 posts and they are in Gold or lower. I don't want to hear it. This might come as a surprise to you but not everyone playing sc2 is from sc1. New game new people. You're probably one of those guys that pull out your "What's your Iccup rank?" card whenever I beat you like it holds some bearing in sc2. Just like you think how your 800+ posts regarding sc1 have any bearing on sc2 discussion.
Half
Profile Joined March 2010
United States2554 Posts
April 12 2010 10:28 GMT
#86
On April 12 2010 19:15 Titanidis wrote:
all of you criticising the way of blizzard development methods have you played the game?

I mean, sure its not balanced yet but its surely more entertaining AND more balanced than sc1 vanilla was in beta. This of course is a result of the evolution of rts gamers and ts knowledge but still...

(I don't even want to play the "sc1 was still being balanced years after its release" card)



Definitely. I don't think SC2 quite matches the epicness of BW pro gaming at its height, but compared to the SC beta? Pfft, its not even comparable. Their is potential, and were not going to see it realized for some time. Blizzards going to take a much more active role in balancing now that their an established company with near unlimited resources. Contribute, whine, GL, HF, and enjoy the ride ^_^.

And try not to hurt yourself in the process
Too Busy to Troll!
7mk
Profile Blog Joined January 2009
Germany10157 Posts
April 12 2010 10:35 GMT
#87
On April 12 2010 14:32 lolnoty wrote:
The quote in the OP is confusing when you read it and then look at the Zerg.


agreed ^^
beep boop
SmoKim
Profile Joined March 2010
Denmark10304 Posts
April 12 2010 10:39 GMT
#88
Pleasing the fans is the hardest and most ungrateful job in the world.

We are still in beta, things can change even when the game is released, no need to scream doom and gloom people.
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
Paladia
Profile Joined August 2003
802 Posts
April 12 2010 10:47 GMT
#89
Warpgates and gateways has already been nerfed so badly that it is very difficult to stop some of the other race rushes (such as the 3 minute Reaper rush). I don't see how they could nerf the timing of it even further without creating a huge imbalance in the opposite direction.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Paladia
Profile Joined August 2003
802 Posts
April 12 2010 10:50 GMT
#90
On April 12 2010 18:29 [DUF]MethodMan wrote:
I love how even low postcount users are complaining. Seriously, this can't be real.

I love how those recently registered are complaining (read: you), about people not spamming the boards as much as them.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
whiterabbit
Profile Joined June 2009
2675 Posts
April 12 2010 11:18 GMT
#91
Blah, tl;dr even if Dustin is damn hawt baldie.
NUTELLA y u no make me skinny?!?
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-12 12:01:34
April 12 2010 12:00 GMT
#92
Designing anything without a general direction or overarching purpose either turns it into an incoherent mess or turns it into something with a very homogeneous texture, so to speak. Hence, Protoss is no longer the most expensive/slow-to-produce race, Zerg is no longer the mass-units-quickly race, and Terran is no longer (viable as) the mixed bag of ultra-mobile glass-cannon bionic and slow-moving, powerful mech.

Instead, each race is composed of the basic unit (thankfully still characteristic of each race's ORIGINAL vision.) and mid-tier tank units, siege units, harass units, and anti-air units. Great, except they forgot something. They forgot to preserve each race's original vision in designing the units. They forgot to encourage armies that work through SYNERGY. Can you believe that they redesigned the Roach because fighting against it produced drastically different results if the units were microed versus if they were not microed? I thought micro was supposed to be a game-changing factor, not an afterthought? What went wrong?

No design template, that's what went wrong.
REEBUH!!!
Squeegy
Profile Joined October 2009
Finland1166 Posts
Last Edited: 2010-04-12 12:12:16
April 12 2010 12:11 GMT
#93
On April 12 2010 21:00 LunarC wrote:
Designing anything without a general direction or overarching purpose either turns it into an incoherent mess or turns it into something with a very homogeneous texture, so to speak. Hence, Protoss is no longer the most expensive/slow-to-produce race, Zerg is no longer the mass-units-quickly race, and Terran is no longer (viable as) the mixed bag of ultra-mobile glass-cannon bionic and slow-moving, powerful mech.

Instead, each race is composed of the basic unit (thankfully still characteristic of each race's ORIGINAL vision.) and mid-tier tank units, siege units, harass units, and anti-air units. Great, except they forgot something. They forgot to preserve each race's original vision in designing the units. They forgot to encourage armies that work through SYNERGY. Can you believe that they redesigned the Roach because fighting against it produced drastically different results if the units were microed versus if they were not microed? I thought micro was supposed to be a game-changing factor, not an afterthought? What went wrong?

No design template, that's what went wrong.


I can understand that decision because if it wasn't changed, then the newbs would cry about imbalance.

But then again, isn't that precisely what made lurkers so cool?
Stan: Dude, dolphins are intelligent and friendly. Cartman: Intelligent and friendly on rye bread with some mayonnaise.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 12 2010 12:13 GMT
#94
On April 12 2010 21:11 Squeegy wrote:
Show nested quote +
On April 12 2010 21:00 LunarC wrote:
Designing anything without a general direction or overarching purpose either turns it into an incoherent mess or turns it into something with a very homogeneous texture, so to speak. Hence, Protoss is no longer the most expensive/slow-to-produce race, Zerg is no longer the mass-units-quickly race, and Terran is no longer (viable as) the mixed bag of ultra-mobile glass-cannon bionic and slow-moving, powerful mech.

Instead, each race is composed of the basic unit (thankfully still characteristic of each race's ORIGINAL vision.) and mid-tier tank units, siege units, harass units, and anti-air units. Great, except they forgot something. They forgot to preserve each race's original vision in designing the units. They forgot to encourage armies that work through SYNERGY. Can you believe that they redesigned the Roach because fighting against it produced drastically different results if the units were microed versus if they were not microed? I thought micro was supposed to be a game-changing factor, not an afterthought? What went wrong?

No design template, that's what went wrong.


I can understand that decision because if it wasn't changed, then the newbs would cry about imbalance.

But then again, isn't that precisely what made lurkers so cool?

Same with DT's. THEY'RE PERMA-INVI FFS
Skaff
Profile Joined February 2010
United States240 Posts
April 12 2010 12:37 GMT
#95
Contrary to popular belief, there is no one standard way to create a game. Some of the more successful games have come from new approaches to the development process. So far I think it has worked out very well for them and the game that is coming out of it.
FrogOfWar
Profile Joined March 2010
Germany1406 Posts
April 12 2010 12:38 GMT
#96
On April 12 2010 21:00 LunarC wrote:
Designing anything without a general direction or overarching purpose either turns it into an incoherent mess or turns it into something with a very homogeneous texture, so to speak. Hence, Protoss is no longer the most expensive/slow-to-produce race, Zerg is no longer the mass-units-quickly race, and Terran is no longer (viable as) the mixed bag of ultra-mobile glass-cannon bionic and slow-moving, powerful mech.


Are they not? I think the Immortal, Void Ray, Collossus, Carrier, Mothership fit your description pretty well. Ok, you can speed things up using chrono boost, but since all races got their ways to speed up macro, the higher speed is a general feature of the game and as such doesn't change the relations between races. Zerg can mass up Zerglings or Roaches extremely quickly; because of the Queen even quicker than in BW. Zerg can make quick tech switches and suddenly take you apart with 25 mutalisks you didn't see coming (there are a lot of complaints about this). Also fits your description well. Concerning terran, I think it's clearly just the Marauder that doesn't fit. But that's really a Marauder problem and not a general problem. Generally, the difference between the bio and mech paths is clearly there.

I also would have preferred to hear from the lead designer that the design team has started their creative process with three different race characteristics instead of a "bunch" of individual units. But at the same time, since their task was not to design just something, but to design Protoss, Terran and Zerg units, their was no way for them not to think about the races when developing their ideas. One has to bear this in mind when commenting on the quote. And when you compare manoevering a Collossus that is protected by Stalkers with a MMM army with perhaps a couple of Siege Tanks or a bunch of Zerglings and Mutalisks darting around and harassing, I would say that these three kinds of armies are very different in character and gameplay.
KungKras
Profile Joined August 2008
Sweden484 Posts
Last Edited: 2010-04-12 20:19:47
April 12 2010 20:17 GMT
#97
"At the time, the Roach's regeneration was above ground and all the time. While I appreciated the unit for its simplicity in that role -- a constantly regenerating unit, kind of a Zerg Wolverine character, that was pretty fun -- it ultimately produced some very random results in battles. If the units randomly focus-fired on your Roaches in the correct way, and just by chance they happened to pick off one Roach at a time, then you would suddenly have a big victory against the Roach as opposed to if you let them attack move and they all picked their own targets and you got a little unlucky with the acquisition, then suddenly the Roaches would roll your units."

So the roaches were too skill-based so they dumbed them down.

I'm starting to get how they designed SC2.
"When life gives me lemons, I go look for oranges"
KungKras
Profile Joined August 2008
Sweden484 Posts
April 12 2010 20:23 GMT
#98
On April 12 2010 21:00 LunarC wrote:
Designing anything without a general direction or overarching purpose either turns it into an incoherent mess or turns it into something with a very homogeneous texture, so to speak. Hence, Protoss is no longer the most expensive/slow-to-produce race, Zerg is no longer the mass-units-quickly race, and Terran is no longer (viable as) the mixed bag of ultra-mobile glass-cannon bionic and slow-moving, powerful mech.

Instead, each race is composed of the basic unit (thankfully still characteristic of each race's ORIGINAL vision.) and mid-tier tank units, siege units, harass units, and anti-air units. Great, except they forgot something. They forgot to preserve each race's original vision in designing the units. They forgot to encourage armies that work through SYNERGY. Can you believe that they redesigned the Roach because fighting against it produced drastically different results if the units were microed versus if they were not microed? I thought micro was supposed to be a game-changing factor, not an afterthought? What went wrong?

No design template, that's what went wrong.


Quoted for truth.

This was exactly what was going through my head as I read the interview.
"When life gives me lemons, I go look for oranges"
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
April 12 2010 20:32 GMT
#99
On April 12 2010 17:45 Caphe wrote:
A long interview but with very little information. I feel like I was reading a advertising article.
Really, Mr. Browder you should read TL. In a long run SC2 is all about competitive online play, so we really do not care much about how you teach people into this game, If someone want to get good at the game, they will find a way to learn it.


You're right. We shouldn't be taught algebra or calculus or science. Sure, it took human history thousands of years to work out this stuff, but we can't possibly have people learning from that experience. If they really want it, they'll find a way to learn it, right?

Just because you figured it out for yourself doesn't mean that everyone should have to. And Blizzard spending some time trying to teach people how to play multiplayer is only a good thing. This expands the player base, allowing SC2 to be more widely played than SC1.

So the roaches were too skill-based so they dumbed them down.


That's not what he said. He was talking about what happened if two players A-moved into each other. The results were too random. It's not that he had a problem if one player micros; it's what happens if there is no micro. The result should be so determined by the vagaries of how the AI picks targets.

The result from two armies A-moving against each other should be fairly repeatable. If it's not, then there's a problem.

Also, Roaches themselves weren't skill-based in this implementation. It was fighting against them that required skill. I'm not sure having an A-move unit that says, "Micro or die!" to anything it comes across is a good idea.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 12 2010 20:34 GMT
#100
I'm a little bit confused about how he believes most Zerg units are microable? Especially in regards to his comment that you can overcome counters by microing them? Reminds me of a comment I heard on LzGamers stream. I think someone said, "Sure, like you can micro Mutas against Thors. You can take the Mutas and hide them in the corner. Hah! I beat your build, your Thor will never make it here!"
@DBWiggin, SC2 ref
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
April 12 2010 20:40 GMT
#101
On April 13 2010 05:34 w_Ender_w wrote:
I'm a little bit confused about how he believes most Zerg units are microable? Especially in regards to his comment that you can overcome counters by microing them? Reminds me of a comment I heard on LzGamers stream. I think someone said, "Sure, like you can micro Mutas against Thors. You can take the Mutas and hide them in the corner. Hah! I beat your build, your Thor will never make it here!"


There's a pretty good chance that this interview was taken pre-Thor buff.

It should also be noted that the Thor had AoE air attacks several times in its history. So this isn't the first time they've tried this.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Retsukage
Profile Blog Joined February 2008
United States1002 Posts
April 12 2010 20:54 GMT
#102
This interview is awesome

I love to hear that the dev team is scared shitless >
seriously though pretty good answers by dustin
To change is to improve, to change often is to be perfect - Winston Chruchill
UbiNax
Profile Joined February 2010
Denmark381 Posts
April 12 2010 20:58 GMT
#103
thanks.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 12 2010 21:01 GMT
#104
wow. possible warp gate nerf. wonderful /sarcasm
DiffyQ
Profile Joined April 2010
United States12 Posts
April 12 2010 21:01 GMT
#105
On April 12 2010 21:00 LunarC wrote:
Designing anything without a general direction or overarching purpose either turns it into an incoherent mess or turns it into something with a very homogeneous texture, so to speak. Hence, Protoss is no longer the most expensive/slow-to-produce race, Zerg is no longer the mass-units-quickly race, and Terran is no longer (viable as) the mixed bag of ultra-mobile glass-cannon bionic and slow-moving, powerful mech.

Instead, each race is composed of the basic unit (thankfully still characteristic of each race's ORIGINAL vision.) and mid-tier tank units, siege units, harass units, and anti-air units. Great, except they forgot something. They forgot to preserve each race's original vision in designing the units. They forgot to encourage armies that work through SYNERGY. Can you believe that they redesigned the Roach because fighting against it produced drastically different results if the units were microed versus if they were not microed? I thought micro was supposed to be a game-changing factor, not an afterthought? What went wrong?

No design template, that's what went wrong.


Not only do you end up with a lack of synergy between units in a race, creating a "mishmash" feel to each, but you also end up with units in hard and fast roles, completely inflexible in their use.

Take the reaper for instance. This is a unit that was clearly designed by the "make it cool" philosophy Browder laid out in the interview (let's give a marine a jet pack -- super cool!). The result is a unit with a single, hard and fast role - harassment - and no other use. Such a thing was virtually unknown in SC1. Some units were better at harass than others, but they were always adapted to that role, and they always had other roles they could fill as well. No so for the reaper - you would be foolish to try and work them into your main army after they are done harassing.

This design philosophy they have chosen has been visible from day 1, and is the fundamental problem with the game. (Almost) all the other issues people have with SC2 flow from it.
Spawkuring
Profile Joined July 2008
United States755 Posts
April 12 2010 21:01 GMT
#106
I think people are looking more into that statement than necessary.

My interpretation of it was basically: "The community will explore the game more in depth than we could ever hope to, so instead of trying to force a design plan and possibly hurt the strategic depth, let's just create a bunch of cool units and see how much depth they have when the players try them out, and tweak accordingly."

I don't really see it as a bad thing because personally I think it's better when the players make their own strategies rather than developers trying to force players into a certain strategy. People keep saying that the races in SC2 have no feel, but I find that to be utterly false. The only units in SC2 that don't really fit in are the Roach and Marauder.

The only real problem with this design philosophy is mostly due to the fact that Blizzard often has a lame sense of what's cool. I still don't see anything that's cool about the Mothership, or the way the Hellion looks, and let's not forget the infamous Soul Hunter. Maybe Blizzard should just pay more attention to what the community at large sees as cool rather than just themselves.
petered
Profile Joined February 2010
United States1817 Posts
April 12 2010 21:02 GMT
#107
On April 13 2010 05:34 w_Ender_w wrote:
I'm a little bit confused about how he believes most Zerg units are microable? Especially in regards to his comment that you can overcome counters by microing them? Reminds me of a comment I heard on LzGamers stream. I think someone said, "Sure, like you can micro Mutas against Thors. You can take the Mutas and hide them in the corner. Hah! I beat your build, your Thor will never make it here!"


Just because massed unit A can't beat massed unit B in a straight up fight doesn't mean that you can't over come a counter.

In BW a common response to a terran going mech was to mass mutas, even though goliaths are a counter to mutas in a straight up fight. they did this because the mutas had an insane mobility advantage and could beat a terran if you had good micro.
There is probably no way to micro mutas to beat thors straight up, but that doesn't mean it makes for an uninteresting fight.

Besides, in what situation would you mass mutas and not get a good number of zerglings and/or roaches? The existance of Thors does not neutralize mutas, despite them having a huge advantage in a fight.
This, my friends, is the power of the Shikyo Memorial for QQ therapy thread. We make the world a better place, one chainsaw massacre prevention at a time.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
April 12 2010 21:02 GMT
#108
I like the design approach taken for SC2. Cheers, Blizzard!
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
ikarigendo
Profile Joined December 2009
United States99 Posts
April 12 2010 21:52 GMT
#109
Make no mistake: all the stuff about being newbie friendly and slowly easing them into competitive 1v1 is VERY important for elite level pro-gaming at the highest levels.

The more people that play SC2, the more people will be interested to watch it, the more viewers and money there will be for tournaments and leagues. Furthermore, who knows where the next great RTS gamer will come from? Perhaps he is 10 years old right now and has never heard of Starcraft, but when it comes out he will try it out and get better and one day be a champ. Welcoming beginners widens the talent pool, and will eventually lead to better competition at the very top levels.
MarioMD
Profile Joined February 2010
United States22 Posts
April 12 2010 22:00 GMT
#110
I guess my issue with that design philosophy comes from several years of playing Magic.

If you don't know Magic is a card game with five colors of magic. Every color has a specific 'flavor' and style. You can do things with one color that may not be common for that color but if you do it always costs more mana to do it or it has some inherent weakness.

So things like cheap roaches in zerg seem to violate the philosophy. I like roaches I just don't think they should come so cheaply nor dominate the field of play.
Give a man a match and hell be warm for a minute, set a man on fire and he will be warm for the rest of his life.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 12 2010 23:28 GMT
#111
On April 13 2010 06:01 Spawkuring wrote:
I think people are looking more into that statement than necessary.

My interpretation of it was basically: "The community will explore the game more in depth than we could ever hope to, so instead of trying to force a design plan and possibly hurt the strategic depth, let's just create a bunch of cool units and see how much depth they have when the players try them out, and tweak accordingly."

I don't really see it as a bad thing because personally I think it's better when the players make their own strategies rather than developers trying to force players into a certain strategy. People keep saying that the races in SC2 have no feel, but I find that to be utterly false. The only units in SC2 that don't really fit in are the Roach and Marauder.

The only real problem with this design philosophy is mostly due to the fact that Blizzard often has a lame sense of what's cool. I still don't see anything that's cool about the Mothership, or the way the Hellion looks, and let's not forget the infamous Soul Hunter. Maybe Blizzard should just pay more attention to what the community at large sees as cool rather than just themselves.


I realize that (your interpretation) was the intention, but I'm saying that adding something to a race without taking overall race trends into consideration or overall trends in general into consideration makes for a lot of mixed results. Everyone knows how quickly games in Starcraft 2 can end, and Dustin Browder himself said that this was an unexpected result.

A factor to this is probably the speed at which races can gather resources and produced units that speeds up the game in general, courtesy of the macro mechanics. Sure they are cool and interesting and all, but with what effect? The Marauder and Roach are such hotly debated units that did not originally fill the roles they do today. Why are they forced into the roles that they currently take? Do we really want another "Dragoon" unit for each race?

I think it came to this because this sort of design process fails to consider holes in some areas of army composition that needed to be filled either because of the race or the opposing race. When you hand Protoss something like the Immortal and Warpgates, Terran is left not only outmuscled, but also outproduced. Thus a Marauder type unit is the easiest way to deal with that. Then, Zerg is left to deal with masses of units produced from the Warpgates and Marauders as well. The Roach is used to fill the same sort of role that the Marauder fills.

What SHOULD have taken place was careful consideration of how an element of the game would affect everything else and whether the other races have the ability to hold that element off. The Marauder is too survivable of a bionic unit, and the Roach is too survivable of a Zerg unit. But they are necessary, and that is where something is wrong. They shouldn't be as necessary as they are. This dynamic could have been avoided with more comprehensively thought-out designs, and certainly many of the units do not encourage players to control units to gain the best results so much as to build the right units and roll their opponents with little trouble because that was Blizzard's solution to perceived imbalances. Add advantages to a unit's health or attack instead of giving it a micro advantage without making it too survivable.
REEBUH!!!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-12 23:36:08
April 12 2010 23:35 GMT
#112
On April 12 2010 21:00 LunarC wrote:
Designing anything without a general direction or overarching purpose either turns it into an incoherent mess or turns it into something with a very homogeneous texture, so to speak. Hence, Protoss is no longer the most expensive/slow-to-produce race, Zerg is no longer the mass-units-quickly race, and Terran is no longer (viable as) the mixed bag of ultra-mobile glass-cannon bionic and slow-moving, powerful mech.

Instead, each race is composed of the basic unit (thankfully still characteristic of each race's ORIGINAL vision.) and mid-tier tank units, siege units, harass units, and anti-air units. Great, except they forgot something. They forgot to preserve each race's original vision in designing the units. They forgot to encourage armies that work through SYNERGY. Can you believe that they redesigned the Roach because fighting against it produced drastically different results if the units were microed versus if they were not microed? I thought micro was supposed to be a game-changing factor, not an afterthought? What went wrong?

No design template, that's what went wrong.


Nice post. I agree. This approach to design is at the root of so many of Starcrafts current problems. Nowhere is this more evident than macro.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 12 2010 23:36 GMT
#113
On April 13 2010 05:40 NicolBolas wrote:
Show nested quote +
On April 13 2010 05:34 w_Ender_w wrote:
I'm a little bit confused about how he believes most Zerg units are microable? Especially in regards to his comment that you can overcome counters by microing them? Reminds me of a comment I heard on LzGamers stream. I think someone said, "Sure, like you can micro Mutas against Thors. You can take the Mutas and hide them in the corner. Hah! I beat your build, your Thor will never make it here!"


There's a pretty good chance that this interview was taken pre-Thor buff.

It should also be noted that the Thor had AoE air attacks several times in its history. So this isn't the first time they've tried this.

Well, to be honest, there's not a lot of micro that could be done against the Thor pre-patch either. Due to its range the only types of micro were:
- Focus fire (lol)
- Keep out of range

But I mean, that's basically exactly the same as the situation against range upgraded goliaths in SC1 so it's not necessarily bad.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
April 12 2010 23:38 GMT
#114
Why are people bitching about roach/marauder/immortal still? I think has been dealt with.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 12 2010 23:43 GMT
#115
On April 13 2010 08:38 Pyrrhuloxia wrote:
Why are people bitching about roach/marauder/immortal still? I think has been dealt with.

It's not the actual units themselves so much as how the function within their respective races is turning out that I'm bitching about.
REEBUH!!!
r-eye
Profile Joined April 2010
Canada20 Posts
Last Edited: 2010-04-12 23:51:19
April 12 2010 23:50 GMT
#116
I think some of them are to much "original" and "creative" while all we want is the ultimate balanced RTS...again.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
April 12 2010 23:56 GMT
#117
On April 13 2010 06:01 Ryuu314 wrote:
wow. possible warp gate nerf. wonderful /sarcasm


This must have taken place a while back.

If one Protoss player goes three Gateways, the other Protoss player needs to go three Gateways to counter or he is hosed.


That hasn't been the case at all since that original warpgate nerf. Sentry defense into robo play rapes 3 gate.
Lollersauce
Profile Joined April 2010
United States357 Posts
April 13 2010 00:01 GMT
#118
On April 13 2010 06:01 Spawkuring wrote:
The only real problem with this design philosophy is mostly due to the fact that Blizzard often has a lame sense of what's cool. I still don't see anything that's cool about the Mothership, or the way the Hellion looks, and let's not forget the infamous Soul Hunter. Maybe Blizzard should just pay more attention to what the community at large sees as cool rather than just themselves.


Case in point: Roach.
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 13 2010 00:02 GMT
#119
On April 13 2010 05:40 NicolBolas wrote:
There's a pretty good chance that this interview was taken pre-Thor buff.

It should also be noted that the Thor had AoE air attacks several times in its history. So this isn't the first time they've tried this.


On April 13 2010 06:02 petered wrote:
Just because massed unit A can't beat massed unit B in a straight up fight doesn't mean that you can't over come a counter.

In BW a common response to a terran going mech was to mass mutas, even though goliaths are a counter to mutas in a straight up fight. they did this because the mutas had an insane mobility advantage and could beat a terran if you had good micro.
There is probably no way to micro mutas to beat thors straight up, but that doesn't mean it makes for an uninteresting fight.

Besides, in what situation would you mass mutas and not get a good number of zerglings and/or roaches? The existance of Thors does not neutralize mutas, despite them having a huge advantage in a fight.


I think both of you gentleman are focusing a bit too much on my joking quote from one of the LZGamers streamers. It's not a particular issue with just Mutas or something (though Thor's do pretty much make a 10-range square on the map a no-fly-zone for any number of Mutas). It's a pervasive issue with the entire race. I can micro my Speedlings because they are quick enough and it's useful. I can micro my Roaches using the burrow mechanic. That's just about it. Hydralisks seem to really fall the flattest, since they used to be a quick main army unit that I could dodge in and out of fire with (the same way Terran players use Marauders now, moving and shooting) but, like many Zerg units, they are so slow now that there is no advantage to micro beyond target fire or "run away, we're all dying!". There just aren't many options to scoot around and gain an advantage with Zerg in a fight (which is coincidently why many players think all Zerg does is a-move).
@DBWiggin, SC2 ref
Clow
Profile Blog Joined September 2008
Brazil880 Posts
April 13 2010 00:05 GMT
#120
They need more Zerg players on their team...
Interesting read, thanks for the link :>
(–_–) CJ Entusman #33
bEsT[Alive]
Profile Joined July 2009
606 Posts
April 13 2010 00:09 GMT
#121
I think Dustin got way too much sun.

How the heck can this guy be at the helm is beyond me.
If you obey all the rules you miss all the fun - Katharine Hepburn
Wintermute
Profile Joined March 2010
United States427 Posts
April 13 2010 00:23 GMT
#122
On April 12 2010 14:55 Badred wrote:
I wonder if that interview was done before or after the change in research time for warp gates, as some of the strategies he's describing do seem to be a few patches old.


Well since he says "we're going to make some changes" I assume it had to be before.

This interview seems to be actually quite old, done around the start or middle of march. Interesting though that even then they had some concept of the fact that they wanted to nerf roaches/hydras. That also sort of explains the baneling buff that no one really asked for, as a way to make those more of a "core" unit.

Kind of hilarious to see him say that zerg had too many units at points in development, because right now they feel like they are short about 2 units.
Don't let me say this, but you're no worse than me; it's crazy.
Wintermute
Profile Joined March 2010
United States427 Posts
April 13 2010 00:33 GMT
#123
On April 12 2010 17:45 Caphe wrote:
A long interview but with very little information. I feel like I was reading a advertising article.
Really, Mr. Browder you should read TL. In a long run SC2 is all about competitive online play, so we really do not care much about how you teach people into this game, If someone want to get good at the game, they will find a way to learn it.


It's a good thing for Blizzard that they don't take this short sighted view.
Don't let me say this, but you're no worse than me; it's crazy.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2010-04-13 00:42:07
April 13 2010 00:36 GMT
#124
On April 13 2010 08:50 r-eye wrote:
I think some of them are to much "original" and "creative" while all we want is the ultimate balanced RTS...again.


Well, yes balanced in the end- that's what the beta has been about (and the alpha for that matter.) But if your starting point is 'balance' there is no room for creative units- something that everyone was complaining about with the triad of marauder, roach, immortal. They were too strong (balance) but they were also a bland unit on their own (creativity).

Balancing is easy- just have your corresponding/ mirrored units on either side- like pretty much any other RTS- Warcraft II- Elven Rangers vs Troll Beserkers- one has a slight range advantage in range, the other in damage and healing. But basically the same unit with different art. Age of Empires, you have exact same units on either side, but some tech paths are denied. What's hard is balancing un-mirrored units. So the starting point has to be creativity, not balance.

Their method of going in all directions, having 18 units for the zerg and then trimming it down is simply how the creative process works. The sky is the limit for new ideas, churn them out and see how they works. Once you have the ideas, you can start trimming out the bad ideas/ unworkable ideas. It's the same for pretty much any creative process from writing to art. Ideas first, then revision and editing.

I really don't have a problem with Browder's comments at all.


On April 13 2010 09:33 Wintermute wrote:
Show nested quote +
On April 12 2010 17:45 Caphe wrote:
A long interview but with very little information. I feel like I was reading a advertising article.
Really, Mr. Browder you should read TL. In a long run SC2 is all about competitive online play, so we really do not care much about how you teach people into this game, If someone want to get good at the game, they will find a way to learn it.


It's a good thing for Blizzard that they don't take this short sighted view.

Have agree with Wintermute, the entry point into the game should never be the chokepoint- only mastery. Why you would want to make learning the game a difficult endeavor is beyond me.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
April 13 2010 00:37 GMT
#125
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
Lysis
Profile Joined October 2009
United States147 Posts
April 13 2010 00:52 GMT
#126
I personally am indifferent to the SC2 design team's methods of, well, design. They do what they do and we test it so they can tweak it. Also each race still has their "roles" from SC1. Zerg is the attack-move with a giant mass race (Reason: A lot of SC1 was heavily influenced by Warhammer 40k and vice versa. Take the Zergling for example. It is exactly like the Tyranid player's Hormagaunt: soak damage via mass so the Carnifex (Ultralisk) can get in and really mess up the other guy) Terran can go either mobile or slow push (Like the Space Marines) and the Protoss have a few but powerful units that cost a lot (no exact correlation in 40k but it lies somewhere split between the Eldar and the Tau). I feel that the design team has gotten these roles pretty much down (I still have a problem with the Roach but that's due to gameplay and not from a design standpoint) and that now is the fine-tuning stage of the beta.

Probably the one thing that should be happening is people should cease complaining and start thinking about how to play the game optimally.
SC2: Tavyr#340 -- Razer Mamba user -- Don't trust anyone who says Terran is imba.
OreoBoi
Profile Blog Joined December 2008
Canada1639 Posts
April 13 2010 01:03 GMT
#127
On April 13 2010 09:52 Lysis wrote:
I personally am indifferent to the SC2 design team's methods of, well, design. They do what they do and we test it so they can tweak it. Also each race still has their "roles" from SC1. Zerg is the attack-move with a giant mass race (Reason: A lot of SC1 was heavily influenced by Warhammer 40k and vice versa. Take the Zergling for example. It is exactly like the Tyranid player's Hormagaunt: soak damage via mass so the Carnifex (Ultralisk) can get in and really mess up the other guy) Terran can go either mobile or slow push (Like the Space Marines) and the Protoss have a few but powerful units that cost a lot (no exact correlation in 40k but it lies somewhere split between the Eldar and the Tau). I feel that the design team has gotten these roles pretty much down (I still have a problem with the Roach but that's due to gameplay and not from a design standpoint) and that now is the fine-tuning stage of the beta.

Probably the one thing that should be happening is people should cease complaining and start thinking about how to play the game optimally.


I see what you're saying, and I mostly agree with you except for one thing:

Your zerg view is completely wrong. Zerg in SC1 was never the attack-move race. There wasn't a real attack-move race in SC1. Some people will say it was protoss, but being good at protoss involved much more than 1a2a3a.
Also, your zergling and ultralisk example is completely wrong. The ultras tank damage for the cracklings, not the other way around. Cracklings do more damage than ultras since they can surround a lot better, but since they are weak, the ultras need to soak up damage.
WaveMotion
Profile Blog Joined January 2010
United States147 Posts
April 13 2010 01:05 GMT
#128
sweet interview. even something about the map editor. sick.
In heaven, everything is fine.
Lysis
Profile Joined October 2009
United States147 Posts
April 13 2010 01:19 GMT
#129
On April 13 2010 10:03 OreoBoi wrote:
Show nested quote +
On April 13 2010 09:52 Lysis wrote:
I personally am indifferent to the SC2 design team's methods of, well, design. They do what they do and we test it so they can tweak it. Also each race still has their "roles" from SC1. Zerg is the attack-move with a giant mass race (Reason: A lot of SC1 was heavily influenced by Warhammer 40k and vice versa. Take the Zergling for example. It is exactly like the Tyranid player's Hormagaunt: soak damage via mass so the Carnifex (Ultralisk) can get in and really mess up the other guy) Terran can go either mobile or slow push (Like the Space Marines) and the Protoss have a few but powerful units that cost a lot (no exact correlation in 40k but it lies somewhere split between the Eldar and the Tau). I feel that the design team has gotten these roles pretty much down (I still have a problem with the Roach but that's due to gameplay and not from a design standpoint) and that now is the fine-tuning stage of the beta.

Probably the one thing that should be happening is people should cease complaining and start thinking about how to play the game optimally.


I see what you're saying, and I mostly agree with you except for one thing:

Your zerg view is completely wrong. Zerg in SC1 was never the attack-move race. There wasn't a real attack-move race in SC1. Some people will say it was protoss, but being good at protoss involved much more than 1a2a3a.
Also, your zergling and ultralisk example is completely wrong. The ultras tank damage for the cracklings, not the other way around. Cracklings do more damage than ultras since they can surround a lot better, but since they are weak, the ultras need to soak up damage.


I see your point on the Zergling/Ultralisk example, but the reason it's like that is because the metagame evolved in such a way that the ideal roles for the units was reversed. A bit of personal opinion but a race that's called the Zerg Swarm should be really good at just swarming the opponent with masses of units and not have to deal with intense micromanagement such as Mutalisk stacking or the hold-position Lurker trick.
SC2: Tavyr#340 -- Razer Mamba user -- Don't trust anyone who says Terran is imba.
phexac
Profile Joined March 2004
United States186 Posts
April 13 2010 01:27 GMT
#130
On April 13 2010 09:52 Lysis wrote:
I personally am indifferent to the SC2 design team's methods of, well, design. They do what they do and we test it so they can tweak it. Also each race still has their "roles" from SC1. Zerg is the attack-move with a giant mass race (Reason: A lot of SC1 was heavily influenced by Warhammer 40k and vice versa. Take the Zergling for example. It is exactly like the Tyranid player's Hormagaunt: soak damage via mass so the Carnifex (Ultralisk) can get in and really mess up the other guy) Terran can go either mobile or slow push (Like the Space Marines) and the Protoss have a few but powerful units that cost a lot (no exact correlation in 40k but it lies somewhere split between the Eldar and the Tau). I feel that the design team has gotten these roles pretty much down (I still have a problem with the Roach but that's due to gameplay and not from a design standpoint) and that now is the fine-tuning stage of the beta.

Probably the one thing that should be happening is people should cease complaining and start thinking about how to play the game optimally.


Just a correction - in BW it's the ultras that soak up the damage so that zerglings can get in and "really mess up the other guy."
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 13 2010 01:32 GMT
#131
On April 13 2010 10:19 Lysis wrote:
Show nested quote +
On April 13 2010 10:03 OreoBoi wrote:
On April 13 2010 09:52 Lysis wrote:
I personally am indifferent to the SC2 design team's methods of, well, design. They do what they do and we test it so they can tweak it. Also each race still has their "roles" from SC1. Zerg is the attack-move with a giant mass race (Reason: A lot of SC1 was heavily influenced by Warhammer 40k and vice versa. Take the Zergling for example. It is exactly like the Tyranid player's Hormagaunt: soak damage via mass so the Carnifex (Ultralisk) can get in and really mess up the other guy) Terran can go either mobile or slow push (Like the Space Marines) and the Protoss have a few but powerful units that cost a lot (no exact correlation in 40k but it lies somewhere split between the Eldar and the Tau). I feel that the design team has gotten these roles pretty much down (I still have a problem with the Roach but that's due to gameplay and not from a design standpoint) and that now is the fine-tuning stage of the beta.

Probably the one thing that should be happening is people should cease complaining and start thinking about how to play the game optimally.


I see what you're saying, and I mostly agree with you except for one thing:

Your zerg view is completely wrong. Zerg in SC1 was never the attack-move race. There wasn't a real attack-move race in SC1. Some people will say it was protoss, but being good at protoss involved much more than 1a2a3a.
Also, your zergling and ultralisk example is completely wrong. The ultras tank damage for the cracklings, not the other way around. Cracklings do more damage than ultras since they can surround a lot better, but since they are weak, the ultras need to soak up damage.


I see your point on the Zergling/Ultralisk example, but the reason it's like that is because the metagame evolved in such a way that the ideal roles for the units was reversed. A bit of personal opinion but a race that's called the Zerg Swarm should be really good at just swarming the opponent with masses of units and not have to deal with intense micromanagement such as Mutalisk stacking or the hold-position Lurker trick.


So Zerg should be easier to play than the other races? Unit and army control should be an integral part to any race in Starcraft. It should be the same for Starcraft 2. That means good synergy between units should be established.
REEBUH!!!
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-13 01:55:51
April 13 2010 01:43 GMT
#132
On April 13 2010 09:36 Falling wrote:


I really don't have a problem with Browder's comments at all.


I would agree with you for the most part except his total nonsensical incoherent dialogue about protoss proxy gateways. I'm hoping he was just really nervous, Interviews can be pretty stressful.

Otherwise...

~_~

I think the issue is that blizzard made units that were originally cool, and then they were unworkable, and instead of scrapping them, they tried to balance them, gradually making them lose more and more of their identity.

See: thors, roaches, Mothership. These have been problematic because their role has been heavily changed while the developers still attempt to cling to their no longer valid flavor. While the units the that have been imo, relatively balanced and well liked have maintained a consistent role throughout the game. IE: Stalkers, Vikings, Banshees, Ravens, Ghosts, all of these units have been able to maintain their role.
Too Busy to Troll!
Crisium
Profile Blog Joined February 2010
United States1618 Posts
April 13 2010 01:56 GMT
#133
Depressing interview. This is what they get for getting Dustin Browder. The only logical conclusion to hiring him would be Command and Craft 2. Why couldn't Blizzard see this?
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 13 2010 01:59 GMT
#134
On April 13 2010 09:37 iG.ClouD wrote:
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness

Really? That sounds almost crazy enough to be an error in translation O_O

Marauders are so tiltingly good vs Thors t.t
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Half
Profile Joined March 2010
United States2554 Posts
April 13 2010 01:59 GMT
#135
On April 13 2010 10:56 Crisium wrote:
Depressing interview. This is what they get for getting Dustin Browder. The only logical conclusion to hiring him would be Command and Craft 2. Why couldn't Blizzard see this?


Then why is this design philosophy the easily observable antithesis to the unit structure of LoTR Battle for middle earth? (Which he played a heavy role in designing, much moreso then he did in CC in which he played a less major role)

Too Busy to Troll!
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
Last Edited: 2010-04-13 02:02:17
April 13 2010 02:02 GMT
#136
On April 13 2010 10:59 FrozenArbiter wrote:
Show nested quote +
On April 13 2010 09:37 iG.ClouD wrote:
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness

Really? That sounds almost crazy enough to be an error in translation O_O

Marauders are so tiltingly good vs Thors t.t

He said he builds Thors to counter marauder/banshee combo. Cool stuff :p
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 13 2010 02:02 GMT
#137
Now don't rip on Dustin Browder. He's done a good job, considering that there was generally a lack of understanding in how Starcraft 1 was played at high levels. However, throughout the development period they should have had all of the design staff take a look at what made Starcraft 1 tick so that they could incorporate the basic designs and gameplay structure into Starcraft 2. And I'm talking about very general trends, not specifics. If the specifics aligned with the trends, then you could have a different game that functioned similarly to the original.
REEBUH!!!
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
April 13 2010 02:08 GMT
#138
On April 13 2010 11:02 LunarC wrote:
Now don't rip on Dustin Browder. He's done a good job, considering that there was generally a lack of understanding in how Starcraft 1 was played at high levels. However, throughout the development period they should have had all of the design staff take a look at what made Starcraft 1 tick so that they could incorporate the basic designs and gameplay structure into Starcraft 2. And I'm talking about very general trends, not specifics. If the specifics aligned with the trends, then you could have a different game that functioned similarly to the original.

They just needed to hire great, smart players to balance the game. It just seems they don't understand much of what they are doing. The part where the pylon is the weak point of a proxy gate rush made me rofl so bad. Any above average player would target the gateways unless the probe is dead, which is very unlikely in the vast majority of these games.
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 13 2010 02:10 GMT
#139
On April 13 2010 11:02 iG.ClouD wrote:
Show nested quote +
On April 13 2010 10:59 FrozenArbiter wrote:
On April 13 2010 09:37 iG.ClouD wrote:
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness

Really? That sounds almost crazy enough to be an error in translation O_O

Marauders are so tiltingly good vs Thors t.t

He said he builds Thors to counter marauder/banshee combo. Cool stuff :p

Well, to be fair, if he builds tanks with the thors it's not terrible I mean, it's the only alternative to building vikings >_<

It's annoyingly immobile, but if you manage to scrounge up the gas for some point defense drones it's pretty strong vs that combo~~
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-13 02:17:22
April 13 2010 02:11 GMT
#140
On April 13 2010 10:59 FrozenArbiter wrote:
Show nested quote +
On April 13 2010 09:37 iG.ClouD wrote:
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness

Really? That sounds almost crazy enough to be an error in translation O_O

Marauders are so tiltingly good vs Thors t.t


lol, its kinda disturbing, he said something along those lines, but not quite. He basically says he likes to use Thors in TvT to help kill banshees, vikings, and marauder, not that the thor counters banshees, vikings, and maruader.


http://www.gamestar.de/interviews/2313674/starcraft_2_p5.html

Yes. Or if you were mean you could call it the »super goliath«, because it's a very powerful anti-air weapon. I build it for a couple of reasons. I'm using it largely against other Terran players where its all-round nature helps me against marauders and banshees which are a pretty significant threat in Terran versus Terran games. I have also gotten some use out of the Thor against Zerg opponents who go for Roaches and Mutalisks. Because the Thor's powerful cannons can break a roach line and its anti-air-missiles can thrash a Mutalisk threat. But when I'm facing a lot of Zerglings or a lot of marines or a large force of zealots and immortals, I'm not feeling a lot of love for the Thor. Still, it's got a lot of uses. So if you have a lot of factory units and a lot of money, it's never a bad idea to build some Thors.


He isn't suggesting you use it as a counter. I mean, it isn't super eloquently worded, but It isn't zomg wtf is he talking about if you view it in correct context. He isn't even saying build thors if they get marauder and banshees, he saying Thors are pretty decent if they have marauders and banshees if you have "A lot of factory units and a lot of money"

I'd say thats fair.
Too Busy to Troll!
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
April 13 2010 02:17 GMT
#141
On April 13 2010 11:10 FrozenArbiter wrote:
Show nested quote +
On April 13 2010 11:02 iG.ClouD wrote:
On April 13 2010 10:59 FrozenArbiter wrote:
On April 13 2010 09:37 iG.ClouD wrote:
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness

Really? That sounds almost crazy enough to be an error in translation O_O

Marauders are so tiltingly good vs Thors t.t

He said he builds Thors to counter marauder/banshee combo. Cool stuff :p

Well, to be fair, if he builds tanks with the thors it's not terrible I mean, it's the only alternative to building vikings >_<

It's annoyingly immobile, but if you manage to scrounge up the gas for some point defense drones it's pretty strong vs that combo~~

Seems quite farfetched yet it's such a late game and complex option I don't really think it was what he was talking about. Anyway of course I hope I'm wrong, but these new patches are just not what we would expect from Blizzard.
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-13 02:25:51
April 13 2010 02:18 GMT
#142
On April 13 2010 11:17 iG.ClouD wrote:
Show nested quote +
On April 13 2010 11:10 FrozenArbiter wrote:
On April 13 2010 11:02 iG.ClouD wrote:
On April 13 2010 10:59 FrozenArbiter wrote:
On April 13 2010 09:37 iG.ClouD wrote:
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness

Really? That sounds almost crazy enough to be an error in translation O_O

Marauders are so tiltingly good vs Thors t.t

He said he builds Thors to counter marauder/banshee combo. Cool stuff :p

Well, to be fair, if he builds tanks with the thors it's not terrible I mean, it's the only alternative to building vikings >_<

It's annoyingly immobile, but if you manage to scrounge up the gas for some point defense drones it's pretty strong vs that combo~~

Seems quite farfetched yet it's such a late game and complex option I don't really think it was what he was talking about. Anyway of course I hope I'm wrong, but these new patches are just not what we would expect from Blizzard.


I don't know what we'd expect from blizzard. From the WC3 beta, they were literally just DOING THINGS just to do things with no rationale and analysis behind them.

I mean, we got a steam engine where you could put riflemen in. wtf.

SC1 was created based on completely batshit racial balancing that would have been derided by the competitive community for being counter competitive.

Stuff just works out.

I'm not saying you should stop criticizing design, but the actual method of desighn is fine imo. Making games to be balanced is stupid. Making games to be awesome then balancing is correct regardless of whether your making a competitive game or a casual game.
Too Busy to Troll!
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
April 13 2010 02:22 GMT
#143
On April 13 2010 10:56 Crisium wrote:
Depressing interview. This is what they get for getting Dustin Browder. The only logical conclusion to hiring him would be Command and Craft 2. Why couldn't Blizzard see this?

*whine whine bitch whine no constructive criticism*
Great post right there.

On April 13 2010 11:08 iG.ClouD wrote:
Show nested quote +
On April 13 2010 11:02 LunarC wrote:
Now don't rip on Dustin Browder. He's done a good job, considering that there was generally a lack of understanding in how Starcraft 1 was played at high levels. However, throughout the development period they should have had all of the design staff take a look at what made Starcraft 1 tick so that they could incorporate the basic designs and gameplay structure into Starcraft 2. And I'm talking about very general trends, not specifics. If the specifics aligned with the trends, then you could have a different game that functioned similarly to the original.

They just needed to hire great, smart players to balance the game. It just seems they don't understand much of what they are doing. The part where the pylon is the weak point of a proxy gate rush made me rofl so bad. Any above average player would target the gateways unless the probe is dead, which is very unlikely in the vast majority of these games.

Balancing the game is easy when you have as much info as Blizzard does, as far as damage and health numbers are concerned. Is X race winning too often in matchup Y by massing Z unit? Nerf unit Z, you're done. It doesn't take a rocket scientist or a progamer to figure that out- however, you need actual game designers to figure out stuff like, which units to include in the game? Which abilities to give them? What build time should they have?

As to attacking the Gateways... you're just dead wrong there. Why kill two buildings with 1000 health apiece when you can kill one pylon with 400 health?
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
lossofmercy
Profile Joined March 2010
United States29 Posts
Last Edited: 2010-04-13 02:30:35
April 13 2010 02:29 GMT
#144
This makes me appreciate the design of SC more. Not so much SC II.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-13 02:52:54
April 13 2010 02:52 GMT
#145
They should have focused on making the dynamics between each matchup as interesting and varied as possible and then designed units around that paradigm. Instead, they designed interesting and varied units that eventually lost sight of their original design and had to be nerfed or buffed into a different role for the sake of balance.

This detrimental and often homogenizing effect occurs often when there is no overall design goal to work with.
REEBUH!!!
BabelFish
Profile Joined March 2010
United States14 Posts
Last Edited: 2010-04-13 03:16:52
April 13 2010 03:13 GMT
#146
I'm pretty sure this interview was done before the patch that changed warp gate research times. The changes just fit too well with exactly what he was talking about to be coincidence.

And as other people have said, sites will sometimes sit on content for a good while as buffer for the news doldrums.
lossofmercy
Profile Joined March 2010
United States29 Posts
April 13 2010 03:31 GMT
#147
This detrimental and often homogenizing effect occurs often when there is no overall design goal to work with.

Yeah, this is it. Its frustrating the way he said it, as there probably was more thought and planning in the process.

Its fine that most people talk about balancing, but that is not what is necessary. If you make all races play the same way, then you will achieve balance. Very critical that you don't get to this. With a good design, you don't have to worry about such things.

I also don't think it is critical for them to really achieve A level proficiency in their game, and even "misunderstand," that is make units and abilities that are really difficult to account for in a high level game (like the investment in queen). Because it was designed around a general idea of spellcasters, that is massive game changing abilities with casting, which was taken to the edge by the players. Its fine if few units become obsolete with these design ideas, as long as there exists the understanding of what they expect out of the game.
Spawkuring
Profile Joined July 2008
United States755 Posts
April 13 2010 03:38 GMT
#148
On April 13 2010 11:52 LunarC wrote:
They should have focused on making the dynamics between each matchup as interesting and varied as possible and then designed units around that paradigm. Instead, they designed interesting and varied units that eventually lost sight of their original design and had to be nerfed or buffed into a different role for the sake of balance.

This detrimental and often homogenizing effect occurs often when there is no overall design goal to work with.


I don't think that's necessarily a bad design process. To be honest, I don't think having a pre-determined plan would have helped out any simply because it would have been reiterated a hundred times anyway. With a complex series like Starcraft, I don't think there's really a way to plan it out other than just the basics since a lot of the design in SC1 only worked by pure accident.

The problem is that Blizzard never seems to be able to bite the bullet and axe a unit if it isn't working out. For whatever reason, Blizzard seems to absolutely love units like the Thor, Mothership, and Roach. And despite the increasingly clear evidence that they don't have a defined role, Blizzard still fights tooth and nail to keep them in the game. It only gets worse when you consider how Blizzard is even starting to play up these units as mascots of their respective races. The Collector's Edition has a feature purely for the Thor, then you have that Mothership short story and what I'm sure will be a major role this unit will have in the campaign, and I wouldn't be the least bit surprised if there was something in the game that basically brags about how awesome the Roach is. Maybe I'm wrong about this, but I definitely do think this theory has some validity.

It's kind of a shame since we're too far in beta to change anything now. Blizzard says that they're willing to remove/add units as necessary, but I honestly doubt that they're really being honest with that. I can almost guarantee that no unit will be dropped even if it were unanimously hated by the community. Oh well, maybe the expansions will help.
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
April 13 2010 03:54 GMT
#149

As to attacking the Gateways... you're just dead wrong there. Why kill two buildings with 1000 health apiece when you can kill one pylon with 400 health?


Huh? That just goes to show you are equally as unaware as dustin lol. In sc1 any decent player would ignore the pylon simply because if the probe is alive, he can just make 2 or even 3 pylons next to the one you are killing, and they will certainly morph before you have a chance at doing ANY DAMAGE at all.

You target the gateways (typically with workers and your initial attacking units) hoping to kill it before his first zealot pops out. If not, you target the zealot till it dies, and attack the gateways again.

If you read carefully, he stated if the probe is still alive, you don't target the pylon. If the probe is dead, and there is only 1 pylon, then certainly you kill it.

The point cloud is making is that he thinks some balancers don't understand these concepts, and can't read that deep into strategy.
Wintermute
Profile Joined March 2010
United States427 Posts
April 13 2010 04:15 GMT
#150
On April 13 2010 12:54 eXigent. wrote:
Show nested quote +

As to attacking the Gateways... you're just dead wrong there. Why kill two buildings with 1000 health apiece when you can kill one pylon with 400 health?


Huh? That just goes to show you are equally as unaware as dustin lol. In sc1 any decent player would ignore the pylon simply because if the probe is alive, he can just make 2 or even 3 pylons next to the one you are killing, and they will certainly morph before you have a chance at doing ANY DAMAGE at all.



I'm not going to argue with you about what a decent SC1 player would or wouldn't do. A decent SC2 player would kill the pylon if possible.

SC2 pylons don't have as many HP as SC1 pylons, and if he makes 2-3 more pylons, it's still easier to kill all of them than even one gateway. Whether or not he still has a probe nearby is irrelevant.
Don't let me say this, but you're no worse than me; it's crazy.
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
Last Edited: 2010-04-13 04:27:33
April 13 2010 04:21 GMT
#151
On April 13 2010 13:15 Wintermute wrote:
Show nested quote +
On April 13 2010 12:54 eXigent. wrote:

As to attacking the Gateways... you're just dead wrong there. Why kill two buildings with 1000 health apiece when you can kill one pylon with 400 health?


Huh? That just goes to show you are equally as unaware as dustin lol. In sc1 any decent player would ignore the pylon simply because if the probe is alive, he can just make 2 or even 3 pylons next to the one you are killing, and they will certainly morph before you have a chance at doing ANY DAMAGE at all.



I'm not going to argue with you about what a decent SC1 player would or wouldn't do. A decent SC2 player would kill the pylon if possible.

SC2 pylons don't have as many HP as SC1 pylons, and if he makes 2-3 more pylons, it's still easier to kill all of them than even one gateway. Whether or not he still has a probe nearby is irrelevant.

Killing the gateway ensures it won't be producing anything anymore, while going for pylons won't stop zealot production by any mean. Which one is better?
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
Wintermute
Profile Joined March 2010
United States427 Posts
April 13 2010 04:31 GMT
#152
On April 13 2010 13:21 iG.ClouD wrote:
Show nested quote +
On April 13 2010 13:15 Wintermute wrote:
On April 13 2010 12:54 eXigent. wrote:

As to attacking the Gateways... you're just dead wrong there. Why kill two buildings with 1000 health apiece when you can kill one pylon with 400 health?


Huh? That just goes to show you are equally as unaware as dustin lol. In sc1 any decent player would ignore the pylon simply because if the probe is alive, he can just make 2 or even 3 pylons next to the one you are killing, and they will certainly morph before you have a chance at doing ANY DAMAGE at all.



I'm not going to argue with you about what a decent SC1 player would or wouldn't do. A decent SC2 player would kill the pylon if possible.

SC2 pylons don't have as many HP as SC1 pylons, and if he makes 2-3 more pylons, it's still easier to kill all of them than even one gateway. Whether or not he still has a probe nearby is irrelevant.

Killing the gateway ensures it won't be producing anything anymore, while going for pylons won't stop zealot production by any mean. Which one is better?


Killing the pylons will stop production. and then you can kill the gateways unopposed.
Don't let me say this, but you're no worse than me; it's crazy.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 13 2010 04:54 GMT
#153
On April 13 2010 13:31 Wintermute wrote:
Show nested quote +
On April 13 2010 13:21 iG.ClouD wrote:
On April 13 2010 13:15 Wintermute wrote:
On April 13 2010 12:54 eXigent. wrote:

As to attacking the Gateways... you're just dead wrong there. Why kill two buildings with 1000 health apiece when you can kill one pylon with 400 health?


Huh? That just goes to show you are equally as unaware as dustin lol. In sc1 any decent player would ignore the pylon simply because if the probe is alive, he can just make 2 or even 3 pylons next to the one you are killing, and they will certainly morph before you have a chance at doing ANY DAMAGE at all.



I'm not going to argue with you about what a decent SC1 player would or wouldn't do. A decent SC2 player would kill the pylon if possible.

SC2 pylons don't have as many HP as SC1 pylons, and if he makes 2-3 more pylons, it's still easier to kill all of them than even one gateway. Whether or not he still has a probe nearby is irrelevant.

Killing the gateway ensures it won't be producing anything anymore, while going for pylons won't stop zealot production by any mean. Which one is better?


Killing the pylons will stop production. and then you can kill the gateways unopposed.

Only if the probe that can warp in additional pylons is also dead. If not, then you need to target the Gateways.
REEBUH!!!
Wintermute
Profile Joined March 2010
United States427 Posts
April 13 2010 05:07 GMT
#154
On April 13 2010 13:54 LunarC wrote:
Show nested quote +
On April 13 2010 13:31 Wintermute wrote:
On April 13 2010 13:21 iG.ClouD wrote:
On April 13 2010 13:15 Wintermute wrote:
On April 13 2010 12:54 eXigent. wrote:

As to attacking the Gateways... you're just dead wrong there. Why kill two buildings with 1000 health apiece when you can kill one pylon with 400 health?


Huh? That just goes to show you are equally as unaware as dustin lol. In sc1 any decent player would ignore the pylon simply because if the probe is alive, he can just make 2 or even 3 pylons next to the one you are killing, and they will certainly morph before you have a chance at doing ANY DAMAGE at all.



I'm not going to argue with you about what a decent SC1 player would or wouldn't do. A decent SC2 player would kill the pylon if possible.

SC2 pylons don't have as many HP as SC1 pylons, and if he makes 2-3 more pylons, it's still easier to kill all of them than even one gateway. Whether or not he still has a probe nearby is irrelevant.

Killing the gateway ensures it won't be producing anything anymore, while going for pylons won't stop zealot production by any mean. Which one is better?


Killing the pylons will stop production. and then you can kill the gateways unopposed.

Only if the probe that can warp in additional pylons is also dead. If not, then you need to target the Gateways.


Did I miss some development where pylons are free and warp in instantly?
Don't let me say this, but you're no worse than me; it's crazy.
zizzefex
Profile Joined March 2010
Canada34 Posts
April 13 2010 05:30 GMT
#155
On April 13 2010 10:59 Half wrote:

Then why is this design philosophy the easily observable antithesis to the unit structure of LoTR Battle for middle earth? (Which he played a heavy role in designing, much moreso then he did in CC in which he played a less major role)



Wait, he was a major part of BFME? That piece of crap game that was a complete waste of everyone's money who bought it. For those who thankfully didn't waste their money, BFME 2 had a great looking demo so much so that you thought the game would be the next big thing. The units were somewhat unique and a unique economy that looked like it promoted spreading out and fighting at multiple fronts.

Then you bought it and saw the worst multiplayer experience ever. Completely uneven maps (one side could have twice the starting resources, using SC2 terms one side would have double the starting gas/minerals as the other guy.... plus a freakin wall the other guy didn't have). Bad patch after bad patch after bad patch. Basically everything after the demo was complete crap.

You can tell when people who are in charge of balance don't play the game. You see wtf after wtf in consecutive patches.

Now I'm having second thoughts on if I really will buy the game lol.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 13 2010 05:55 GMT
#156
On April 13 2010 14:07 Wintermute wrote:
Show nested quote +
On April 13 2010 13:54 LunarC wrote:
On April 13 2010 13:31 Wintermute wrote:
On April 13 2010 13:21 iG.ClouD wrote:
On April 13 2010 13:15 Wintermute wrote:
On April 13 2010 12:54 eXigent. wrote:

As to attacking the Gateways... you're just dead wrong there. Why kill two buildings with 1000 health apiece when you can kill one pylon with 400 health?


Huh? That just goes to show you are equally as unaware as dustin lol. In sc1 any decent player would ignore the pylon simply because if the probe is alive, he can just make 2 or even 3 pylons next to the one you are killing, and they will certainly morph before you have a chance at doing ANY DAMAGE at all.



I'm not going to argue with you about what a decent SC1 player would or wouldn't do. A decent SC2 player would kill the pylon if possible.

SC2 pylons don't have as many HP as SC1 pylons, and if he makes 2-3 more pylons, it's still easier to kill all of them than even one gateway. Whether or not he still has a probe nearby is irrelevant.

Killing the gateway ensures it won't be producing anything anymore, while going for pylons won't stop zealot production by any mean. Which one is better?


Killing the pylons will stop production. and then you can kill the gateways unopposed.

Only if the probe that can warp in additional pylons is also dead. If not, then you need to target the Gateways.


Did I miss some development where pylons are free and warp in instantly?


When somebody is committed to proxy gateways, they will continue to produce/cancel pylons as needed. They have a steady stream of minerals and pylons are relatively cheap. They also warp in much faster than Gateways, whereas a couple workers can deal significant damage to a Gateway with sustained attack. Then once your own basic units are out, you can finish off the Gateways relatively quickly. If you are busy going from pylon to pylon and try to take them down instead, the Gateways will warp in at full health, by which point they will start to produce Zealots.
REEBUH!!!
Wintermute
Profile Joined March 2010
United States427 Posts
Last Edited: 2010-04-13 06:04:20
April 13 2010 06:03 GMT
#157
On April 13 2010 14:55 LunarC wrote:
Show nested quote +
On April 13 2010 14:07 Wintermute wrote:
On April 13 2010 13:54 LunarC wrote:
On April 13 2010 13:31 Wintermute wrote:
On April 13 2010 13:21 iG.ClouD wrote:
On April 13 2010 13:15 Wintermute wrote:
On April 13 2010 12:54 eXigent. wrote:

As to attacking the Gateways... you're just dead wrong there. Why kill two buildings with 1000 health apiece when you can kill one pylon with 400 health?


Huh? That just goes to show you are equally as unaware as dustin lol. In sc1 any decent player would ignore the pylon simply because if the probe is alive, he can just make 2 or even 3 pylons next to the one you are killing, and they will certainly morph before you have a chance at doing ANY DAMAGE at all.



I'm not going to argue with you about what a decent SC1 player would or wouldn't do. A decent SC2 player would kill the pylon if possible.

SC2 pylons don't have as many HP as SC1 pylons, and if he makes 2-3 more pylons, it's still easier to kill all of them than even one gateway. Whether or not he still has a probe nearby is irrelevant.

Killing the gateway ensures it won't be producing anything anymore, while going for pylons won't stop zealot production by any mean. Which one is better?


Killing the pylons will stop production. and then you can kill the gateways unopposed.

Only if the probe that can warp in additional pylons is also dead. If not, then you need to target the Gateways.


Did I miss some development where pylons are free and warp in instantly?


When somebody is committed to proxy gateways, they will continue to produce/cancel pylons as needed. They have a steady stream of minerals and pylons are relatively cheap. They also warp in much faster than Gateways, whereas a couple workers can deal significant damage to a Gateway with sustained attack. Then once your own basic units are out, you can finish off the Gateways relatively quickly. If you are busy going from pylon to pylon and try to take them down instead, the Gateways will warp in at full health, by which point they will start to produce Zealots.


It's still not clear to me how the gateways are going to warp in any units when they don't have power. Every time a pylon goes down, that's -100 minerals and a lack of power.

Of course I would attack a gateway that already exists vs attacking a pylon thats still warping in, but given a choice of a full health pylon and a full health gateway, I'd kill the pylon, because even if he has 2-3 of them. they're still easier to kill than gateways, and once they're dead, the gateways are effectively dead until he builds more pylons.

Don't let me say this, but you're no worse than me; it's crazy.
TFlame
Profile Joined March 2010
United States25 Posts
April 13 2010 07:17 GMT
#158
lol that quote made my stomach churn
You yarg and you blarg and you end up with shyarg.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 13 2010 07:22 GMT
#159
On April 12 2010 19:10 norlock wrote:
Respond to my previous post! please


haha someone acknowledge meeeee!!! >_<
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
TerranUp16
Profile Joined March 2010
United States88 Posts
April 13 2010 09:01 GMT
#160
On April 13 2010 09:36 Falling wrote:Balancing is easy- just have your corresponding/ mirrored units on either side- like pretty much any other RTS- Warcraft II- Elven Rangers vs Troll Beserkers- one has a slight range advantage in range, the other in damage and healing. But basically the same unit with different art. Age of Empires, you have exact same units on either side, but some tech paths are denied. What's hard is balancing un-mirrored units. So the starting point has to be creativity, not balance.

Their method of going in all directions, having 18 units for the zerg and then trimming it down is simply how the creative process works. The sky is the limit for new ideas, churn them out and see how they works. Once you have the ideas, you can start trimming out the bad ideas/ unworkable ideas. It's the same for pretty much any creative process from writing to art. Ideas first, then revision and editing.

I really don't have a problem with Browder's comments at all.


Eh... You're taking a very specific example and then generalizing it. That is, you're taking the example of where developers want to have a sizable amount of very easily balanceable factions- they don't care too much about the factions being unique and in some ways they don't even want them to be too unique because they want players to be able to keep track of the differences- and then you're saying that is the *only* alternative to Dustin Browder's proposal for designing RTS factions/units. That's rather far from the truth.

The more common starting point for a game that aspires to have a few unique races is to determine defining characteristics of each race- what makes them different and in what ways do they/should they feel unique? This process does generally involve having some basic concept of a generic race that perhaps one of your races will fulfill or perhaps none of them will, but either way this generic race has the basics of what all of your races can have in a rather plain fashion. This race is never detailed, but the broad view of it, the economic methodologies, basic unit requirements, basic tech requirements, etc... are glossed over. From this base, creating your races is an additive, subtractive, and substitutional process.

This is just one method, but we can explore where it leads us for a bit. Taking StarCraft, we can see that all races share the same, basic economic model where there are two types of resources on the map and expensive, command structures allow harvesters/workers to return those resources for usage. In their harvesting roles, the workers are identical. However, workers can also construct buildings, and here they diverge, giving each race a different feel. Drones' sacrificing of themselves to construct structures is offset by their production methodology which allows them to be produced more rapidly (alternately, the sacrificing of Drones offsets Zerg's production methodology to minimize their immediate potential to gain an undue economic advantage). Along parallel lines, Zerg's pruduction is streamlined to their command structures (Hatcheries) to minimize the amount of Drones they need to sacrifice to produce units and tech up. Chicken and egg scenario (shrug). Meanwhile, Terran and Protoss workers have their own construction quirks to further racial identity.

Looking at the first tier of combat units we have Zerglings, Zealots, and Marines. All three are very different but fill the same initial role of being the first combat units out the door, requiring no gas to produce. Terrans prove very different here because their starting combat unit is ranged and it immediately begins to establish their identity as having copious glass cannons (the Medic was added in Brood War to extend the utility of these particular glass cannons beyond the early game). Also noteworthy is that the SCV's extra health was not only to cover for that the SCV was the only worker that needed to remain alive throughout a structure's construction in order to complete, but also because Terrans have no access to a melee combat unit until the Firebat (which requires gas) and by amping the SCV's (non-free-regenerable) health it can be used as necessary to protect the glass cannon Marines at the expense of not being used to mine/construct (so we can already see that the increased health SCVs have is synergistic in three ways- whether this actually happened by chance or by design we don't care because if we're looking at actually designing the Terrans, these are racial identity questions that we want to ask and solve- we want to ask, "How should our workers for this race construct buildings? Should workers for this race be more or less viable in combat than workers of another race? How does this race handle hp regeneration, and knowing that how do we want this unit to handle hp regen?"). With the Zergling, we get a more "standard" starting unit that is melee, cheap, and relatively weak. However, we see that this fits the Zerg race well because it produces quickly and is nicely massable and thus uniquely fills our requirements for the race's starting combat unit. And finally we have the Zealot, which to fulfill the racial vision for the Protoss needs to be expensive but powerful, so it ends up costing twice as much as the "generic" unit here but it has quite a bit more durability and attack power than its cousins. It's quite notable that we could consider a Zealot to be an expensive, suped-up Zergling to which many here will reel with horror again, but that's all it really is when we look at its stats, but when we put those stats in context we find it to be a rather wholly different unit. However, it's not particularly "cool" or overwhelmingly "unique", it just fulfills a role for the Protoss army in a "Protss-y" manner.

We could go through all of the units in StarCraft, but that would be a rather long post

It may be a bit more helpful though to take a brief look at a completely different game. Dawn of War 2 (oh no, more squeals of horror!) homoginizes its races a fair bit more than StarCraft does as DoW 2 (Dawn of War 2) seeks to streamline the macro components of its game mechanics, leaving all races with rather identical macro mechanics and tech trees. This rather harshly simplifies the more overarching elements of racial identity that StarCraft draws from, and thus much more emphasis is placed on the units (on a side note, I will say that DoW 2 has nowhere near the macro depth of SC or SC2, but the macro depth it does have is sufficient for its purposes- the lack of base-building is not much of an issue as it makes up for it in other ways and it does specifically put more emphasis on micro than macro as well as much of its macro resulting from micro)- and the setting is the Warhammer 40,000 universe, so the races really do need to feel and play very differently for the game to have any chance of successfully representing its source material.

DoW 2 solves its problems by keeping a loose structure for the units of all of its races, to the point where Relic really doesn't seem to care that the Predator Tank is more or less present in Space Marines, Orks, and Chaos Space Marines. The loose structure provides a base for balance, as well as base for Relic to craft the method in which each race fulfills its roles. Space Marines have no T1 melee unit (I consider Assault Space Marines T1.5 because they require a sizable amount of power; for those not familiar with DoW 2, power functions somewhat similar to Vespene as the secondary resource that plays a big role in teching and sustaining advanced units) but they compensate for this with a very durable T1 staple ranged unit (Tactical Space Marines) and a fast T1 support ranged unit that can be upgraded to provide substantial microable counters to melee units (Shotguns and/or frag grenades). On the other hand, Orks have a pretty standard T1 set-up with two staple units, the melee Sluggas and ranged Shootas. Sluggas get their twist by being extremely powerful and durable in melee combat and being rather cheaply reinforcable, and they're downright deadly in numbers. Shootas on the other hand are pretty weak ranged units, but in large numbers and well-upgraded they can be dangerous (rarely ever a threat to Tactical Space Marines though) to many units from many races- they represent the wonky kinda glass cannon side of Orks despite that cannon isn't super powerful with enough of them it could be just powerful enough maybe while Sluggas are the more durable, in-your-face side.

However, the remaining three races have a similar T1 set-up, as Eldar have Guardians and Banshees (ranged and melee respectively), while Tyranids have Hormagaunts and Termagaunts (melee and ranged respectively), and Chaos have Heretics and Chaos Space Marines (melee and ranged respectively). The cost differences between these are far less drastic than the cost differences between Zerglings and Zealots, but nonetheless Hormagaunts control, feel, and are used much differently than Ork Sluggas, proving quite less durable but more lethal when they are in a winning battle. Howling Banshees for Eldar are similar in this respect, but more able to stand and fight yet being more expensive and glass cannon-y. The only two unit sets that really feel at all similar are Shootas and Termagaunts and Space Marines and Chaos Space Marines- the latter two are obvious but while they start similarly, they diverge a fair bit in the later game while Shootas and Termagaunts tend to differ a fair bit less on a unit level but diverge more on a racial level as other units and race elements (for example the very powerful Nob leaders that can be added to Shoota squads while Termagaunts rely on ranged synapse to provide this buff; this reflects Orks as still being a somewhat mass-y race but being stronger than Tyranids individually while the Tyranids rely more on thier hive/swarm style) combine to diverge them.

The core of the above point though about DoW 2 is that when looking at even the most basic units, they're all very similar in role, but they nonetheless *feel* different and further the uniqueness of their race.

And the point of all of that in relation to StarCraft 2 is that units do not need to be any less unique because they began their lives as just roles for a faction rather than as completely "unique and awesome units". When starting from the basis of the role, we pretty much know that a unit is going to work, and that it's just a matter of tweaking and tuning that particular unit to feel unique and different and to further the race's identity in a balanced way.

Now, it is also noteworthy that Blizzard's method of creating units first and then slapping them into the races and putting them through a trial by fire can produce the same results, and perhaps even better results because you may find that you can get away with some unique concepts that through a more traditional, "safer" development model you would have discarded. The key though is that you have to commit to this, "shotgun design", as NicolBolas I believe put it. For it to work, you need to accept that it's only a little better than using Random Sort on a list (for those who don't know what that is, imagine that you have all 26 letters of the alphabet in a line but they're out of order and you need to sort them so that they are in the proper order; with Random Sort, you basically just move a random letter to the first slot, another random letter to the second slot from the remaining letters, etc... until every slot has gotten its random letter; you then check it and if you sorted correctly then woohoo you're done; if not you do it again; Random Sort could potentially sort the letters properly the very first time it's run... or it could be run an infinite number of times and never work because it's completely random; shotgun design is slightly better than Random Sort because you are bringing some foreknowledge into your design and that will influence what you do, but it's still not nearly as consistent as coming in with a proper plan; however, like with Random Sort, it could work the very first time you try it or it could take thousands of tries to get it right), and you need to stick with it. If something isn't working, you have to be prepared to completely scrap it and try again.

The problem, again as others in this thread have recognized, is that Blizzard is not really following this method of design. They are putting firing limits on their shotgun and restricting its targets. For some reason or another, they are marking various units as "safe" and are focusing in on trying to balance those units rather than just scrapping them and trying a completely new design. Some balancing is fine and even necessary, but we're literally seeing units such as the Roach, Marauder, Thor, Mothership, etc... being completely transformed in the balancing process. They're really not the same units anymore, and yet in the process of being transformed, they haven't really been crafted to be "unique" or "awesome" either. Instead they've lost a lot of their "uniqueness" and "awesomeness" and this is why, when you're going to be doing a lot of balancing like this, you don't necessarily want the units to be "unique" and "awesome" to start with because it's much easier to add those elements in after the core elements of the units have been balanced. However, as mentioned, Blizzard's design style is *supposed* to sidestep this because the second a unit starts receiving major revisions, it should be completely redesigned and overhauled from the ground-up.

On top of Blizzard haivng taken a liking to the Thor, Mothership, Roach, Marauder, etc... they also seem to be struggling with an identity crisis of trying to make SC2 appear different from SC1 as much as they possibly can without making it too different. This is leading them to plant their heals on issues such as the Hydralisk being in T2 instead of T1/T1.5, which in turn is forcing them to cram what had been a unique unit into a void left by the Hydralisk, to fulfill a decent set of its roles despite that the Hydralisk still exists. Imo, moving the Hydralisk back down to T1.5 and rebalancing it for that as well (for the inevitable complaint about Hellions, consider that you'll be able to get more Hydralisks out earlier and that if you don't over-clump your Hydralisks and that if you leverage Hydralisks' range to force Hellions to move into range of Spine Crawlers in order to attack your Hydralisks [and you consider Spine Crawlers' ability to... crawl... so they can temporarily block ramps as necessary] I think you'll find that you can micro your way out of Hellion harass which I think is what we wall really want since that makes the game more entertaining to watch and more entertaining to play), and then moving Roaches up to T2 and rebalancing them for a less-massable role there would allow Roaches to resume many of their "unique" and "awesome" design elements, but Blizzard seems to refuse doing this and instead is intent on nerfing Roaches into a proper, massable T1/T1.5 role that is completely not what they were originally designed for.
Orders, Sir! Ready to roll out!
Eury
Profile Joined December 2008
Sweden1126 Posts
April 13 2010 09:36 GMT
#161
Can people stop being whining cry babies? The game is extremely balanced for being a beta, and the beta isn't even over yet.

So far I'm extremely impressed with what Dustin and co have done, and a ton of people are enjoying the game. If you aren't having any fun then just don't play the game.

Now, if you want to provide constructive criticism then that's fine, but whining about Dustin Browder and Command Conquer should be bannable as it doesn't add anything other than annoying whining.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
April 13 2010 09:45 GMT
#162
On April 13 2010 18:36 Eury wrote:
Can people stop being whining cry babies? The game is extremely balanced for being a beta, and the beta isn't even over yet.

So far I'm extremely impressed with what Dustin and co have done, and a ton of people are enjoying the game. If you aren't having any fun then just don't play the game.

Now, if you want to provide constructive criticism then that's fine, but whining about Dustin Browder and Command Conquer should be bannable as it doesn't add anything other than annoying whining.

This is a forum and the whole point is to discuss things and voice opinion. Obviously you can go too far when you start having a go for no reason.

I'm enjoying the beta a lot but the truth is it wasn't created for "esports" which is what the majority of TL would have wanted. At least he's honest and admits that, but when you come to look at a lot of the problems with the match-ups they boil down to decisions that just weren't thought through.
"this would be fun" is a good way to make a casual game, but it's not a good way to make a competitive game. Of course they still have time to rectify the mistakes.
Don't hate the player - Hate the game
Thug[ro]
Profile Joined October 2005
Romania340 Posts
April 13 2010 09:53 GMT
#163
nice job blizzard
it's like im watching Seinfeld - a show about nothing - great ideea to make RTS games
i'm not saying that i dont like the game but seriously it needs alot of changes and i dont see how they can make it in time
still i hope....

and plz add music for obs/referees whatever..
z]Benny
Profile Joined April 2006
Romania253 Posts
April 13 2010 09:56 GMT
#164
This is obviously an old interview that they got around posting it just now, seeing how Browder talks about the 3warp gate rush that will be nerfed.
Eury
Profile Joined December 2008
Sweden1126 Posts
Last Edited: 2010-04-13 10:06:27
April 13 2010 10:00 GMT
#165
On April 13 2010 18:45 Klive5ive wrote:
Show nested quote +
On April 13 2010 18:36 Eury wrote:
Can people stop being whining cry babies? The game is extremely balanced for being a beta, and the beta isn't even over yet.

So far I'm extremely impressed with what Dustin and co have done, and a ton of people are enjoying the game. If you aren't having any fun then just don't play the game.

Now, if you want to provide constructive criticism then that's fine, but whining about Dustin Browder and Command Conquer should be bannable as it doesn't add anything other than annoying whining.

This is a forum and the whole point is to discuss things and voice opinion. Obviously you can go too far when you start having a go for no reason.

I'm enjoying the beta a lot but the truth is it wasn't created for "esports" which is what the majority of TL would have wanted. At least he's honest and admits that, but when you come to look at a lot of the problems with the match-ups they boil down to decisions that just weren't thought through.
"this would be fun" is a good way to make a casual game, but it's not a good way to make a competitive game. Of course they still have time to rectify the mistakes.


As I said constructive criticism is welcomed, but most of the posting in this thread have been more ranting than anything else. That's just a waste of everyone's time.

Btw how do you think original Starcraft was created? "Fun" is the game design philosophy Blizzard have always designed around. E-sports barely existed as a concept when Starcraft was created, a lot less dedication was paid to the competitive crowd in the creation of Starcraft than in Starcraft 2.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2010-04-13 10:14:07
April 13 2010 10:06 GMT
#166
On April 13 2010 18:01 TerranUp16 wrote:
Eh... You're taking a very specific example and then generalizing it. That is, you're taking the example of where developers want to have a sizable amount of very easily balanceable factions-

.
.
.
.
.

rebalancing them for a less-massable role there would allow Roaches to resume many of their "unique" and "awesome" design elements, but Blizzard seems to refuse doing this and instead is intent on nerfing Roaches into a proper, massable T1/T1.5 role that is completely not what they were originally designed for.


Somehow I feel your post was unnecessarily long...

I would not say that I was excluding other methods of creating unique gameplay whether creatively or balanced. I was however, responding to comment that was dismissing Blizzard's efforts to find creative gameplay because supposedly all that matters is balance. Balance does matter, and for a beta SCII is incredibly balanced, but creativity matters too. People seemed to be freaking out that Blizzard was trying to make creative units, whereas I thought it was rather natural, given that they were making a new game.

You could argue that another method is better then Blizzards method (Your very detailed DoW2 example). But I'm suggesting that people shouldn't be freaking out on the specific wording of Browder's comments. He's giving the general arc of their development process, but there would be all sorts of nuances to their development process.

I don't deny that they may hang on to units when they could be axed, but I just don't understand this latest freak out.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Adama
Profile Joined March 2010
Spain18 Posts
April 13 2010 10:09 GMT
#167
How is people complaining about sc2 development process?

They are a group of world class game engineers, programers, artist and thinking tanks. They are a lot of them, they are well payed for what they do, and probably they like what they do. Also, they have been working on this project for years.

How can you dare to question such a basic and fundamental aspect of their work as their methods? Have you produced many videogames? Are you Miyamoto, Kojima, Newell? WTF do you know.

FFS GUYS, think ahead. You need a really strong argument to say "They are doing it wrong", not some forum thesis. The most funy thing, you do it based on 6 lines of Dustin words. facepalm.
Fizban140
Profile Joined March 2010
Korea (South)129 Posts
April 13 2010 10:10 GMT
#168
Wasn't the new Command and Conquer developed for esports? I am glad SC2 was not.
Lollersauce
Profile Joined April 2010
United States357 Posts
April 13 2010 10:23 GMT
#169
On April 13 2010 19:09 Adama wrote:
How is people complaining about sc2 development process?

They are a group of world class game engineers, programers, artist and thinking tanks. They are a lot of them, they are well payed for what they do, and probably they like what they do. Also, they have been working on this project for years.

How can you dare to question such a basic and fundamental aspect of their work as their methods? Have you produced many videogames? Are you Miyamoto, Kojima, Newell? WTF do you know.

FFS GUYS, think ahead. You need a really strong argument to say "They are doing it wrong", not some forum thesis. The most funy thing, you do it based on 6 lines of Dustin words. facepalm.


Welcome to the real world, where talent is a rare commodity and not everyone with experience or getting paid well is actually that talented. Dustin does seems pretty clueless.
TerranUp16
Profile Joined March 2010
United States88 Posts
April 13 2010 10:28 GMT
#170
On April 13 2010 19:06 Falling wrote:Somehow I feel your post was unnecessarily long...

I would not say that I was excluding other methods of creating unique gameplay whether creatively or balanced. I was however, responding to comment that was dismissing Blizzard's efforts to find creative gameplay because supposedly all that matters is balance. Balance does matter, and for a beta SCII is incredibly balanced, but creativity matters too. People seemed to be freaking out that Blizzard was trying to make creative units, whereas I thought it was rather natural, given that they were making a new game.

You could argue that another method is better then Blizzards method (Your very detailed DoW2 example). But I'm suggesting that people shouldn't be freaking out on the specific wording of Browder's comments. He's giving the general arc of their development process, but there would be all sorts of nuances to their development process.

I don't deny that they may hang on to units when they could be axed, but I just don't understand this latest freak out.


Yeah, I tend to take a small thing as a launching point and then to use that to make some bigger point/cover some bigger topic. My apologies if it felt like I was harping a bit too much on what you said.

Anyway, yeah I definitely agree that the game is plenty balanced, particularly for a beta (given that Relic severely broke DoW 2's balance while improving nearly all aspects of gameplay with the Chaos Rising expansion and just fixed that a little less than a month later with 2.2, I definitely appreciate the job Blizzard has done with balancing, although it is well interesting to note that Relic was willing to let balance drift off for a short bit knowing they could eventually bring it back in line to improve the game).

I'm just still concerned that... it just isn't as fun as SC1 was nor as exciting to watch even, despite that some additional experimentation and a few key changes could really fix that, but Blizzard seems to be pretty locked-in with where they're going atm. As I was saying in my original post, it's not so much that shotgun design is bad (provided you have the resources/time/etc to pull it off) but rather that Blizzard seems to be backing off from it now but not really replacing it with traditional design either and that seems to be leaving serious issues with the game's design and long-term eSport, spectator, and even gameplay viability (or, in fewer words, it seems like SC2 could be a vastly superior product if Blizzard were more open to refining it a lot more- for example, even as a Terran I'd be far more interested in Roaches that could make increased use of burrowed movement to pose ninja threats to my Tank lines and etc).
Orders, Sir! Ready to roll out!
Ghardo
Profile Blog Joined September 2004
Germany1685 Posts
Last Edited: 2010-04-13 10:29:36
April 13 2010 10:29 GMT
#171
did you include april 12 in the title to make sure people don't mistake it for an april's fool?

when one looks at the roach (which may have been a very unique unit once) and now compares it to hydras it's the exact opposite of what bowder says: they took a unit with a distinct role and standardized it so far that we now have two units with similarly unimpressive "a click range" roles.
Lollersauce
Profile Joined April 2010
United States357 Posts
April 13 2010 10:34 GMT
#172
Yeah, the roach is pretty much the epitome of bad design.
Now unless they actually do make drastic changes which everyone seems to agree is very unlikely, we're stuck with at least 2 superunits available at tier1. Yeehaw.
Boundz(DarKo)
Profile Joined March 2009
5311 Posts
April 13 2010 11:35 GMT
#173
My thoughts of SC2 after reading the interview and this entire thread: Start over again, dear Blizzard.

Sidenote: I don't have beta.
bEsT[Alive]
Profile Joined July 2009
606 Posts
April 13 2010 11:44 GMT
#174
On April 13 2010 11:08 iG.ClouD wrote:
Show nested quote +
On April 13 2010 11:02 LunarC wrote:
Now don't rip on Dustin Browder. He's done a good job, considering that there was generally a lack of understanding in how Starcraft 1 was played at high levels. However, throughout the development period they should have had all of the design staff take a look at what made Starcraft 1 tick so that they could incorporate the basic designs and gameplay structure into Starcraft 2. And I'm talking about very general trends, not specifics. If the specifics aligned with the trends, then you could have a different game that functioned similarly to the original.

They just needed to hire great, smart players to balance the game. It just seems they don't understand much of what they are doing. The part where the pylon is the weak point of a proxy gate rush made me rofl so bad. Any above average player would target the gateways unless the probe is dead, which is very unlikely in the vast majority of these games.


I'm still waiting for a news post stating Sean Plott, or Victor Goossens has been picked up by Blizzard as a balance tester.
If you obey all the rules you miss all the fun - Katharine Hepburn
Fizban140
Profile Joined March 2010
Korea (South)129 Posts
April 13 2010 12:01 GMT
#175
They have good testers, look at CGM and KHB.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
April 13 2010 12:06 GMT
#176
Interesting units and the best they came up with was roach / hydra / stalker / marauder / a HEALING DROPSHIP (what were they smoking)?

Nice one
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
Lollersauce
Profile Joined April 2010
United States357 Posts
April 13 2010 12:21 GMT
#177
It will be kind of sad if at release it's more fun to play a SC2 BW mod than the actual new game. But hey, whatever.
TerranUp16
Profile Joined March 2010
United States88 Posts
April 13 2010 12:24 GMT
#178
On April 13 2010 21:06 SubtleArt wrote:
Interesting units and the best they came up with was roach / hydra / stalker / marauder / a HEALING DROPSHIP (what were they smoking)?

Nice one


Eh, to be perfectly fair, I kinda like the Medivac, xD In particular, when I am meching it gives my poor little Barracks a use, to create some Marines that I can eventually load into a Medivac along with some Tanks and the Medivacs will help boost my little Marines to help protect the Tanks.

I do have a couple of kinda sorta issues with them though in that infantry Medics were a little more interesting from a micro standpoint because of their utility as makeshift walls and they were lower in the tech tree and I think the lack of them in that spot of the tech tree is helping to spur the "need" for Marauders.
Orders, Sir! Ready to roll out!
Crisium
Profile Blog Joined February 2010
United States1618 Posts
April 13 2010 13:04 GMT
#179
So they make cool units, regardless of the balance. This gets Roaches with rapid healing, Reapers that throw D8 Charges, Mothership with Planet Cracker, etc. Then the plan is to let gameplay and time balance it out. Blizzard seemed to think that balance would be adjusting HP, damage, costs, build time, etc. But instead balancing lead to making the "cool" units very uninteresting. Roach is just a cheap Tank, Reapers D8 is now only against buildings and makes the unit harass only, Mothership is just a big, slow, expensive, powerful Arbiter.

The cool is gone, but the units are still there, boring and all.

I think SC1 took a similar approach, but kept the cool in because they weren't so pressed for balance right away (think 1998). That allowed us to have cool things with crazy micro such as Reavers, Vultures (with and without mines), "invincible" M&M balls vs nearly instant-marine-killing Lurkers. People would cry IMBA today and we would lose them.

Does anyone think Colossus Micro is as exciting as Reaver? Can Hellions even compare to Vultures? They have to stop to attack (balance).

Where are the imba spells of SC1, such as Irridate (delay kill almost any Zerg unit, and splash damage), Spawn Broodling (instant kill many units), and anything the Defiler has. Seriously - consider the Defiler on paper. It's way too good. Sacrifice a few 25 mineral units and you can spam countless Plagues that reduce units with a couple hundred HP to 1. Or spam countless Dark Swarms against Terrans who can only send in weak firebats or use splash damage. These Imba spells do not exist in SC2 because out of the fear of balance. I'd rather they did, because they are cool and can be managed by strategy and/or patches instead of outright removal.
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
Lollersauce
Profile Joined April 2010
United States357 Posts
April 13 2010 13:10 GMT
#180
I for one think the Colossus is a very complex unit that is definitely more interesting than the Reaver and that Hellions are undoubtedly cooler than Vulture on top of looking downright awesome.

+ Show Spoiler +
jk, crisium is right on the spot
Fizban140
Profile Joined March 2010
Korea (South)129 Posts
April 13 2010 13:14 GMT
#181
On April 13 2010 22:04 Crisium wrote:
So they make cool units, regardless of the balance. This gets Roaches with rapid healing, Reapers that throw D8 Charges, Mothership with Planet Cracker, etc. Then the plan is to let gameplay and time balance it out. Blizzard seemed to think that balance would be adjusting HP, damage, costs, build time, etc. But instead balancing lead to making the "cool" units very uninteresting. Roach is just a cheap Tank, Reapers D8 is now only against buildings and makes the unit harass only, Mothership is just a big, slow, expensive, powerful Arbiter.

The cool is gone, but the units are still there, boring and all.

I think SC1 took a similar approach, but kept the cool in because they weren't so pressed for balance right away (think 1998). That allowed us to have cool things with crazy micro such as Reavers, Vultures (with and without mines), "invincible" M&M balls vs nearly instant-marine-killing Lurkers. People would cry IMBA today and we would lose them.

Does anyone think Colossus Micro is as exciting as Reaver? Can Hellions even compare to Vultures? They have to stop to attack (balance).

Where are the imba spells of SC1, such as Irridate (delay kill almost any Zerg unit, and splash damage), Spawn Broodling (instant kill many units), and anything the Defiler has. Seriously - consider the Defiler on paper. It's way too good. Sacrifice a few 25 mineral units and you can spam countless Plagues that reduce units with a couple hundred HP to 1. Or spam countless Dark Swarms against Terrans who can only send in weak firebats or use splash damage. These Imba spells do not exist in SC2 because out of the fear of balance. I'd rather they did, because they are cool and can be managed by strategy and/or patches instead of outright removal.

Because a unit is balanced it is no longer fun or interesting? So you are saying that for the game to be interesting it has to be unbalanced?
SubtleArt
Profile Blog Joined January 2010
2710 Posts
April 13 2010 13:19 GMT
#182
On April 13 2010 22:14 Fizban140 wrote:
Show nested quote +
On April 13 2010 22:04 Crisium wrote:
So they make cool units, regardless of the balance. This gets Roaches with rapid healing, Reapers that throw D8 Charges, Mothership with Planet Cracker, etc. Then the plan is to let gameplay and time balance it out. Blizzard seemed to think that balance would be adjusting HP, damage, costs, build time, etc. But instead balancing lead to making the "cool" units very uninteresting. Roach is just a cheap Tank, Reapers D8 is now only against buildings and makes the unit harass only, Mothership is just a big, slow, expensive, powerful Arbiter.

The cool is gone, but the units are still there, boring and all.

I think SC1 took a similar approach, but kept the cool in because they weren't so pressed for balance right away (think 1998). That allowed us to have cool things with crazy micro such as Reavers, Vultures (with and without mines), "invincible" M&M balls vs nearly instant-marine-killing Lurkers. People would cry IMBA today and we would lose them.

Does anyone think Colossus Micro is as exciting as Reaver? Can Hellions even compare to Vultures? They have to stop to attack (balance).

Where are the imba spells of SC1, such as Irridate (delay kill almost any Zerg unit, and splash damage), Spawn Broodling (instant kill many units), and anything the Defiler has. Seriously - consider the Defiler on paper. It's way too good. Sacrifice a few 25 mineral units and you can spam countless Plagues that reduce units with a couple hundred HP to 1. Or spam countless Dark Swarms against Terrans who can only send in weak firebats or use splash damage. These Imba spells do not exist in SC2 because out of the fear of balance. I'd rather they did, because they are cool and can be managed by strategy and/or patches instead of outright removal.

Because a unit is balanced it is no longer fun or interesting? So you are saying that for the game to be interesting it has to be unbalanced?


He might be referring to the concept where they make everything so imbalanced that the game is balanced
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 13 2010 13:21 GMT
#183
On April 13 2010 22:19 SubtleArt wrote:
He might be referring to the concept where they make everything so imbalanced that the game is balanced

You have to destroy certain scientific laws before you can imbalance everything.
-Iron-
Profile Joined April 2010
Germany27 Posts
April 13 2010 13:22 GMT
#184
On April 13 2010 22:04 Crisium wrote:The cool is gone, but the units are still there, boring and all.

Yeah I think that too. In my opinion the mothership was much cooler at the beginning but now after it lost nearly all of his abilities it's no longer that special.
I also liked the Thor in its original form, when it had this devastating "shoot the shit out of this area" ability and it was even bigger and looked mightier.
And finally they completely removed the Lurker WTF?
I understand that these things were perhaps imba but removing cool abilities and units in order to balance is not the right way. I guess if they wanted they would have found another possibilty.
Terran are the most volatile romp n' stomp habanero chili boomshakalaka slam dunk descendants from Spartan warriors while drinking blood of roman gladiators bad ass race out there. If you don't play Terran you can never call yourself a real man. - Mentat
Skaff
Profile Joined February 2010
United States240 Posts
April 13 2010 14:27 GMT
#185
On April 13 2010 19:23 Lollersauce wrote:
Show nested quote +
On April 13 2010 19:09 Adama wrote:
How is people complaining about sc2 development process?

They are a group of world class game engineers, programers, artist and thinking tanks. They are a lot of them, they are well payed for what they do, and probably they like what they do. Also, they have been working on this project for years.

How can you dare to question such a basic and fundamental aspect of their work as their methods? Have you produced many videogames? Are you Miyamoto, Kojima, Newell? WTF do you know.

FFS GUYS, think ahead. You need a really strong argument to say "They are doing it wrong", not some forum thesis. The most funy thing, you do it based on 6 lines of Dustin words. facepalm.


Welcome to the real world, where talent is a rare commodity and not everyone with experience or getting paid well is actually that talented. Dustin does seems pretty clueless.


Way to dismiss a valid post with some quick whit. Yes, there are a lot of idiots in the real world and no one can argue that. However Blizzard is not some run of the mill company that anyone to get into. In the industry they are a very sought after place to work for which gives them pretty much the free will to choose the best of the best. True that not everyone that gets past this selection is going to be brilliant but I think there track record shows that they have a clue to what is going on.

I am sure some of you have realized that SC1 got to where it was at by enduring a long process of development, patching, community feedback and dumb luck. I have no issues with early phases of the design having as few restrictions as possible. Down the road this stuff can get honed down and adjusted. I personally think that SC2 is slowly taking shape and will do the series justice. Sadly the community is split and thats going to be the nature of things. I personally think some of the haters are holding onto the tits of Starcraft1 and must realize that nothing will make them happy.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 13 2010 14:33 GMT
#186
Before I say anything, I think the Starcraft 2 developers have done an awesome job and that their new game engine is a pristine example of modern graphical techniques. They are professionals and they are definitely good at what they do.

That being said, I don't quite agree with making the choice to conceptually design the units independently of one another. As I've pointed out before, you begin with an incoherent mass of units per race before balancing begins, and then as you go you are forced to take measures to alter certain units in the face of other units. What I'm saying is that design becomes too unit-centric rather than army-centric. Eventually, certain units will be forced to perform similar roles within each race in similar ways, and despite Blizzard's best efforts to try and make each unit as unique as possible, they tend to become rather homogenous in function and use.

Why is this the case? Well this occurs when there is no design template or some over-arching rule for each race from a design standpoint. Units simply end up in certain roles, and more often than not these roles become rather similar. Also, the introduction of many new mechanics that speed up unit production drastically often create situations where armies cannot hold off other armies simply because there are too many strong opposing units. You create the need for a unit that can soak damage around early-mid game. So you do that. Then what happens? Similarity of roles. Similarity of function. They try to distinguish each by numbers, but none of them have a mechanical requirement to them.

That's the real question here. Should units distinguish themselves solely through how they function on paper or when they are actively controlled. Previous units that required special control (Reaver, Lurker, Mutalisk, Tank, Vulture) produced PHENOMENALLY different results when controlled and most even REQUIRED extra control to be even REMOTELY effective. Races were completely imbalanced on paper, considering how little damage Terran and Zerg units did versus how much punishment Protoss units could deal out and how survivable they were. Yet they were balanced through resource cost, build time, and through the level of commitment a certain strategy would require before it paid off, and that's BEFORE the CONTROL requirement.

tl;dr: Devs have done awesome so far, but should balance/design units using micro as the deciding factor, not the decision to build the unit.
REEBUH!!!
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 13 2010 14:42 GMT
#187
was kinda underwhelmed by the Interview... Seems like Dustin doesn't really have the full scoop on how SC2 is being plyed competetively atm... :S
https://soundcloud.com/thesamplethief
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 13 2010 18:00 GMT
#188
On April 13 2010 22:04 Crisium wrote:
So they make cool units, regardless of the balance. This gets Roaches with rapid healing, Reapers that throw D8 Charges, Mothership with Planet Cracker, etc. Then the plan is to let gameplay and time balance it out. Blizzard seemed to think that balance would be adjusting HP, damage, costs, build time, etc. But instead balancing lead to making the "cool" units very uninteresting. Roach is just a cheap Tank, Reapers D8 is now only against buildings and makes the unit harass only, Mothership is just a big, slow, expensive, powerful Arbiter.

The cool is gone, but the units are still there, boring and all.

I think SC1 took a similar approach, but kept the cool in because they weren't so pressed for balance right away (think 1998). That allowed us to have cool things with crazy micro such as Reavers, Vultures (with and without mines), "invincible" M&M balls vs nearly instant-marine-killing Lurkers. People would cry IMBA today and we would lose them.

Does anyone think Colossus Micro is as exciting as Reaver? Can Hellions even compare to Vultures? They have to stop to attack (balance).

Where are the imba spells of SC1, such as Irridate (delay kill almost any Zerg unit, and splash damage), Spawn Broodling (instant kill many units), and anything the Defiler has. Seriously - consider the Defiler on paper. It's way too good. Sacrifice a few 25 mineral units and you can spam countless Plagues that reduce units with a couple hundred HP to 1. Or spam countless Dark Swarms against Terrans who can only send in weak firebats or use splash damage. These Imba spells do not exist in SC2 because out of the fear of balance. I'd rather they did, because they are cool and can be managed by strategy and/or patches instead of outright removal.

Probably the best post regarding unit balance I've seen in this thread so far.

I think Blizzard is being way too careful in allowing "imba" skills or units in this game and that's going to end up hurting SC2 in the long run. If they had to nerf Storm AoE because players couldn't bother to learn any micro skills of running out of storm, then we're likely to see less phenomenal micro than we did in SC1, like reaver micro, vulture micro, Bisu's mine-destroying micro (just watched that vod and it's freakign amazing), and every other amazing thing we saw in BW.
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
Last Edited: 2010-04-13 18:11:06
April 13 2010 18:08 GMT
#189
On April 13 2010 15:03 Wintermute wrote:
Show nested quote +
On April 13 2010 14:55 LunarC wrote:
On April 13 2010 14:07 Wintermute wrote:
On April 13 2010 13:54 LunarC wrote:
On April 13 2010 13:31 Wintermute wrote:
On April 13 2010 13:21 iG.ClouD wrote:
On April 13 2010 13:15 Wintermute wrote:
On April 13 2010 12:54 eXigent. wrote:

As to attacking the Gateways... you're just dead wrong there. Why kill two buildings with 1000 health apiece when you can kill one pylon with 400 health?


Huh? That just goes to show you are equally as unaware as dustin lol. In sc1 any decent player would ignore the pylon simply because if the probe is alive, he can just make 2 or even 3 pylons next to the one you are killing, and they will certainly morph before you have a chance at doing ANY DAMAGE at all.



I'm not going to argue with you about what a decent SC1 player would or wouldn't do. A decent SC2 player would kill the pylon if possible.

SC2 pylons don't have as many HP as SC1 pylons, and if he makes 2-3 more pylons, it's still easier to kill all of them than even one gateway. Whether or not he still has a probe nearby is irrelevant.

Killing the gateway ensures it won't be producing anything anymore, while going for pylons won't stop zealot production by any mean. Which one is better?


Killing the pylons will stop production. and then you can kill the gateways unopposed.

Only if the probe that can warp in additional pylons is also dead. If not, then you need to target the Gateways.


Did I miss some development where pylons are free and warp in instantly?


When somebody is committed to proxy gateways, they will continue to produce/cancel pylons as needed. They have a steady stream of minerals and pylons are relatively cheap. They also warp in much faster than Gateways, whereas a couple workers can deal significant damage to a Gateway with sustained attack. Then once your own basic units are out, you can finish off the Gateways relatively quickly. If you are busy going from pylon to pylon and try to take them down instead, the Gateways will warp in at full health, by which point they will start to produce Zealots.


It's still not clear to me how the gateways are going to warp in any units when they don't have power. Every time a pylon goes down, that's -100 minerals and a lack of power.

Of course I would attack a gateway that already exists vs attacking a pylon thats still warping in, but given a choice of a full health pylon and a full health gateway, I'd kill the pylon, because even if he has 2-3 of them. they're still easier to kill than gateways, and once they're dead, the gateways are effectively dead until he builds more pylons.



Dude, this is like totally going over your head. First off, cloud was one of the top 10 european protoss players in SC1(got beat out by nony to become a progamer in korea), and is extremely familiar with how proxy gateways work, and how to stop them.

Now, just take a moment and think really hard while I explain this 1 more time. You keep saying you can kill 3 pylons before he can make any units, but you are just sooo wrong it hurts. Once again what cloud said is that if the probe is STILL ALIVE you need to kill the gateways. You say you can kill 3 pylons, but it doesnt stop there man. If the probe doesnt die, he is just gonna continually spam pylons while his zealots are building. As soon as his first 1-2 zealots are out, you now have to deal with his army AND his production buildings that are making MORE army.

It's like you think he is only gonna make a set number of pylons, and you can easily kill them off and be ahead, when in reality, he is just gonna spam pylons to the point where you WONT be able to kill them all before he gets out a unit. Once his unit's start coming out, you are basically fucked, because now you gotta target the zealots, allowing him MORE time to continually produce them.

Seriously, think hard about it. Are you going to stop a probe that is making 10+ pylons as you are killing the 1-2 that you ONLY have time to kill before his zealots pop out. (your in a race against time)

In sc1 when you see the proxy , you typically send your workers to kill the gateway, hoping it dies before any zealots come out. The point is, if the gateway dies, his ENTIRE PROXY PLAN is out the window. If 1-2 pylons die, then he's just gonna keep spamming them until his units pop out. There is virtually no way to stop a good player from proxying unless you kill his probe or his gateway. No matter how much you argue against this you will be wrong. This has been debated and proven over the course of 10years of Starcraft, and it's the EXACT same in sc2.

I mean, 5 people including a TOP starcraft player and almost potential progamer are all telling you the same thing, yet apparently in your mind we are all wrong, and you're the only person that could possibly know the right way to do it.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 13 2010 18:14 GMT
#190
On April 14 2010 03:00 Ryuu314 wrote:
like reaver micro, vulture micro, Bisu's mine-destroying micro (just watched that vod and it's freakign amazing), and every other amazing thing we saw in BW.

Majority of the amazing things in BW was because of the bad UI and unit pathing anyway.
fatduck
Profile Joined April 2010
United States148 Posts
April 13 2010 18:38 GMT
#191
So we're probably going to do some changes to the build time on the upgrade for Warp Gates, just to push that a little bit later in the tech tree so that a lot of the early Warp Gate shenanigans that we're seeing in the beta get pushed back a little bit.


Why would you nerf warp gates to stop 2 gate proxy??? A strat that usually ends the game before the first assimilator gets built?
good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-13 20:05:11
April 13 2010 20:03 GMT
#192
On April 13 2010 21:01 Fizban140 wrote:
They have good testers, look at CGM and KHB.


Incidentally, neither of them play zerg!

On April 14 2010 03:38 fatduck wrote:
Show nested quote +
So we're probably going to do some changes to the build time on the upgrade for Warp Gates, just to push that a little bit later in the tech tree so that a lot of the early Warp Gate shenanigans that we're seeing in the beta get pushed back a little bit.


Why would you nerf warp gates to stop 2 gate proxy??? A strat that usually ends the game before the first assimilator gets built?


I would assume he just got a bit tongue tied.

On April 14 2010 03:14 lolaloc wrote:
Show nested quote +
On April 14 2010 03:00 Ryuu314 wrote:
like reaver micro, vulture micro, Bisu's mine-destroying micro (just watched that vod and it's freakign amazing), and every other amazing thing we saw in BW.

Majority of the amazing things in BW was because of the bad UI and unit pathing anyway.


And thus, SC2 must have bad Ui and bad pathing.



(That was a joke)
Too Busy to Troll!
DikFore
Profile Joined January 2010
United States33 Posts
April 13 2010 20:11 GMT
#193
Thanks OP. Halfway through, but best quote so far:

Browder: "In terms of how happy I am right now, we're in beta. It's certainly the biggest game I've ever had the honor of getting a chance to work on. I'm not happy at all. We're all just scared s**tless."

I'll give him extra credit for knowing the scale of his decisions.
"The problem with the world is that everyone is a few drinks behind" - Humphrey Bogart
Irrelevant
Profile Blog Joined June 2009
United States2364 Posts
April 13 2010 20:14 GMT
#194
The interview comes off as if it was done before patch 7, then just recently posted
zizzefex
Profile Joined March 2010
Canada34 Posts
April 13 2010 23:12 GMT
#195
Btw if some of you clueless people who think you can make a good game by making 'cool units without any regards to balance'..... download Battleforge. It's free and it sucks (yet another bad EA game).

The graphic designers literally make the units, with completely no regard to current/future balance. They draw/create new units, they puts random stats on them with no regard to balance. There is literally 5 useable units per civilization and only 2 that are good... out of like 50... because there is absolutely no regard to balance at all when they create units! So many overlap and so many are completely worthless. And every expansion they come out with 20-30 units per civ... which the graphic designers created without any regard to balance... most of which are completely useless and leaving you thinking wtf!

But hey... it sells copies.
Captain Peabody
Profile Blog Joined May 2009
United States3099 Posts
Last Edited: 2010-04-13 23:45:16
April 13 2010 23:40 GMT
#196
You guys don't seem to understand Blizzard's design philosophy. They don't just "create cool units and stick them in there." They create cool units, put them in the game, and then iterate, iterate, iterate.

As I've seen it explained, they design a unit with Dustin's stated philosophy (of what seems cool and fun, balance notwithstanding), put it in the game, see how it plays with other units and the race as a whole, then alter or remove the unit based on this info; if they decide to keep the new unit, then they'll go on to add/alter/remove a bunch of other units based on their information as to how this alters the rest of the races and overall flow of the game. Then, every time they make changes to any unit, they'll test to see how this change plays out with the rest of the units, add units back in, take them out, or change other units based on the information they receive. They then repeat this process ad infinitum, continuously adding, altering, and changing units, with the goal of eventually keeping only the units that are interesting, feel right, and synergize with other units well.

So while the units themselves are designed more with "this would be a cool, fun concept for a unit" than with "hey, Terran has a hole in their ground army," they still very much test for these kinds of things. They'll play the game, and if they think Terran has a whole in their ground army, they'll take one of the units they cut and put it back in, or change some of the other units around to fill the need, or cut a Protoss unit that's causing the problem, or whatever; then, they'll test these changes, see how they play, and alter things again based on problems that this causes.

It's an extremely laborious and time-consuming process...but it's how Blizzard makes games. And it's NOT just randomly throwing crap into a game.
Dies Irae venit. youtube.com/SnobbinsFilms
Wintermute
Profile Joined March 2010
United States427 Posts
Last Edited: 2010-04-14 00:02:20
April 14 2010 00:00 GMT
#197
On April 13 2010 19:00 Eury wrote:
Btw how do you think original Starcraft was created? "Fun" is the game design philosophy Blizzard have always designed around. E-sports barely existed as a concept when Starcraft was created, a lot less dedication was paid to the competitive crowd in the creation of Starcraft than in Starcraft 2.


The problem with SC2 is that instead of looking at SC1, finding the units that were lacking, and replacing them or tweaking them, they thought up a bunch of new "cool" units, then looked for ways to displace existing units to fit them in.

Replacing drop ships with medivacs and warp prisms is a great idea. Drop ships are not cool, but being able to drop units is cool. Turning the queen into an egg laying base defense? Genius. That's what a queen IS, not some useless flying beasty.

Getting rid of the AoE anti air units is fine. Air power was useless in SC1 except muta harass and maybe late game carriers. Banshees, vikings and void rays are all more interesting than what they replaced. Corruptors and Phoenix are sort of lame, but they fulfill their purpose.

What's not okay is the Roach. The roach isn't okay, because to fit it in, you had to turn the hydralisk into a T2 glass cannon. It's not okay, because in order to fit in the roach, you made it move while burrowed, and took out the lurker. It's not okay, because the very existence of a low tier tough as nails tanky unit doesn't fit the personality of zerg, and it forces you to provide hard counters like marauders and immortals. The more "balanced" the roach becomes, the more it looks like a short range, slightly more expensive zealot. Zerg needed zealots, apparently.

Thors, hellions, marauders, immortals are all just bad units. Not bad because they don't have a use in the game but bad because they have done nothing to make the game more interesting, fun, or balanced (in fact quite the opposite, IMO). Bad because they came up with a concept first, then tried to shoehorn it in, rather than allowing form to follow function.
Don't let me say this, but you're no worse than me; it's crazy.
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
April 14 2010 00:07 GMT
#198
On April 14 2010 09:00 Wintermute wrote:
Show nested quote +
On April 13 2010 19:00 Eury wrote:
Btw how do you think original Starcraft was created? "Fun" is the game design philosophy Blizzard have always designed around. E-sports barely existed as a concept when Starcraft was created, a lot less dedication was paid to the competitive crowd in the creation of Starcraft than in Starcraft 2.


The problem with SC2 is that instead of looking at SC1, finding the units that were lacking, and replacing them or tweaking them, they thought up a bunch of new "cool" units, then looked for ways to displace existing units to fit them in.

Replacing drop ships with medivacs and warp prisms is a great idea. Drop ships are not cool, but being able to drop units is cool. Turning the queen into an egg laying base defense? Genius. That's what a queen IS, not some useless flying beasty.

Getting rid of the AoE anti air units is fine. Air power was useless in SC1 except muta harass and maybe late game carriers. Banshees, vikings and void rays are all more interesting than what they replaced. Corruptors and Phoenix are sort of lame, but they fulfill their purpose.

What's not okay is the Roach. The roach isn't okay, because to fit it in, you had to turn the hydralisk into a T2 glass cannon. It's not okay, because in order to fit in the roach, you made it move while burrowed, and took out the lurker. It's not okay, because the very existence of a low tier tough as nails tanky unit doesn't fit the personality of zerg, and it forces you to provide hard counters like marauders and immortals. The more "balanced" the roach becomes, the more it looks like a short range, slightly more expensive zealot. Zerg needed zealots, apparently.

Thors, hellions, marauders, immortals are all just bad units. Not bad because they don't have a use in the game but bad because they have done nothing to make the game more interesting, fun, or balanced (in fact quite the opposite, IMO). Bad because they came up with a concept first, then tried to shoehorn it in, rather than allowing form to follow function.

Meh I pretty much disagree with about everything you said. And never ever say again Thor is a bad unit, you make Arnold cry
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
Wintermute
Profile Joined March 2010
United States427 Posts
Last Edited: 2010-04-14 00:17:15
April 14 2010 00:12 GMT
#199
On April 14 2010 09:07 iG.ClouD wrote:
Show nested quote +
On April 14 2010 09:00 Wintermute wrote:
On April 13 2010 19:00 Eury wrote:
Btw how do you think original Starcraft was created? "Fun" is the game design philosophy Blizzard have always designed around. E-sports barely existed as a concept when Starcraft was created, a lot less dedication was paid to the competitive crowd in the creation of Starcraft than in Starcraft 2.


The problem with SC2 is that instead of looking at SC1, finding the units that were lacking, and replacing them or tweaking them, they thought up a bunch of new "cool" units, then looked for ways to displace existing units to fit them in.

Replacing drop ships with medivacs and warp prisms is a great idea. Drop ships are not cool, but being able to drop units is cool. Turning the queen into an egg laying base defense? Genius. That's what a queen IS, not some useless flying beasty.

Getting rid of the AoE anti air units is fine. Air power was useless in SC1 except muta harass and maybe late game carriers. Banshees, vikings and void rays are all more interesting than what they replaced. Corruptors and Phoenix are sort of lame, but they fulfill their purpose.

What's not okay is the Roach. The roach isn't okay, because to fit it in, you had to turn the hydralisk into a T2 glass cannon. It's not okay, because in order to fit in the roach, you made it move while burrowed, and took out the lurker. It's not okay, because the very existence of a low tier tough as nails tanky unit doesn't fit the personality of zerg, and it forces you to provide hard counters like marauders and immortals. The more "balanced" the roach becomes, the more it looks like a short range, slightly more expensive zealot. Zerg needed zealots, apparently.

Thors, hellions, marauders, immortals are all just bad units. Not bad because they don't have a use in the game but bad because they have done nothing to make the game more interesting, fun, or balanced (in fact quite the opposite, IMO). Bad because they came up with a concept first, then tried to shoehorn it in, rather than allowing form to follow function.

Meh I pretty much disagree with about everything you said. And never ever say again Thor is a bad unit, you make Arnold cry

The Thor is a bad unit because it's bulky and inelegant.

It's a very useful unit to make, especially vs light air, it's just not a unit that needed to exist in place of the Goliath. I liked Voltron, Robotech,etc too, but having giant robots to have giant robots isn't actually that cool. Vikings are cool because they actually represent a new dynamic with different choices to make. Thor represents the dynamic of "DURP! GIANT ROBOT LOL!"

P.S.- on what basis do you disagree? Do you prefer to put together a puzzle where the pieces don't match, so that you can work harder to force the damned things to snap together?


Don't let me say this, but you're no worse than me; it's crazy.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
April 14 2010 00:25 GMT
#200
And here I thought they were going too reproductive and tentacles with zerg.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Half
Profile Joined March 2010
United States2554 Posts
April 14 2010 00:35 GMT
#201
On April 14 2010 08:12 zizzefex wrote:
Btw if some of you clueless people who think you can make a good game by making 'cool units without any regards to balance'..... download Battleforge. It's free and it sucks (yet another bad EA game).

The graphic designers literally make the units, with completely no regard to current/future balance. They draw/create new units, they puts random stats on them with no regard to balance. There is literally 5 useable units per civilization and only 2 that are good... out of like 50... because there is absolutely no regard to balance at all when they create units! So many overlap and so many are completely worthless. And every expansion they come out with 20-30 units per civ... which the graphic designers created without any regard to balance... most of which are completely useless and leaving you thinking wtf!

But hey... it sells copies.


lol nobody said to make cool units without any regard to balance. We said make cool units first, then balance, not make balanced units first, then terribly boring game later.
Too Busy to Troll!
fatduck
Profile Joined April 2010
United States148 Posts
April 14 2010 02:01 GMT
#202
I'm still trying to figure out how a philosophy of "cool units" leads to "no lurkers" :<
good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers
Wintermute
Profile Joined March 2010
United States427 Posts
April 14 2010 02:07 GMT
#203
On April 14 2010 11:01 fatduck wrote:
I'm still trying to figure out how a philosophy of "cool units" leads to "no lurkers" :<


Because in order to add "cool units" you have to remove perfect units.
Don't let me say this, but you're no worse than me; it's crazy.
Karas
Profile Joined March 2010
United States230 Posts
April 14 2010 02:42 GMT
#204
On April 14 2010 11:01 fatduck wrote:
I'm still trying to figure out how a philosophy of "cool units" leads to "no lurkers" :<


Reality is you have to have some out with the old, in with the new.

People are complaining that teh units are getting less cool in the name of balance.....I say welcome to a beta everyone.

In the alpha version of SC, did you know that marines had the infested terran's suicide ability? That's right, every marine was its own baneling! How cool is that!

It was very cool, and imbalanced, so they took it out. Some ideas work out well, other don't.
_awake_
Profile Joined August 2007
196 Posts
April 14 2010 02:50 GMT
#205
thats the alpha of SC1. there's been lots of mention about units that don't have a function in SC2. i don't see any of them taken out because the team is so engrossed with the 'cool' units. why can't people see that the people working on the game aren't the same as the original SC/BW team? not everything will proceed the same way. you can't pretend blizzard will magically fix unit roles and imbalances just because they did it for the original SC.
Spawkuring
Profile Joined July 2008
United States755 Posts
Last Edited: 2010-04-14 03:11:00
April 14 2010 03:09 GMT
#206
On April 14 2010 11:50 _awake_ wrote:why can't people see that the people working on the game aren't the same as the original SC/BW team?


Because the people who made SC/BW weren't some super-geniuses with 300 IQs and brains of god-like perfection. They were just passionate gamers making a fun game because it's what they love. Let's be honest here: Starcraft's success was in many ways a fluke. Nobody ever expected it to get as big as it did, and while Blizzard had a huge hand in it by balance and design, most of what made Starcraft successful was that many of its quirks, kinks, and flaws just happened to fall into place by a combination of luck and community effort.

Blizzard is going to do everything they can to make this game a success too, but I really don't see why they MUST have *insert random person here* to make it good. You guys keeping bringing up the "old Blizzard team", but do any of you even know who those people are? Do you even know what their names are, or what specific contributions they made to the game, or if they even exist? I just think it's funny that the "legendary old SC team" keeps getting mentioned when I doubt anybody has the slightest clue what the SC1 development process was even like other than "alpha looked bad, then it got better". Never mind the fact that many of SC1's developers are still working at Blizzard, but apparently they don't count for some arbitrary reason.

I suppose the point is that people need to stop mudslinging at the developers. It's not going to help in anyway, and it's unnecessary. SC2 is still in beta, and it's got not one, but two expansions in the horizon to better improve the game. Even at its flawed state, it's still miles ahead of any other RTS, and there's plenty of opportunities for change. Personal attacks achieve nothing.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 14 2010 03:24 GMT
#207
All the design team needed to do is to create overarching goals that would make for a good, complex, strategically deep RTS game. Things like making sure that races retained their identities while allowing for interesting unit synergy, things like making sure that macro mechanics meant investments rather than spammable abilities, and making sure that all units be balanced around micro and army control.

You know, the elements the make Starcraft 1 one of the most entertaining competitive games to watch and one of the most competitive games to play.
REEBUH!!!
sk`
Profile Joined November 2008
Japan442 Posts
April 14 2010 04:42 GMT
#208
Although I work in overall planning now, I've done competitive balance work and I have to say a few of his statements scare me. If I'm reading it right, they didn't think about the overall objective of each unit, race, etc. and just built some cool stuff and wanted to see how it'd play out?
Uh, really!?

He even used the word "hope" in relation to this. Hope is not a strategy. If you go in with no plan your results will show it. To me, this proves the Roach-born problems the game has suffered and Blizzard's inability to overcome them though these patches.

I can't speak for SC:BW, only those people can, but when I look at the original, I sense a strong purpose between each race and thus the unit's purpose to match that. Granted, in the original there are some weird units that don't fit, but I highly doubt it was because they threw a bunch of cool units at a wall to see which stuck.
www.pureesports.com
BanelingXD
Profile Joined April 2010
130 Posts
Last Edited: 2010-04-14 06:31:29
April 14 2010 06:24 GMT
#209
Browder is the man that ruined Starcraft.

"We didn't have a plan"

FAIL

edit: Looks like more nerfs for Toss are on the horizon too. Guess they won't get any AA till their expansion. Browder sucks.
0 harvesters, 2700 minerals per minute. Mules are totally balanced!
FusionCutter
Profile Joined October 2004
Canada974 Posts
April 14 2010 06:37 GMT
#210
Well. All the original people who worked on SC1 have long gone. Of course the game will have a different flavor.
Eury
Profile Joined December 2008
Sweden1126 Posts
Last Edited: 2010-04-14 06:51:13
April 14 2010 06:49 GMT
#211
Can the admins start moderating this thread?

Half the people that worked on Starcraft is still at Blizzard. Seriously, people should be banned for posting outright lies.
sk`
Profile Joined November 2008
Japan442 Posts
April 14 2010 07:12 GMT
#212
Eury:
Aside from Blizzard posting themselves, nobody has perfect facts. This site is already borderline elitist... banning people for that seems a little harsh. More importantly, shouldn't the read confirm things ahead of just casually believing everything they take in?
www.pureesports.com
Mora
Profile Blog Joined October 2002
Canada5235 Posts
April 14 2010 07:14 GMT
#213
On April 13 2010 18:01 TerranUp16 wrote:
Show nested quote +
On April 13 2010 09:36 Falling wrote:Balancing is easy- just have your corresponding/ mirrored units on either side- like pretty much any other RTS- Warcraft II- Elven Rangers vs Troll Beserkers- one has a slight range advantage in range, the other in damage and healing. But basically the same unit with different art. Age of Empires, you have exact same units on either side, but some tech paths are denied. What's hard is balancing un-mirrored units. So the starting point has to be creativity, not balance.

Their method of going in all directions, having 18 units for the zerg and then trimming it down is simply how the creative process works. The sky is the limit for new ideas, churn them out and see how they works. Once you have the ideas, you can start trimming out the bad ideas/ unworkable ideas. It's the same for pretty much any creative process from writing to art. Ideas first, then revision and editing.

I really don't have a problem with Browder's comments at all.


Eh... You're taking a very specific example and then generalizing it. That is, you're taking the example of where developers want to have a sizable amount of very easily balanceable factions- they don't care too much about the factions being unique and in some ways they don't even want them to be too unique because they want players to be able to keep track of the differences- and then you're saying that is the *only* alternative to Dustin Browder's proposal for designing RTS factions/units. That's rather far from the truth.

The more common starting point for a game that aspires to have a few unique races is to determine defining characteristics of each race- what makes them different and in what ways do they/should they feel unique? This process does generally involve having some basic concept of a generic race that perhaps one of your races will fulfill or perhaps none of them will, but either way this generic race has the basics of what all of your races can have in a rather plain fashion. This race is never detailed, but the broad view of it, the economic methodologies, basic unit requirements, basic tech requirements, etc... are glossed over. From this base, creating your races is an additive, subtractive, and substitutional process.

This is just one method, but we can explore where it leads us for a bit. Taking StarCraft, we can see that all races share the same, basic economic model where there are two types of resources on the map and expensive, command structures allow harvesters/workers to return those resources for usage. In their harvesting roles, the workers are identical. However, workers can also construct buildings, and here they diverge, giving each race a different feel. Drones' sacrificing of themselves to construct structures is offset by their production methodology which allows them to be produced more rapidly (alternately, the sacrificing of Drones offsets Zerg's production methodology to minimize their immediate potential to gain an undue economic advantage). Along parallel lines, Zerg's pruduction is streamlined to their command structures (Hatcheries) to minimize the amount of Drones they need to sacrifice to produce units and tech up. Chicken and egg scenario (shrug). Meanwhile, Terran and Protoss workers have their own construction quirks to further racial identity.

Looking at the first tier of combat units we have Zerglings, Zealots, and Marines. All three are very different but fill the same initial role of being the first combat units out the door, requiring no gas to produce. Terrans prove very different here because their starting combat unit is ranged and it immediately begins to establish their identity as having copious glass cannons (the Medic was added in Brood War to extend the utility of these particular glass cannons beyond the early game). Also noteworthy is that the SCV's extra health was not only to cover for that the SCV was the only worker that needed to remain alive throughout a structure's construction in order to complete, but also because Terrans have no access to a melee combat unit until the Firebat (which requires gas) and by amping the SCV's (non-free-regenerable) health it can be used as necessary to protect the glass cannon Marines at the expense of not being used to mine/construct (so we can already see that the increased health SCVs have is synergistic in three ways- whether this actually happened by chance or by design we don't care because if we're looking at actually designing the Terrans, these are racial identity questions that we want to ask and solve- we want to ask, "How should our workers for this race construct buildings? Should workers for this race be more or less viable in combat than workers of another race? How does this race handle hp regeneration, and knowing that how do we want this unit to handle hp regen?"). With the Zergling, we get a more "standard" starting unit that is melee, cheap, and relatively weak. However, we see that this fits the Zerg race well because it produces quickly and is nicely massable and thus uniquely fills our requirements for the race's starting combat unit. And finally we have the Zealot, which to fulfill the racial vision for the Protoss needs to be expensive but powerful, so it ends up costing twice as much as the "generic" unit here but it has quite a bit more durability and attack power than its cousins. It's quite notable that we could consider a Zealot to be an expensive, suped-up Zergling to which many here will reel with horror again, but that's all it really is when we look at its stats, but when we put those stats in context we find it to be a rather wholly different unit. However, it's not particularly "cool" or overwhelmingly "unique", it just fulfills a role for the Protoss army in a "Protss-y" manner.

We could go through all of the units in StarCraft, but that would be a rather long post

It may be a bit more helpful though to take a brief look at a completely different game. Dawn of War 2 (oh no, more squeals of horror!) homoginizes its races a fair bit more than StarCraft does as DoW 2 (Dawn of War 2) seeks to streamline the macro components of its game mechanics, leaving all races with rather identical macro mechanics and tech trees. This rather harshly simplifies the more overarching elements of racial identity that StarCraft draws from, and thus much more emphasis is placed on the units (on a side note, I will say that DoW 2 has nowhere near the macro depth of SC or SC2, but the macro depth it does have is sufficient for its purposes- the lack of base-building is not much of an issue as it makes up for it in other ways and it does specifically put more emphasis on micro than macro as well as much of its macro resulting from micro)- and the setting is the Warhammer 40,000 universe, so the races really do need to feel and play very differently for the game to have any chance of successfully representing its source material.

DoW 2 solves its problems by keeping a loose structure for the units of all of its races, to the point where Relic really doesn't seem to care that the Predator Tank is more or less present in Space Marines, Orks, and Chaos Space Marines. The loose structure provides a base for balance, as well as base for Relic to craft the method in which each race fulfills its roles. Space Marines have no T1 melee unit (I consider Assault Space Marines T1.5 because they require a sizable amount of power; for those not familiar with DoW 2, power functions somewhat similar to Vespene as the secondary resource that plays a big role in teching and sustaining advanced units) but they compensate for this with a very durable T1 staple ranged unit (Tactical Space Marines) and a fast T1 support ranged unit that can be upgraded to provide substantial microable counters to melee units (Shotguns and/or frag grenades). On the other hand, Orks have a pretty standard T1 set-up with two staple units, the melee Sluggas and ranged Shootas. Sluggas get their twist by being extremely powerful and durable in melee combat and being rather cheaply reinforcable, and they're downright deadly in numbers. Shootas on the other hand are pretty weak ranged units, but in large numbers and well-upgraded they can be dangerous (rarely ever a threat to Tactical Space Marines though) to many units from many races- they represent the wonky kinda glass cannon side of Orks despite that cannon isn't super powerful with enough of them it could be just powerful enough maybe while Sluggas are the more durable, in-your-face side.

However, the remaining three races have a similar T1 set-up, as Eldar have Guardians and Banshees (ranged and melee respectively), while Tyranids have Hormagaunts and Termagaunts (melee and ranged respectively), and Chaos have Heretics and Chaos Space Marines (melee and ranged respectively). The cost differences between these are far less drastic than the cost differences between Zerglings and Zealots, but nonetheless Hormagaunts control, feel, and are used much differently than Ork Sluggas, proving quite less durable but more lethal when they are in a winning battle. Howling Banshees for Eldar are similar in this respect, but more able to stand and fight yet being more expensive and glass cannon-y. The only two unit sets that really feel at all similar are Shootas and Termagaunts and Space Marines and Chaos Space Marines- the latter two are obvious but while they start similarly, they diverge a fair bit in the later game while Shootas and Termagaunts tend to differ a fair bit less on a unit level but diverge more on a racial level as other units and race elements (for example the very powerful Nob leaders that can be added to Shoota squads while Termagaunts rely on ranged synapse to provide this buff; this reflects Orks as still being a somewhat mass-y race but being stronger than Tyranids individually while the Tyranids rely more on thier hive/swarm style) combine to diverge them.

The core of the above point though about DoW 2 is that when looking at even the most basic units, they're all very similar in role, but they nonetheless *feel* different and further the uniqueness of their race.

And the point of all of that in relation to StarCraft 2 is that units do not need to be any less unique because they began their lives as just roles for a faction rather than as completely "unique and awesome units". When starting from the basis of the role, we pretty much know that a unit is going to work, and that it's just a matter of tweaking and tuning that particular unit to feel unique and different and to further the race's identity in a balanced way.

Now, it is also noteworthy that Blizzard's method of creating units first and then slapping them into the races and putting them through a trial by fire can produce the same results, and perhaps even better results because you may find that you can get away with some unique concepts that through a more traditional, "safer" development model you would have discarded. The key though is that you have to commit to this, "shotgun design", as NicolBolas I believe put it. For it to work, you need to accept that it's only a little better than using Random Sort on a list (for those who don't know what that is, imagine that you have all 26 letters of the alphabet in a line but they're out of order and you need to sort them so that they are in the proper order; with Random Sort, you basically just move a random letter to the first slot, another random letter to the second slot from the remaining letters, etc... until every slot has gotten its random letter; you then check it and if you sorted correctly then woohoo you're done; if not you do it again; Random Sort could potentially sort the letters properly the very first time it's run... or it could be run an infinite number of times and never work because it's completely random; shotgun design is slightly better than Random Sort because you are bringing some foreknowledge into your design and that will influence what you do, but it's still not nearly as consistent as coming in with a proper plan; however, like with Random Sort, it could work the very first time you try it or it could take thousands of tries to get it right), and you need to stick with it. If something isn't working, you have to be prepared to completely scrap it and try again.

The problem, again as others in this thread have recognized, is that Blizzard is not really following this method of design. They are putting firing limits on their shotgun and restricting its targets. For some reason or another, they are marking various units as "safe" and are focusing in on trying to balance those units rather than just scrapping them and trying a completely new design. Some balancing is fine and even necessary, but we're literally seeing units such as the Roach, Marauder, Thor, Mothership, etc... being completely transformed in the balancing process. They're really not the same units anymore, and yet in the process of being transformed, they haven't really been crafted to be "unique" or "awesome" either. Instead they've lost a lot of their "uniqueness" and "awesomeness" and this is why, when you're going to be doing a lot of balancing like this, you don't necessarily want the units to be "unique" and "awesome" to start with because it's much easier to add those elements in after the core elements of the units have been balanced. However, as mentioned, Blizzard's design style is *supposed* to sidestep this because the second a unit starts receiving major revisions, it should be completely redesigned and overhauled from the ground-up.

On top of Blizzard haivng taken a liking to the Thor, Mothership, Roach, Marauder, etc... they also seem to be struggling with an identity crisis of trying to make SC2 appear different from SC1 as much as they possibly can without making it too different. This is leading them to plant their heals on issues such as the Hydralisk being in T2 instead of T1/T1.5, which in turn is forcing them to cram what had been a unique unit into a void left by the Hydralisk, to fulfill a decent set of its roles despite that the Hydralisk still exists. Imo, moving the Hydralisk back down to T1.5 and rebalancing it for that as well (for the inevitable complaint about Hellions, consider that you'll be able to get more Hydralisks out earlier and that if you don't over-clump your Hydralisks and that if you leverage Hydralisks' range to force Hellions to move into range of Spine Crawlers in order to attack your Hydralisks [and you consider Spine Crawlers' ability to... crawl... so they can temporarily block ramps as necessary] I think you'll find that you can micro your way out of Hellion harass which I think is what we wall really want since that makes the game more entertaining to watch and more entertaining to play), and then moving Roaches up to T2 and rebalancing them for a less-massable role there would allow Roaches to resume many of their "unique" and "awesome" design elements, but Blizzard seems to refuse doing this and instead is intent on nerfing Roaches into a proper, massable T1/T1.5 role that is completely not what they were originally designed for.


excellent, excellent post.
Happiness only real when shared.
Eury
Profile Joined December 2008
Sweden1126 Posts
April 14 2010 07:17 GMT
#214
On April 14 2010 16:12 sk` wrote:
Eury:
Aside from Blizzard posting themselves, nobody has perfect facts. This site is already borderline elitist... banning people for that seems a little harsh. More importantly, shouldn't the read confirm things ahead of just casually believing everything they take in?


You go to mobygames, check the credits for Starcraft 1, then you check where they work today. People are posting bullshit and lies out of sheer hatred. Why they are still on this forum when they apparently hate the game and those that created it I don't know.
furymonkey
Profile Joined December 2008
New Zealand1587 Posts
April 14 2010 07:22 GMT
#215
On April 14 2010 11:50 _awake_ wrote:why can't people see that the people working on the game aren't the same as the original SC/BW team?


Remember Bill Roper?

Taken from wiki
Roper served as a Vice President of Blizzard North and was a Director of Blizzard Entertainment from 1994 - 2003. He oversaw and managed all external projects, coordinated internal development teams, and headed Blizzard's project oversight teams where he was instrumental in shaping the direction of the company's games.

Bill Roper worked directly on numerous million-selling games in varied producer positions and played a key role in the success of the Warcraft, StarCraft and Diablo franchises


He left Blizzard and co-founded the Flagship Studio, which made the game Hellgate: London. Many Diablo fans had high hope for that game, however the game turned out to be a major failure, even Bill himself admits that.

What I am trying to say here is, talent itself isn't enough. Not only you will need alot of talented developers, producers. You also need the support and the backing of the whole company, the boards, the publisher. A good working enviroument will encourage high productivity, if you don't know what I'm talking about, go check out Blizzard HQ's photos. There are also other factors involved but I think the most important thing is, they love what they do, and flexible enough to try new things.
Leenock the Punisher
sk`
Profile Joined November 2008
Japan442 Posts
April 14 2010 07:30 GMT
#216
Fury:
Well... that's exactly my point... talent is meaningless if it is proceeding without a plan. Best ship in the world won't reach its port without a map.

Browler's interview indicates they left without a map. This explains a lot of what's wrong with the game. If they really want SC2 to surpass SC:BW, then they should bring it back to zero, make the map, and then sail again. I'm willing to wait... so far the beta has yet to light me on fire and I end up playing more SC:BW each night.
www.pureesports.com
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2010-04-14 08:01:52
April 14 2010 07:31 GMT
#217
On April 14 2010 15:24 BanelingXD wrote:
Browder is the man that ruined Starcraft.

"We didn't have a plan"

FAIL

edit: Looks like more nerfs for Toss are on the horizon too. Guess they won't get any AA till their expansion. Browder sucks.


Ruined Starcraft? Really? Are you in Beta? Maybe it's not perfect and it's not Brood War level yet, but it's a darn fun game that requires macro, micro and strategic thinking. Hardly a game that's been 'ruined' single handedly by one guy, much less Browder.


On April 14 2010 12:24 LunarC wrote:
All the design team needed to do is to create overarching goals that would make for a good, complex, strategically deep RTS game. Things like making sure that races retained their identities while allowing for interesting unit synergy, things like making sure that macro mechanics meant investments rather than spammable abilities, and making sure that all units be balanced around micro and army control.

You know, the elements the make Starcraft 1 one of the most entertaining competitive games to watch and one of the most competitive games to play.


The bolded part has come up a few times by different people as though Blizzard completely threw out the 'feel' of the three races when they went to the unit drawing board. Does anyone really think that? All three races are quite distinct and as far as I can tell retain their original identity.

I actually think Blizzard had more goals than just limitless creativity- only Browder didn't mention them because the focus was on the creativity. But I don't think his strong statement "So it was never our intention specifically to do anything exactly with the races. Our goal was to make the units as interesting as possible and as different from one another as we possibly could." Necessarily excludes other factors. Obviously the Zerg do not have any robotic technology- this is a limit. But it's a limit that is not at all mentioned. In fact we could freak out and say that because they never intended to do anything specific with the races, therefore Blizzard was planning to make the Zerg go robotics. He didn't mention it, so they weren't doing it. I see it as a summary of the creative process, not an exhaustive detailing of exactly how they came up with their units.

In addition, I think they did have roles in mind when making their 'cool' units. The Broodlord is quite clearly a long range bomber, the Sentry a low tier caster. Sometimes the role changes. Sometimes the role is difficult to find (Thor). You could argue that some should be axed. But part of the Beta is also making sure the units actually function in their distinctive roles.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Eury
Profile Joined December 2008
Sweden1126 Posts
April 14 2010 07:38 GMT
#218
On April 14 2010 16:30 sk` wrote:
Fury:
Well... that's exactly my point... talent is meaningless if it is proceeding without a plan. Best ship in the world won't reach its port without a map.

Browler's interview indicates they left without a map. This explains a lot of what's wrong with the game. If they really want SC2 to surpass SC:BW, then they should bring it back to zero, make the map, and then sail again. I'm willing to wait... so far the beta has yet to light me on fire and I end up playing more SC:BW each night.


A game can't be for everyone. Not everyone switched over to Starcraft from Warcraft 2 either. Maybe you are one of those people.

And you are dumb if you think they have no clue about what they are doing. Blizzard design around fun and game play. They do things over and over again until its right. That's what they have done in SC 2, and that's how they have always operate. They never have used some kind of a master plan that says exactly this is how the game will be X years into the future.
sk`
Profile Joined November 2008
Japan442 Posts
April 14 2010 07:50 GMT
#219
Eury:
I can only go by what he's said in that interview, which he clearly says, they had no initial plan.

As a developer, I have nothing but respect for Blizzard... and I do have faith in SC2... but... yeah, moving on.

You can never predict how things will pan out; however, that has nothing to do with your original plan (at least, for something like an RS). Those minor things can be addressed in patches (and are). However, the concept of "Zerg should play like N, in order for them to behave like N they will need units like X,Y, and Z. Units like X,Y, and Z will have balance issues if P,Q, and R, therefore..." and it goes on and on.

But, patching your way to happiness isn't a solution. It is wonderful for people who love a game and stick to it (folks like us), but for the laymen, the first impression is everything. If you want SC2 to be huge, it needs legs without excessive patching.

In short, the "Roach" thread highlights the problem. A cool unit was made, which created a balance problem, thus units to counter it were needed; however, those too created balance problems and the cycle continues. Had the team started with "Zerg should behave like N and thus need unit X." It wouldn't have been the same.

For example, in BW did anyone every say, "Man, if only Zerg had a short-mid range meat shield unit named after an insect." Hu? No. Effectively, they had that in the Ultra, bringing it down to T1.5 does what for the race?

SC2 has no shortage of examples like that and they all stem from the same point. No plan. Throw it at the wall and see what sticks...
www.pureesports.com
Eury
Profile Joined December 2008
Sweden1126 Posts
April 14 2010 08:03 GMT
#220
SK, If you are really a developer you would know that you can't create a project without any planning or plans. It's just not possible.

What Browder means is that they don't plan that every race should have X amount of units, and the specific units should be exactly what they planned beforehand. They aren't very rigid when it comes to game design, hence the reason why they are very inefficient when it comes to time and it takes years before they have a product. But this is how they have always worked, even with Starcraft.

Starcraft 2 is already fantastic, and might already be better than Brood War. I know for one that I can't never go back, and if they released the game today I wouldn't really mind. Of course there is still work to be done, but I'm confident that they will get there. You see not everyone feels the same about Starcraft 2 as you.
sk`
Profile Joined November 2008
Japan442 Posts
April 14 2010 08:16 GMT
#221
Eury:
Perhaps you need to actually read the interview instead of being so sheep-ish about it.

I'm not putting words into his mouth, I'm relaying what he's said. I can't take what he said, flip it around for the outcome that makes me happiest. That's lying. I suggest you not do it either.

In short he, clearly says, more than once, they didn't proceed with a plan, threw spaghetti at the wall, and worked based off what stuck and what didn't.

Also... where did I state how I feel about SC2? I said right now I play more SC1. I also stated I agree with many observations on how out-of-place some units feel. This isn't relative to how much I like or dislike SC2. Right now, as a Zerg-main, Terran seems really appealing. That's how I feel on SC2 .
www.pureesports.com
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2010-04-14 08:22:42
April 14 2010 08:18 GMT
#222
On April 14 2010 16:50 sk` wrote:
In short, the "Roach" thread highlights the problem. A cool unit was made, which created a balance problem, thus units to counter it were needed; however, those too created balance problems and the cycle continues. Had the team started with "Zerg should behave like N and thus need unit X." It wouldn't have been the same.

For example, in BW did anyone every say, "Man, if only Zerg had a short-mid range meat shield unit named after an insect." Hu? No. Effectively, they had that in the Ultra, bringing it down to T1.5 does what for the race?

SC2 has no shortage of examples like that and they all stem from the same point. No plan. Throw it at the wall and see what sticks...


But isn't this simply a problem of in what order did something come about/ a matter perspective. Would not any new unit created become 'a balance problem'? It's a new unit, so it'll need to be balanced. That's a problem, therefore other units are needed to counter it. Now whether they had in their heads which units countered which units at the beginning or whether certain units were created in order to balance that cool unit, we don't know. We can't know from the interview and our argument is only based on assumption.

Had the team started with "Zerg should behave like N and thus need unit X." It wouldn't have been the same.
But who's to say they didn't do this? The Zerg maintains their swarm identity so clearly that was a factor when they were creating the units.

You say you can only rely upon what Browder says in the interview. True, but you can also overanalyze what he said to interpret silence on a particular subject, means the opposite is true. Rather then that it was simply not mentioned one way or the other.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Eury
Profile Joined December 2008
Sweden1126 Posts
April 14 2010 08:26 GMT
#223
On April 14 2010 17:16 sk` wrote:
Eury:
Perhaps you need to actually read the interview instead of being so sheep-ish about it.

I'm not putting words into his mouth, I'm relaying what he's said. I can't take what he said, flip it around for the outcome that makes me happiest. That's lying. I suggest you not do it either.

In short he, clearly says, more than once, they didn't proceed with a plan, threw spaghetti at the wall, and worked based off what stuck and what didn't.

Also... where did I state how I feel about SC2? I said right now I play more SC1. I also stated I agree with many observations on how out-of-place some units feel. This isn't relative to how much I like or dislike SC2. Right now, as a Zerg-main, Terran seems really appealing. That's how I feel on SC2 .


Trying things out != Having no planning

What I'm trying to tell you is that trying something; see if it fits; try something else if it doesn't; is how Blizzard operates. They have always worked in a iterative fashion, and this isn't anything they start doing with Starcraft 2. It's also the reason why I'm confident that they will sort out the few things I feel is missing in the game.
sk`
Profile Joined November 2008
Japan442 Posts
April 14 2010 11:10 GMT
#224
Falling:
But why add units unless there is a need? Usually, needs bring change. Change for the sake of change brings problems. i.e. the Roach problem people have been going on about.

Also, I am reading into his interview a bit, BUT, if he had a root plan but operated loosely (as Eury would wish to believe), then he'd say as much. "We have guidelines and objectives we're working to meet, but we're also trying out many new elements in the process." This, and what he said, are two very different things.

Also, I'm not really sure they maintain their swarm identity, but that's a side discussion.

Eury:
Is that so? Was that the case with War3? WoW? Those are the more recent Blizzard titles and I don't see a throw it at the wall and hope method. Hope is not a strategy.

As ideal it is from the 3rd person view to say "That's how my favorite company works and it's so cool!" - no company works like that. If it only operated on whims it would die.

Either way, the interview content speaks volumes so I'm not sure why I'm replying... I guess because I'm not sure why more people's jaws aren't on the floor.
www.pureesports.com
Eury
Profile Joined December 2008
Sweden1126 Posts
Last Edited: 2010-04-14 11:59:18
April 14 2010 11:30 GMT
#225
On April 14 2010 20:10 sk` wrote:
Falling:
But why add units unless there is a need? Usually, needs bring change. Change for the sake of change brings problems. i.e. the Roach problem people have been going on about.

Also, I am reading into his interview a bit, BUT, if he had a root plan but operated loosely (as Eury would wish to believe), then he'd say as much. "We have guidelines and objectives we're working to meet, but we're also trying out many new elements in the process." This, and what he said, are two very different things.

Also, I'm not really sure they maintain their swarm identity, but that's a side discussion.

Eury:
Is that so? Was that the case with War3? WoW? Those are the more recent Blizzard titles and I don't see a throw it at the wall and hope method. Hope is not a strategy.

As ideal it is from the 3rd person view to say "That's how my favorite company works and it's so cool!" - no company works like that. If it only operated on whims it would die.

Either way, the interview content speaks volumes so I'm not sure why I'm replying... I guess because I'm not sure why more people's jaws aren't on the floor.


Operating on whims is your poorly made interpretation of what Dustin meant, and how they work. They work by repeating things until they are happy with the result, they did the same thing when thy did Warcraft 3 and WoW.

Here is an article with notes regarding game design for WoW from a lecture that was made by one of their lead designer. It applies pretty much for SC 2 also.
Plan on too much content; then prioritize best. Iterate and polish

In other words they create a ton of content, tries it out, and then cut it out if it doesn't work.
For an example units for Starcraft 2; they made a ton of units for each side - then they started to remove all units that felt unnecessary, or didn't fit, until they found a balance they were happy with.

Now, if they removed too many units (which some claims is the case for Zerg), then based on feedback they might add or change units until they are happy with the result.
This is called an iterative process, something Blizzard is master at and something they like to do. This is also the reason why their games take ages to get released, and why most gaming companies don't operate in that way.

bEsT[Alive]
Profile Joined July 2009
606 Posts
Last Edited: 2010-04-14 11:59:34
April 14 2010 11:56 GMT
#226
Oh for f sake.

Get off each other's balls. Dustin Browder is a big boy and I'm sure when the time comes he can defend himself accordingly. He's a nice guy in person, but stupid shit comes out of his mouth sometimes.

I see him as a Team Manager more than anything else because that is what he's good at; managing people.

You see this all the time. CEOs and managers come from all sectors. This doesn't mean they know anything about the product or service they are selling. He's there to get everyone on the same page.

Their process however -_-
If you obey all the rules you miss all the fun - Katharine Hepburn
Eury
Profile Joined December 2008
Sweden1126 Posts
Last Edited: 2010-04-14 12:04:25
April 14 2010 12:03 GMT
#227
On April 14 2010 20:56 bEsT[Alive] wrote:
Oh for f sake.

Get off each other's balls. Dustin Browder is a big boy and I'm sure when the time comes he can defend himself accordingly. He's a nice guy in person, but stupid shit comes out of his mouth sometimes.

I see him as a Team Manager more than anything else because that is what he's good at; managing people.

You see this all the time. CEOs and managers come from all sectors. This doesn't mean they know anything about the product or service they are selling. -_-


You clearly don't understand what the title "lead game designer" means. What you are talking about is more of a producer than anything else,.though that varies depending on company. Lead game designer is closer to what a director is for a movie than being some kind of CEO, just so you know.
DarQraven
Profile Joined January 2010
Netherlands553 Posts
Last Edited: 2010-04-14 12:08:37
April 14 2010 12:05 GMT
#228
This approach seems very familiar to me, and I'm afraid some of you are understanding it the wrong way. I'm an industrial design student, and besides the engineering/marketing part, there's the completely open phase where you brainstorm for different possible solutions to a problem or even brainstorm for possible problems to solve in the first place.
The most effective approach is to generate as many ideas as you possibly can, not even necessarily within the range of feasibility or even physical possibility. Then distill from that huge pile of ideas.

Limiting yourself early on in a creative process like this is hell. It restricts the range of your ideas and prevents 'cross-pollination' of ideas. Most often, the result is the most obvious answer, while another less obvious solution might be way better in the end.
Let me explain.

Blizzard, being the creative bunch that they are, can undoubtedly come up with all kinds of mechanics and roles for new units. The only limit to what they can think up is how much coffee, time and motivation they have.
Let's say during this process employee A comes up with the Terran Lone Ranger unit, a cowboy on horseback that can throw a lasso and draw in units from the opponent's army, so that the player can use this ability to break enemy positioning. This idea could have originated in a random brainfart, it could have been derived from the redneck nature of Terrans, it could have been a random image the employee saw on TV, it could have been anything.

This is a completely unfeasible idea of course and very out of place in the lore of SC2.
The point is, though: however 'wrong' this idea might be, it does serve to maybe inspire employee B (or even A itself) to think about units that emphasize positional play more.
Abilities like Sentry Force Field or the Phoenix's Graviton Beam could have originated in this way.

This effect is further amplified when creatively working in larger teams. The cross-pollination often happens in your head if you work on something alone, but pooling ALL ideas, not just the good ones, serves the purpose of accelerating the creative process immensely, as well as broadening its scope.

Had Blizzard immediately limited themselves by stating that Terrans are the positional players while Protoss are the hightech powerhouse race, this forcefield or graviton beam might not ever have existed, or it might have taken a lot more time to develop.

TL;DR: "Throwing stuff at the wall and seeing what sticks" is a cross-industry standard way of handling creative processes.
Apoptosis
Profile Joined February 2004
United States78 Posts
Last Edited: 2010-04-14 12:19:24
April 14 2010 12:18 GMT
#229
Creating a complicated system of interacting units according to a pre-conceived set of ideas as to how you want things to work is a likely means of creating a contrived, boring, and possibly ineffectual product. There are multiple approaches to the creative process, and the game on our hands right now contains both complex qualitative and quantitative factors.

In other words, sometimes its better to build things from the ground-up, sometimes its better to build things from the top-down.

- If you build things from the ground-up, you have a chance of encountering problems where the individual pieces don't fit perfectly together and need some adjustments (or even additions and deletions).

- Building something from the top-down carries a risk of systemic flaw compromising the quality of the entire product if certain principles employed in development contribute to a flawed product. Warcraft 3 was designed with a top-down mentality (let's implement Hero units that control the flow of the game, concentrate on having less units that die slower to encourage extensive micro wars, minimize base management, etc). While I think War3 was a fun game, it took a hell of a long time to balance well and fix some somewhat fundamental issues because they were intrinsic to its design.


I think they were wiser in developing the pieces first and now working to tweak them rather than potentially ruining the entire game by having everything abide by a broad and pre-supposed set of ideas. There's less potential for disaster, and the pieces will be weaved together into a very coherent whole eventually. I think we are well on our way right now!
www.apopd.com - If you see the flash, it's already too late.
bEsT[Alive]
Profile Joined July 2009
606 Posts
Last Edited: 2010-04-14 12:31:51
April 14 2010 12:22 GMT
#230
On April 14 2010 21:03 Eury wrote:
Show nested quote +
On April 14 2010 20:56 bEsT[Alive] wrote:
Oh for f sake.

Get off each other's balls. Dustin Browder is a big boy and I'm sure when the time comes he can defend himself accordingly. He's a nice guy in person, but stupid shit comes out of his mouth sometimes.

I see him as a Team Manager more than anything else because that is what he's good at; managing people.

You see this all the time. CEOs and managers come from all sectors. This doesn't mean they know anything about the product or service they are selling. -_-


You clearly don't understand what the title "lead game designer" means. What you are talking about is more of a producer than anything else,.though that varies depending on company. Lead game designer is closer to what a director is for a movie than being some kind of CEO, just so you know.



Clearly someone doesn't know how to read. I'll say it again. I said, "I SEE HIM, DUSTIN BROWDER, as a TEAM MANAGER more than anything else."


I know his role at the company you douche. Managing people is what he's good at; not as the lead designer. I guess some people are born stupid or just don't take everything in before they start flapping their gums.


User was banned for this post.
If you obey all the rules you miss all the fun - Katharine Hepburn
iounas
Profile Joined July 2008
409 Posts
April 14 2010 12:23 GMT
#231
On April 14 2010 21:05 DarQraven wrote:
This approach seems very familiar to me, and I'm afraid some of you are understanding it the wrong way. I'm an industrial design student, and besides the engineering/marketing part, there's the completely open phase where you brainstorm for different possible solutions to a problem or even brainstorm for possible problems to solve in the first place.
The most effective approach is to generate as many ideas as you possibly can, not even necessarily within the range of feasibility or even physical possibility. Then distill from that huge pile of ideas.

Limiting yourself early on in a creative process like this is hell. It restricts the range of your ideas and prevents 'cross-pollination' of ideas. Most often, the result is the most obvious answer, while another less obvious solution might be way better in the end.
Let me explain.

Blizzard, being the creative bunch that they are, can undoubtedly come up with all kinds of mechanics and roles for new units. The only limit to what they can think up is how much coffee, time and motivation they have.
Let's say during this process employee A comes up with the Terran Lone Ranger unit, a cowboy on horseback that can throw a lasso and draw in units from the opponent's army, so that the player can use this ability to break enemy positioning. This idea could have originated in a random brainfart, it could have been derived from the redneck nature of Terrans, it could have been a random image the employee saw on TV, it could have been anything.

This is a completely unfeasible idea of course and very out of place in the lore of SC2.
The point is, though: however 'wrong' this idea might be, it does serve to maybe inspire employee B (or even A itself) to think about units that emphasize positional play more.
Abilities like Sentry Force Field or the Phoenix's Graviton Beam could have originated in this way.

This effect is further amplified when creatively working in larger teams. The cross-pollination often happens in your head if you work on something alone, but pooling ALL ideas, not just the good ones, serves the purpose of accelerating the creative process immensely, as well as broadening its scope.

Had Blizzard immediately limited themselves by stating that Terrans are the positional players while Protoss are the hightech powerhouse race, this forcefield or graviton beam might not ever have existed, or it might have taken a lot more time to develop.

TL;DR: "Throwing stuff at the wall and seeing what sticks" is a cross-industry standard way of handling creative processes.

Yeah, people are just stupid.
How else can you make a fun diverse game.. There is no template you can follow..You must try different things and refine things that work and scrap other stuff.
You cant predict how the game is gonna be played when its in hands of gamers..
Units from sc are the same.. How else can you come up with something like arbiter that cloaks and transports you troops..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
Eury
Profile Joined December 2008
Sweden1126 Posts
Last Edited: 2010-04-14 12:30:02
April 14 2010 12:26 GMT
#232
On April 14 2010 21:22 bEsT[Alive] wrote:
Show nested quote +
On April 14 2010 21:03 Eury wrote:
On April 14 2010 20:56 bEsT[Alive] wrote:
Oh for f sake.

Get off each other's balls. Dustin Browder is a big boy and I'm sure when the time comes he can defend himself accordingly. He's a nice guy in person, but stupid shit comes out of his mouth sometimes.

I see him as a Team Manager more than anything else because that is what he's good at; managing people.

You see this all the time. CEOs and managers come from all sectors. This doesn't mean they know anything about the product or service they are selling. -_-


You clearly don't understand what the title "lead game designer" means. What you are talking about is more of a producer than anything else,.though that varies depending on company. Lead game designer is closer to what a director is for a movie than being some kind of CEO, just so you know.



Clearly someone doesn't knwo how to read. I'll say it again. I said, "I SEE HIM, DUSTIN BROWDER, as a TEAM MANAGER more than anything else."

I know his role at the company you douche. That's what he's good at. Not the latter. I guess some people are born stupid or just don't take everything in before they start flapping their gums.


Well you are wrong in your stupid assessment for what role Dustin Browder have. He isn't the team manager even though obviously he have to do some of that considering he is in a leadership position. Chris Sagaty is more of a manager than him.
bEsT[Alive]
Profile Joined July 2009
606 Posts
Last Edited: 2010-04-14 12:30:01
April 14 2010 12:27 GMT
#233
You still don't get it. Good job. Class is out. No bribes will change your grade. Perhaps you should read the edit as it should be more clear considering how slow you are.
If you obey all the rules you miss all the fun - Katharine Hepburn
TerranUp16
Profile Joined March 2010
United States88 Posts
April 14 2010 12:30 GMT
#234
On April 14 2010 16:50 sk` wrote:You can never predict how things will pan out; however, that has nothing to do with your original plan (at least, for something like an RS). Those minor things can be addressed in patches (and are). However, the concept of "Zerg should play like N, in order for them to behave like N they will need units like X,Y, and Z. Units like X,Y, and Z will have balance issues if P,Q, and R, therefore..." and it goes on and on.


In another very notable reference to Dawn of War 2, it released with significant MP issues, from balance to UI (not so much control but rather presentation of information) to gameplay. In particular though, the gameplay issues (among those that melee combat was not powerful enough and thus not sufficiently different in feel from ranged combat as well as that Tier 1 did not last long enough as well as game flow on the whole not being quite where it should be). Basic point though is that DoW 2's MP was quickly dismissed as being flawed and not very good- many even pointed to its "lack of basebuilding" as the primary issue despite that actually had nothing to do with it as future patches later proved (DoW 2 wasn't blessed with a site like TL where thousands of intelligent, knowledgeable players can sit around and pinpoint specific issues with a game's design such as many of SC2's "it doesn't seem to have the micro potential that Brood War did" actually boiling down to that Roaches and other mis-steps have caused for many severe nerfs that have destroyed the original identity of such units).

Long story short, Relic released a steady stream of patches from 1.0 to 1.4 to add content to the game, update the UI to convey more useful information, and to fix balance. However, the game still wasn't feeling up to par, so they developed patch 1.5 "There is Only War" where they basically rethought major elements of the game's design, making significant changes to how units handled, effectiveness of melee, game flow, tech tree location of units, etc... They even cobbled together a couple of "new" units and tons of new abilities. They released a beta 1.5 patch and took in the community's relatively positive feedback on these new changes and then followed through. Up until the 1.5 Beta, DoW 2 was, to me, a failed game. However, playing the 1.5 Beta was a completely new game and I found I liked it a lot and gave DoW 2 a second chance and was really happy I did- but the fact is, most people didn't and still haven't. SC2 could well face the same issue.

Rest of the DoW 2 story is that they continued to refine the game and add content from 1.5 to 1.9, fixing a lot of the balance they broke because of their bold reinvention of the game with 1.5, and then with the Chaos Rising expansion they made more tweaks to existing units and tech trees while adding units as necessary (and being very bold with their additions- the Weirdboy is a kind of caster I don't expect outside of Blizzard games yet Relic nailed it amazingly) and of course adding another race. All of these tweaks made the game even better and more fun to play but devastatingly broke balance and it took a little under a month for some of the most glaring issues to be brought in line (as it stands now there's still a lot of little tweaking that needs to be done but I have no qualms with ladder play currently as skill rather than balance imo is the deciding factor atm whereas I didn't feel it was that way pre-patch in high-level play), but as mentioned it was perfectly ok because the game was more fun and balance will be fully fixed over time. But still, DoW 2 is perceived by many as a black sheep because of its initial issues.

On April 14 2010 17:18 Falling wrote:But isn't this simply a problem of in what order did something come about/ a matter perspective. Would not any new unit created become 'a balance problem'? It's a new unit, so it'll need to be balanced. That's a problem, therefore other units are needed to counter it. Now whether they had in their heads which units countered which units at the beginning or whether certain units were created in order to balance that cool unit, we don't know. We can't know from the interview and our argument is only based on assumption.


That's not quite true. If you're planning out your races in advance of creating the units that populate those races, you are already figuring out what the strengths and weaknesses of each race are going to be and you're going to be able to use that information to design units accordingly. If you've done a good job of planning and designing your races, the units you design to fill those plans should automatically fall into place with no Roach-like issues.

So for example, let's say we're considering the Lurker. We're looking to give the Zerg a siege unit with fairly good range and that can devastate light/weak units (this ends up being Terran bio looking at ZvT; you'll note that Lurkers are useful in ZvP as well though). We're also going to have this unit burrow to do its attack, so it can be used to ambush enemies or force them to be more cautious. Our goal is to allow the Zerg a strong mechanism of defense, but also to give the Zerg a unit that can force their opponents to leverage higher-tech units before Tier 3.

The inherent weaknesses of this unit though are that while its range is good, it's not amazing and so it can be outranged and furthermore to attack it must be completely immobile, so this range issue is significant. Forcing it to burrow/unburrow to attack/move also induces a set-up/take-down time that can allow enemies to catch it off-guard, and therefore it forces the Zerg player to use this siege unit in a calculated manner. Because of its potency against ground units, we don't want it to be able to deal with air so it should be vulnerable to that. While it is a Zerg unit and therefore should be produceable in in sizable numbers, it is also a powerful Zerg unit and we don't want it to be too easily spammed nor do we want to make it too easy to use without significant investment. Finally, Zerg should not be able to deny terrain to opponents with only a few units, therefore the attack of this siege unit should be designed in such a way that proper micro can deal with a few of them but that a critical, Zerg-y mass will produce the desired result without the opponent bringing forth a more substantial counter.

Notice that we haven't yet designed the Lurker nor have we designed any other unit that might counter it. We've simply stated that we want a Zerg siege unit and in order for it to be properly "Zerg-y" it needs to fit the above requirements. When we look at those, we can see that any armies facing this unit will need to have viable alternatives to light units- we consider the Terran and Protoss and we find this to be perfectly fine as our plans already call for both races to be able to field these. We see perhaps a potential problem in Zerg mirrors though. We can also see that any army facing this needs sufficiently reliable detection. Here, all armies are planned to have this. We have also defined that this unit, alone, is vulnerable from air to ground assaults. If we consider our plans for the Terran and Zerg races, we find that Terran are not planned to have substantial air to ground capabilities until a fair bit later in the tech tree than this unit will pop out and then we further find that our plans for a cheap, suicidal air to air unit for the Zerg race should make that high tech tree air to ground unit very infeasible for Terran. However, we have noted previously that Terran are already planned to have mid-tech units that will be able to deal with this siege unit and that, furthermore, Terran are planned to have their own siege unit with superior range (we don't need to consider values for the range, simply that a given range may be massive, long, average, short, etc... if Unit A's range should be "massive" while Unit B's range should be "long", then the numeric values do not matter because when we actually create numeric values, we will follow our relative dictates and ensure that Unit A's range > Unit B's range), and thus this is not an issue. For Protoss, we have similar issues with ground to air but recognize that the majority of the Protoss army is generally not "light" and should have some chance at dealing with Lurkers- failing that, we have designs for a Protoss siege unit that should, like the Terrans', outclass this one. Looking at the Zerg mirror, we see that we have relatively strong plans for Zerg ground to air, including an air to ground siege unit, and this should resolve our prior concerns with this siege unit's role in mirrors (although we might be concerned that this unit could force an undue focus on aerial superiority). And finally, this siege unit will be expensive and thus high-tech counters will be feasible and viable.

We can then go in and fill in that the unit is the Lurker and that it is in Zerg T2, its tech needs to be researched from the Hydralisk Den, then once that is done it can be morphed from a Hydralisk. This ensures that it appears in mid-game tech and will allow the opponent to get heavier units out and also ensures that the unit is sufficiently expensive and not overly spammable. We then further fill in that it has a linear attack which can be devastating but if only a few Lurkers are used they can be taken out by the very units Lurkers should be helping to defend against given proper micro. Etc.

In practice we then see that the unit is unique, "Zerg-y", but balanced despite its impressive stats because it is not so spammable that a sufficient amount of Irradiates cannot decimate it, that just a few Siege Tanks cannot prove problematic for it, etc... Our planning even took into account the utility of Psi Storm to a degree as we made provisions for that small amounts of Lurkers should be killable by unit types they "counter" with proper micro and in doing so we also specified that groups of Lurkers should be more effective than lone Lurkers and thus as Psi Storm is a high-tech ability that deals a lot of damage to an area and thus is good at killing groups of lower-tech units (or even mid-tech units if sufficient Storms can be targeted upon them, and the relative immobility of Lurkers makes this possible). We also did not specify that the Lurker should be an excellent harass unit via drops and etc but ths is an acceptable and arguably natural byproduct of the aggressive, offensive use of siege units (for example, Siege Tanks pounding a worker line do pretty damn well too ) and again it is acceptable because we have ensured that the Zerg's opponent will have methods of dealing with the Lurker and on a parallel design thread we have also ensured that there are ways of preventing drops/harassment.
Orders, Sir! Ready to roll out!
Fizban140
Profile Joined March 2010
Korea (South)129 Posts
April 14 2010 12:39 GMT
#235
On April 14 2010 15:24 BanelingXD wrote:
Browder is the man that ruined Starcraft.

"We didn't have a plan"

FAIL

edit: Looks like more nerfs for Toss are on the horizon too. Guess they won't get any AA till their expansion. Browder sucks.

So you are the guy that will chop a quote to pieces and then use it to prove your point. I really didn't think people like this actually existed.

Don't be an idiot, they had a plan. They have a very complex plan but they started by just seeing what cool units they could make and then they made the game balanced. Is there something wrong with that? Maybe they should have just copy pasted Terran twice to make all three races, that way it would be more balanced.
Eury
Profile Joined December 2008
Sweden1126 Posts
April 14 2010 12:43 GMT
#236
Like many posters pointed out "throwing shit at the wall" is a common occurrence, and even needed, in the creative process. Pre-production meetings are all about that.

What Blizzard do, that differs from most other game developers, is that they aren't afraid of testing (throwing) things further into the production than most other developers. For an example the beta should be completely feature locked, but Dustin Browder have himself said that they won't hesitate to add or remove units if necessary. Now, that is something extremely unusual in the gaming industry due to obvious reasons, like increased cost in manpower, time, money etc.
DarQraven
Profile Joined January 2010
Netherlands553 Posts
Last Edited: 2010-04-14 13:02:21
April 14 2010 12:56 GMT
#237
@TerranUp16: The process you're describing is basically what you do AFTER and DURING the process I described.
In addition, the method I detailed in my previous post (and that I perceive Blizzard used here as well, to some degree), does not state anywhere that you should just plop all your ideas into the game and call it a day.

Critical assessment of units, what role they play, what roles are really needed per race, whether a certain unit is too useful, etc... all that can be discussed and tweaked after you've had your massive explosion of different ideas, and it is those criteria that you use to distill the pool of ideas into concrete units or solutions. Bring originality and fun into the game first, balance comes later, for the simple reason that balance can be mapped, explored and tweaked. You can't engineer fun.

The problem with the method you're describing is that you are assuming up front and accurate knowledge about the rest of the game.

"We want a Zerg siege unit with good range that can devastate light units" sounds very logical in the context of what we know now, but when you've basically got a blank canvas in front of you, it takes excessive amounts of planning to even recognize the need for a Zerg siege unit, let alone its specific role.

Furthermore, planning this far ahead is ignoring one factor: mistakes, uncertainty.
That one unit that didn't turn out so well, even though you planned its role in great detail, is going to have a devastating effect on the rest of the game's balance.

1. You'll need a replacement. Back to the drawing board (as opposed to using one of many tweaks suggested by the large pool of ideas you'd have using 'my' method), restarting the creative process costing valuable time and effort on something that could have been achieved already. Resource logistics are not a factor to ignore.

2. Because this unit is not fun to play with, removal is necessary, and this might trigger a chain reaction of other units that now fulfill no clear purpose. If we simplify drastically and say that the Observer's sole purpose was to spot Lurkers, the removal of Lurker would invalidate your painstakingly planned Observer unit as well.

3. To prevent removal and its chain reaction of disaster, you might try tweaking the unit or changing its function/role. However, this would completely negate the effort you'd already put into the planning of everything.

The result of this, in practice, is that planning can only take you so far. Of course it's not a bad idea to have some idea of where you want to go, but taking the planning phase too far too early in the process will restrict your options later on.

I know I, were I a game developer, would greatly prefer a game with 24 semi-useful and slightly chaotic but tweakable units per race than one where the unit count has already been boiled down to 10 more or less set units per race without any testing to speak of.

Ingame metaphor: Designing a game into that sort of detail before you've ever tested any of it is like designing a build order without knowing unit stats. Even if you make a bloody detailed game plan, it can and will fail because you cannot know how your units will behave up front without having played around with them. Creative design is a cyclic, trial-and-error process. You're describing it as if it were a linear task, a checklist of sorts.
TerranUp16
Profile Joined March 2010
United States88 Posts
April 14 2010 12:59 GMT
#238
On April 14 2010 21:05 DarQraven wrote:
This approach seems very familiar to me, and I'm afraid some of you are understanding it the wrong way. I'm an industrial design student, and besides the engineering/marketing part, there's the completely open phase where you brainstorm for different possible solutions to a problem or even brainstorm for possible problems to solve in the first place.
The most effective approach is to generate as many ideas as you possibly can, not even necessarily within the range of feasibility or even physical possibility. Then distill from that huge pile of ideas.

Limiting yourself early on in a creative process like this is hell. It restricts the range of your ideas and prevents 'cross-pollination' of ideas. Most often, the result is the most obvious answer, while another less obvious solution might be way better in the end.
Let me explain.

Blizzard, being the creative bunch that they are, can undoubtedly come up with all kinds of mechanics and roles for new units. The only limit to what they can think up is how much coffee, time and motivation they have.
Let's say during this process employee A comes up with the Terran Lone Ranger unit, a cowboy on horseback that can throw a lasso and draw in units from the opponent's army, so that the player can use this ability to break enemy positioning. This idea could have originated in a random brainfart, it could have been derived from the redneck nature of Terrans, it could have been a random image the employee saw on TV, it could have been anything.

This is a completely unfeasible idea of course and very out of place in the lore of SC2.
The point is, though: however 'wrong' this idea might be, it does serve to maybe inspire employee B (or even A itself) to think about units that emphasize positional play more.
Abilities like Sentry Force Field or the Phoenix's Graviton Beam could have originated in this way.

This effect is further amplified when creatively working in larger teams. The cross-pollination often happens in your head if you work on something alone, but pooling ALL ideas, not just the good ones, serves the purpose of accelerating the creative process immensely, as well as broadening its scope.


I don't really disagree. It really depends on what level you're on and where you're working with the development. So, purely at the unit stage, it's rather fine if I just stop and go, "Ok guys, just go ahead and think of the most batshit-insane stuff you can and we'll whisk through it," but you need to have a plan for test all of that against, even if you aren't testing it against that plan immediately. So taking the example from my previous post where we have the planning for the ground Zerg siege unit. We could take thousands of unit concepts and cull through them to see how they relate to that plan, and we could eventually come across one or more that fit it really well.

Alternately, we could come across some concepts that don't quite fit the role or that stretch it or etc, but we might decide that's ok and we want to check and see if maybe doing it that way is more viable or better- but even in doing so we still want to re-evaluate our original plan and tweak it accordingly so that we can adjust our evaluation criteria accordingly. Because even after finding something we like there's a pretty good chance that we'll like a lot about that thing but it just may not be completely workable so we want to redo our framework so that we can refine future efforts along that course, instead of getting to something and going, "That's frickin' awesome and way better- let's use it!". And then you use it and you find that while it's pretty awesome, it has some pretty big issues and so you try and fix those issues and all of a sudden it's not what you started with. Instead, you could have just figured out that this thing was indeed awesome but that it needed a bit of a redesign or that this thing put you on the right track but you still need something different to get it right.

Anyway, in response to other posts about how Blizzard handles iteration, I... how to put this... "know" (I don't work at Blizzard, but I've read plenty of interviews besides this one and have followed them pretty closely as a developer) how Blizzard handles iteration, that they're perfectly willing to shove a concept into a game and completely scrap it if it's not working in favor of something different. And, I'm pretty sure I've said this before, but that's completely fine when you're consistent with that. When you're consistently willing to scrap what isn't working and completely rework or redesign it or just flat-out scrap it because you realize you don't actually need it, that's fine and it will work (eventually). It takes a lot more time and resources than most studios have to offer for their projects, but Blizzard ISN'T most studios. They're Blizzard.

The problem I have currently and I think the pervasive issue, is not so much that Blizzard's methods are fundamentally flawed, but rather that they are getting to a point where they are abandoning their commitment to those methods. It's completely possible that even Blizzard is running out of time and/or money/funding for this method and they simply can't let it run to its full completion. If so, that's a very strong argument in the direction that Blizzard's iterative method is not fully feasible. Alternately, Blizzard is growing too attached to some of their creations and their hands are growing weak at the executioner's switch.

The significance of the quote then, is the confirmation of the route that Blizzard took to get where they are, and as I mentioned previously, if they really are not going to fully commit to that route, that could prove a palpable issue for SC2.

I think the ray of sunshine though is that they *should* hop back onto that route for the expansions and those should give Blizzard a second and third chance to play that out.

But at the moment, I have serious concerns about the Roach and Marauder, that they are going to continue to drag down SC2, and I am concerned about the Thor and Mothership continuing to be as stretched as they are from their original concepts and to continue to stretch to the minimal limits of their new roles. I don't really feel that either is an optimum solution for where they are currently, and I also feel that other even if the aforementioned are all addressed, other similar issues lurk but haven't yet been brought to the forefront.

Among those, I really agree that the Zerg in particular just do not feel quite "Zerg-y" enough and while the Roach plays a big role in that, I am going to point my finger squarely at the Queen's mutant larvae macro mechanic because the number one reason I feel the Zerg are not as different as they once were is because they feel less like an infection, disease, plague now because they can fight off roughly equal bases whereas in StarCraft 1 they had to and were encouraged to expand much more and to take control of sizable parts of the map, and as Protoss or Terran you were constantly thwarting a full-on infestation, knowing that if you let it grow too much or get too far ahead of you that it would just overwhelm you. Creep Tumors and creep-shitting Overlords I feel are a very hollow replacement for that. And I'm not really sure that Blizzard particularly intended to remove this element of the Zerg.
Orders, Sir! Ready to roll out!
Limak
Profile Joined March 2010
Poland6 Posts
Last Edited: 2010-04-14 13:05:43
April 14 2010 13:01 GMT
#239
Crisium wrote:
So they make cool units, regardless of the balance. This gets Roaches with rapid healing, Reapers that throw D8 Charges, Mothership with Planet Cracker, etc. Then the plan is to let gameplay and time balance it out. Blizzard seemed to think that balance would be adjusting HP, damage, costs, build time, etc. But instead balancing lead to making the "cool" units very uninteresting. Roach is just a cheap Tank, Reapers D8 is now only against buildings and makes the unit harass only, Mothership is just a big, slow, expensive, powerful Arbiter.

The cool is gone, but the units are still there, boring and all.

I think SC1 took a similar approach, but kept the cool in because they weren't so pressed for balance right away (think 1998). That allowed us to have cool things with crazy micro such as Reavers, Vultures (with and without mines), "invincible" M&M balls vs nearly instant-marine-killing Lurkers. People would cry IMBA today and we would lose them.

Does anyone think Colossus Micro is as exciting as Reaver? Can Hellions even compare to Vultures? They have to stop to attack (balance).

Where are the imba spells of SC1, such as Irridate (delay kill almost any Zerg unit, and splash damage), Spawn Broodling (instant kill many units), and anything the Defiler has. Seriously - consider the Defiler on paper. It's way too good. Sacrifice a few 25 mineral units and you can spam countless Plagues that reduce units with a couple hundred HP to 1. Or spam countless Dark Swarms against Terrans who can only send in weak firebats or use splash damage. These Imba spells do not exist in SC2 because out of the fear of balance. I'd rather they did, because they are cool and can be managed by strategy and/or patches instead of outright removal.


This is absolutely amazing post that is hitting the problem at EXACTLY where it is. They catter to the masses now, they listen to copper/bronze players whining about stuff that at higher level play is totally counterable with some proper micro or anything. If they balanced SC1 same way they are balancing SC2 now we would have totally diffrent game without lurkers, siege tanks, spider mines, reavers, psi storms and anything else bad low tier players could complain about.
Too bad, this game had potential to be great. It's still not too late to be honest but I don't see them going away from their current ,,please the masses,, methods anytime soon.
Eury
Profile Joined December 2008
Sweden1126 Posts
Last Edited: 2010-04-14 13:24:00
April 14 2010 13:16 GMT
#240
On April 14 2010 21:59 TerranUp16 wrote:
The problem I have currently and I think the pervasive issue, is not so much that Blizzard's methods are fundamentally flawed, but rather that they are getting to a point where they are abandoning their commitment to those methods. It's completely possible that even Blizzard is running out of time and/or money/funding for this method and they simply can't let it run to its full completion. If so, that's a very strong argument in the direction that Blizzard's iterative method is not fully feasible. Alternately, Blizzard is growing too attached to some of their creations and their hands are growing weak at the executioner's switch.


Even Blizzard got deadlines. You can't keep on iterating forever, you need to reach a point where you say - that's enough, its finished. Otherwise you get Duke Nukem Forever.

Also you have the psychological factor when it comes to those involved creating the project. Starcraft 2 have been in production for 7 years. Its very draining working on the same project year after year even if you love what you do. You are in risk to burn people out if you keep on going without an end in sight.

Regarding specific design decisions when it comes to Zerg - I guess my solution would be to add Dark Swarm back into the game somehow as a Hive tech, and cap how much larva a Hatchery can sustain even with a queen. That would make Zerglings and Ultralisks much more competitive with Hydras and Roaches. For Terran Hellions need to work under Dark Swarm, and for Protoss Archons have to be buffed to deal with the new Zerg threat.

I'm not a game designer though, so I'm sure others can add better and/or more clever ways to make Zerg more interesting.
Wintermute
Profile Joined March 2010
United States427 Posts
Last Edited: 2010-04-14 14:26:11
April 14 2010 14:25 GMT
#241
On April 14 2010 17:18 Falling wrote:
Show nested quote +
On April 14 2010 16:50 sk` wrote:
In short, the "Roach" thread highlights the problem. A cool unit was made, which created a balance problem, thus units to counter it were needed; however, those too created balance problems and the cycle continues. Had the team started with "Zerg should behave like N and thus need unit X." It wouldn't have been the same.

For example, in BW did anyone every say, "Man, if only Zerg had a short-mid range meat shield unit named after an insect." Hu? No. Effectively, they had that in the Ultra, bringing it down to T1.5 does what for the race?

SC2 has no shortage of examples like that and they all stem from the same point. No plan. Throw it at the wall and see what sticks...


But isn't this simply a problem of in what order did something come about/ a matter perspective. Would not any new unit created become 'a balance problem'? It's a new unit, so it'll need to be balanced. That's a problem, therefore other units are needed to counter it. Now whether they had in their heads which units countered which units at the beginning or whether certain units were created in order to balance that cool unit, we don't know. We can't know from the interview and our argument is only based on assumption.



Any new unit has the potential to be a balance problem, but there's a big difference between creating a unit on the basis of "wouldn't it be cool if..." and trying to fit that into the game vs looking at the game, seeing what elements are weak or could be improved, and designing units to fit those needs.

The roach is the ultimate example because it fills a role that was already filled: the T1.5 ranged unit to complement the zergling. What started out as a cool concept of the regenerating meat shield has been watered down to the point of being a slightly more expensive, slightly less damaging zealot who has 3 range. Except that unlike the hydralisk that it's meant to replace, the roach can be hard countered by immortals and marauders (who have their own slew of issues), or air units. Meanwhile the hydralisk, which is an iconic unit, has been bastardized into an expensive, slow, glass cannon.

Medivacs and warp prisms are examples of design done right. You could look at the design of SC1 and the way drop ships worked, and conclude two things:

1) Drop ships themselves are boring, functional units that aren't very cool.

2) Air mobility is an extremely important element, and drop ships are important to that.

Thus the medivac and warp prism are born, as multi dimensional, cooler drop ships.

Overlords losing the ability to see cloaked and the introduction of overseers is another example. Cloaked units lost their impact against zerg, who by default were virtually immune to the concept. Answer: take that ability away by default, and provide a replacement. Maybe not that exciting, but it's functional. Overseers solve an issue, rather than exist just to be cool.

The problem is there are simply too many roaches and thors that exist to be "cool" and not enough medivacs and overseers that exist to address real needs in the design.
Don't let me say this, but you're no worse than me; it's crazy.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
April 14 2010 18:32 GMT
#242
You say that Medivacs and Warp Prism were 'designed right,' but you have no idea by what process they got those ideas. That was my point. We don't know. It was a creative process where anything goes and limits were put later. For all we know the Roach was intended to fill a function and the Medivac was a random idea.

Any new unit has the potential to be a balance problem, but there's a big difference between creating a unit on the basis of "wouldn't it be cool if..." and trying to fit that into the game vs looking at the game, seeing what elements are weak or could be improved, and designing units to fit those needs.


This assumes you have a functioning game to begin with. Essentially that they took Brood War as the core and simply added or deleted more units. However, if they were looking for a new game aka SCII and not Brood War with better graphics, then you're building the game from the ground up, but with a lot of crossover. So you have no way of knowing whether one unit would 'fit' amongst all the others because you're creating all those other units at the same time. (And adding some of the older ones.)
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Mora
Profile Blog Joined October 2002
Canada5235 Posts
April 14 2010 20:52 GMT
#243
On April 14 2010 21:59 TerranUp16 wrote:
Show nested quote +
On April 14 2010 21:05 DarQraven wrote:
This approach seems very familiar to me, and I'm afraid some of you are understanding it the wrong way. I'm an industrial design student, and besides the engineering/marketing part, there's the completely open phase where you brainstorm for different possible solutions to a problem or even brainstorm for possible problems to solve in the first place.
The most effective approach is to generate as many ideas as you possibly can, not even necessarily within the range of feasibility or even physical possibility. Then distill from that huge pile of ideas.

Limiting yourself early on in a creative process like this is hell. It restricts the range of your ideas and prevents 'cross-pollination' of ideas. Most often, the result is the most obvious answer, while another less obvious solution might be way better in the end.
Let me explain.

Blizzard, being the creative bunch that they are, can undoubtedly come up with all kinds of mechanics and roles for new units. The only limit to what they can think up is how much coffee, time and motivation they have.
Let's say during this process employee A comes up with the Terran Lone Ranger unit, a cowboy on horseback that can throw a lasso and draw in units from the opponent's army, so that the player can use this ability to break enemy positioning. This idea could have originated in a random brainfart, it could have been derived from the redneck nature of Terrans, it could have been a random image the employee saw on TV, it could have been anything.

This is a completely unfeasible idea of course and very out of place in the lore of SC2.
The point is, though: however 'wrong' this idea might be, it does serve to maybe inspire employee B (or even A itself) to think about units that emphasize positional play more.
Abilities like Sentry Force Field or the Phoenix's Graviton Beam could have originated in this way.

This effect is further amplified when creatively working in larger teams. The cross-pollination often happens in your head if you work on something alone, but pooling ALL ideas, not just the good ones, serves the purpose of accelerating the creative process immensely, as well as broadening its scope.


I don't really disagree. It really depends on what level you're on and where you're working with the development. So, purely at the unit stage, it's rather fine if I just stop and go, "Ok guys, just go ahead and think of the most batshit-insane stuff you can and we'll whisk through it," but you need to have a plan for test all of that against, even if you aren't testing it against that plan immediately. So taking the example from my previous post where we have the planning for the ground Zerg siege unit. We could take thousands of unit concepts and cull through them to see how they relate to that plan, and we could eventually come across one or more that fit it really well.

Alternately, we could come across some concepts that don't quite fit the role or that stretch it or etc, but we might decide that's ok and we want to check and see if maybe doing it that way is more viable or better- but even in doing so we still want to re-evaluate our original plan and tweak it accordingly so that we can adjust our evaluation criteria accordingly. Because even after finding something we like there's a pretty good chance that we'll like a lot about that thing but it just may not be completely workable so we want to redo our framework so that we can refine future efforts along that course, instead of getting to something and going, "That's frickin' awesome and way better- let's use it!". And then you use it and you find that while it's pretty awesome, it has some pretty big issues and so you try and fix those issues and all of a sudden it's not what you started with. Instead, you could have just figured out that this thing was indeed awesome but that it needed a bit of a redesign or that this thing put you on the right track but you still need something different to get it right.

Anyway, in response to other posts about how Blizzard handles iteration, I... how to put this... "know" (I don't work at Blizzard, but I've read plenty of interviews besides this one and have followed them pretty closely as a developer) how Blizzard handles iteration, that they're perfectly willing to shove a concept into a game and completely scrap it if it's not working in favor of something different. And, I'm pretty sure I've said this before, but that's completely fine when you're consistent with that. When you're consistently willing to scrap what isn't working and completely rework or redesign it or just flat-out scrap it because you realize you don't actually need it, that's fine and it will work (eventually). It takes a lot more time and resources than most studios have to offer for their projects, but Blizzard ISN'T most studios. They're Blizzard.

The problem I have currently and I think the pervasive issue, is not so much that Blizzard's methods are fundamentally flawed, but rather that they are getting to a point where they are abandoning their commitment to those methods. It's completely possible that even Blizzard is running out of time and/or money/funding for this method and they simply can't let it run to its full completion. If so, that's a very strong argument in the direction that Blizzard's iterative method is not fully feasible. Alternately, Blizzard is growing too attached to some of their creations and their hands are growing weak at the executioner's switch.

The significance of the quote then, is the confirmation of the route that Blizzard took to get where they are, and as I mentioned previously, if they really are not going to fully commit to that route, that could prove a palpable issue for SC2.

I think the ray of sunshine though is that they *should* hop back onto that route for the expansions and those should give Blizzard a second and third chance to play that out.

But at the moment, I have serious concerns about the Roach and Marauder, that they are going to continue to drag down SC2, and I am concerned about the Thor and Mothership continuing to be as stretched as they are from their original concepts and to continue to stretch to the minimal limits of their new roles. I don't really feel that either is an optimum solution for where they are currently, and I also feel that other even if the aforementioned are all addressed, other similar issues lurk but haven't yet been brought to the forefront.

Among those, I really agree that the Zerg in particular just do not feel quite "Zerg-y" enough and while the Roach plays a big role in that, I am going to point my finger squarely at the Queen's mutant larvae macro mechanic because the number one reason I feel the Zerg are not as different as they once were is because they feel less like an infection, disease, plague now because they can fight off roughly equal bases whereas in StarCraft 1 they had to and were encouraged to expand much more and to take control of sizable parts of the map, and as Protoss or Terran you were constantly thwarting a full-on infestation, knowing that if you let it grow too much or get too far ahead of you that it would just overwhelm you. Creep Tumors and creep-shitting Overlords I feel are a very hollow replacement for that. And I'm not really sure that Blizzard particularly intended to remove this element of the Zerg.


another excellent post!

you've made my list of fabulous
Happiness only real when shared.
Spawkuring
Profile Joined July 2008
United States755 Posts
April 14 2010 21:40 GMT
#244
On April 14 2010 21:59 TerranUp16 wrote:
The problem I have currently and I think the pervasive issue, is not so much that Blizzard's methods are fundamentally flawed, but rather that they are getting to a point where they are abandoning their commitment to those methods. It's completely possible that even Blizzard is running out of time and/or money/funding for this method and they simply can't let it run to its full completion. If so, that's a very strong argument in the direction that Blizzard's iterative method is not fully feasible. Alternately, Blizzard is growing too attached to some of their creations and their hands are growing weak at the executioner's switch.


That was something I noticed quite a lot as the beta went on. For whatever reason, Blizzard seems extremely reluctant to do anything about the Roach, Marauder, Thor, and Mothership despite the growing evidence that these units just aren't fitting very well in their roles (aside from the Marauder which does it too well).

The Roach lost any of its identity as a fast regen unit and is basically now just a Protoss unit in Zerg clothing. The Thor obviously wants to be this heavy siege unit, but it didn't work out and now Blizzard keeps trying to shoehorn it in into some weird anti-air unit. The Marauder does it role well, but it's far too strong at the moment since it counters almost every single tier 1 unit and makes half of the Terran army obsolete. And the Mothership has obvious problems due to it being an Arbiter-wanabee. Starcraft 2 is supposed to be an improvement on the original, and I see no improvements when we have Goliath and Arbiter wanabees in the game.

Blizzard may say that they're willing to sacrifice units even in the beta, but their actions and words say otherwise. It's pretty obvious that they'll do everything possible to avoid doing that, and unfortunately they're willing to even sacrifice game quality if it means keeping their beloved units in. There's still opportunity for the expansions to help, but I really hope we don't have to wait that long, especially since people want SC2 to be a worthy successor NOW rather than later.
bugball
Profile Joined February 2010
Spain8 Posts
April 15 2010 00:14 GMT
#245
this is one of the best threads i'd ever seen, like the roach and marauder ones.

I think you should post it on btnet
peee pee poo poo
RoosterSamurai
Profile Blog Joined March 2010
Japan2108 Posts
April 15 2010 00:16 GMT
#246
On April 12 2010 14:32 0neder wrote:
So the siege tank is now more unique because it's totally useless?

Isn't that what they were going for?
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
April 15 2010 00:35 GMT
#247
On April 15 2010 09:16 RoosterSamurai wrote:
Show nested quote +
On April 12 2010 14:32 0neder wrote:
So the siege tank is now more unique because it's totally useless?

Isn't that what they were going for?



I miss the siege contains
SC2 doesnt look the same without them..and lore wise..

"hey lets get theese new tanks, they are more expensive and do less damage"
"-good idea, thats why you are an officer!"
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Crisium
Profile Blog Joined February 2010
United States1618 Posts
April 15 2010 00:44 GMT
#248
You can't really talk about Lore for SC2. Overlords losing the ability to detect? Now that's evolution!
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-15 00:48:43
April 15 2010 00:48 GMT
#249
On April 15 2010 09:44 Crisium wrote:
You can't really talk about Lore for SC2. Overlords losing the ability to detect? Now that's evolution!

Or may everyone elses cloak tech just got a lot better
Too Busy to Troll!
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-15 02:55:21
April 15 2010 02:54 GMT
#250
On April 15 2010 09:48 Half wrote:
Show nested quote +
On April 15 2010 09:44 Crisium wrote:
You can't really talk about Lore for SC2. Overlords losing the ability to detect? Now that's evolution!

Or may everyone elses cloak tech just got a lot better

lol. Makes sense actually. The cloaking tech even LOOKS different to be honest. I think the best way to address the Marauder and the Roach is to either make them less useful in high numbers, or to make them more useful in low numbers but harder to mass. Robo Facility units are already useful in low numbers, so those units should be made to be harder to mass quickly. I think good overall shape of the situation would be:

1. Marauder becomes a more "infantry-like" unit in terms of health, cost, and damage.

2. Roach becomes more of a survivable unit (with proper control), but is less massable.

3. Immortals and Colossi have significantly increased build times. Increase gas cost of Immortal. With the above modifications, each unit will be much more significant in smaller numbers, but also they become much more valuable to the player using them.
REEBUH!!!
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
April 15 2010 02:57 GMT
#251
On April 15 2010 11:54 LunarC wrote:
Show nested quote +
On April 15 2010 09:48 Half wrote:
On April 15 2010 09:44 Crisium wrote:
You can't really talk about Lore for SC2. Overlords losing the ability to detect? Now that's evolution!

Or may everyone elses cloak tech just got a lot better

lol. Makes sense actually. The cloaking tech even LOOKS different to be honest. I think the best way to address the Marauder and the Roach is to either make them less useful in high numbers, or to make them more useful in low numbers but harder to mass. Robo Facility units are already useful in low numbers, so those units should be made to be harder to mass quickly. I think good overall shape of the situation would be:

1. Marauder becomes a more "infantry-like" unit in terms of health, cost, and damage.

2. Roach becomes more of a survivable unit (with proper control), but is less massable.

3. Immortals and Colossi have significantly increased build times. Increase gas cost of Immortal. With the above modifications, each unit will be much more significant in smaller numbers, but also they become much more valuable to the player using them.

i also suggest to add levels to units and neutral creeps around the map
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 15 2010 03:14 GMT
#252
On April 15 2010 11:57 iG.ClouD wrote:
Show nested quote +
On April 15 2010 11:54 LunarC wrote:
On April 15 2010 09:48 Half wrote:
On April 15 2010 09:44 Crisium wrote:
You can't really talk about Lore for SC2. Overlords losing the ability to detect? Now that's evolution!

Or may everyone elses cloak tech just got a lot better

lol. Makes sense actually. The cloaking tech even LOOKS different to be honest. I think the best way to address the Marauder and the Roach is to either make them less useful in high numbers, or to make them more useful in low numbers but harder to mass. Robo Facility units are already useful in low numbers, so those units should be made to be harder to mass quickly. I think good overall shape of the situation would be:

1. Marauder becomes a more "infantry-like" unit in terms of health, cost, and damage.

2. Roach becomes more of a survivable unit (with proper control), but is less massable.

3. Immortals and Colossi have significantly increased build times. Increase gas cost of Immortal. With the above modifications, each unit will be much more significant in smaller numbers, but also they become much more valuable to the player using them.

i also suggest to add levels to units and neutral creeps around the map

Don't get it. Are you saying that my suggested changes will make Starcraft 2 more like Warcraft 3? Explain how.
REEBUH!!!
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-15 03:48:14
April 15 2010 03:47 GMT
#253
On April 15 2010 11:57 iG.ClouD wrote:
Show nested quote +
On April 15 2010 11:54 LunarC wrote:
On April 15 2010 09:48 Half wrote:
On April 15 2010 09:44 Crisium wrote:
You can't really talk about Lore for SC2. Overlords losing the ability to detect? Now that's evolution!

Or may everyone elses cloak tech just got a lot better

lol. Makes sense actually. The cloaking tech even LOOKS different to be honest. I think the best way to address the Marauder and the Roach is to either make them less useful in high numbers, or to make them more useful in low numbers but harder to mass. Robo Facility units are already useful in low numbers, so those units should be made to be harder to mass quickly. I think good overall shape of the situation would be:

1. Marauder becomes a more "infantry-like" unit in terms of health, cost, and damage.

2. Roach becomes more of a survivable unit (with proper control), but is less massable.

3. Immortals and Colossi have significantly increased build times. Increase gas cost of Immortal. With the above modifications, each unit will be much more significant in smaller numbers, but also they become much more valuable to the player using them.

i also suggest to add levels to units and neutral creeps around the map


....

His suggestions have nothing to do with WC3. In fact, his marauder change makes it less like WC3

~_~

Too Busy to Troll!
Wintermute
Profile Joined March 2010
United States427 Posts
Last Edited: 2010-04-15 06:00:06
April 15 2010 05:56 GMT
#254
On April 15 2010 03:32 Falling wrote:
You say that Medivacs and Warp Prism were 'designed right,' but you have no idea by what process they got those ideas. That was my point. We don't know. It was a creative process where anything goes and limits were put later. For all we know the Roach was intended to fill a function and the Medivac was a random idea.



My point was that Medivacs and Warp Prisms represent a useful evolution from SC1. They address a weakness in the existing game. If you want to claim that happened by accident, fine, whatever, for the sake of argument assume it happened by accident. The point remains that some new units in SC2 fulfill a useful purpose and others exist just to be new. Whether they started out having some useful purpose at some point in time, they have no purpose now compared to what they replaced. Ergo form doesn't follow function, and they should be scrapped or redesigned to fit some place else.

Besides which, that conclusion doesn't even make sense. If roaches for example were designed to fill an identifiable need, how did they end up displacing hydralisks instead of filling that need? The very act of using them for something they weren't originally designed for is exactly what I am talking about: Shoehorning units in just to get them in.

Any new unit has the potential to be a balance problem, but there's a big difference between creating a unit on the basis of "wouldn't it be cool if..." and trying to fit that into the game vs looking at the game, seeing what elements are weak or could be improved, and designing units to fit those needs.


This assumes you have a functioning game to begin with. Essentially that they took Brood War as the core and simply added or deleted more units. However, if they were looking for a new game aka SCII and not Brood War with better graphics, then you're building the game from the ground up, but with a lot of crossover. So you have no way of knowing whether one unit would 'fit' amongst all the others because you're creating all those other units at the same time. (And adding some of the older ones.)


They did have a functioning game, and SC2 was clearly NOT built from the ground up. It's SC1 with better graphics, redesigned UI, and then added, deleted, and modified units. Or are you going to try to tell me that they wound up with virtually identical unit sets and game mechanics by total coincidence? Why didn't they wind up with Dune 2000 instead? Because it's not coincidence, and they didn't start from scratch. They started from SC1, then added and deleted units.
Don't let me say this, but you're no worse than me; it's crazy.
TerranUp16
Profile Joined March 2010
United States88 Posts
April 15 2010 08:15 GMT
#255
For the Warp Prisms and Medivacs, I think the succinct point of that is in SC1, Dropships and Shuttles were just that- Dropships and Shuttles. They were potentially important yet ultimately single-role units. But, when you watch high-level SC1, you start to see the interesting concept that they didn't, necessarily, require air dominance to operate- you didn't need to escort them with Wraiths/Scouts/etc. So moving forward from there, it would be interesting to expand their roles to make them worthwhile in more situations (pretty much since they can be) and to make them more interesting, and both the Medivac and Warp Prism fill that nicely.

And yes, as Wintermute is saying here, SC2 wasn't built from the ground-up. Almost no game really is. Every game draws inspiration from somewhere. The beginning of the development process is researching what already exists. And yes, that research comes before you even know what you want to do even in the most general terms (ie genre)- it may not be a formal development phase, but it is done (and it subtly is of course why games tend to fall under genres and to follow various conventions and etc). After you brainstorm a bit more about what you specifically want to do, you do yet more research into the games that are closest to what you want to do- in SC2's case, that is obviously SC1.

In the process of all that research though you do get bases upon which your game is constructed. StarCraft 2's GUI was not created on a blank board from blank minds- it was constructed by researching existing GUIs (including SC1's, WC3's, and probably many others- for example displaying number key binding groups is new for Blizzard RTS games but not new to RTS games as a whole) and then figuring out what conventions of those GUIs were worth using and figuring out how to refine and tweak them for SC2 (including the continuing evolution of the command grid where three squares have been added to every Blizzard RTS since SC1 xD).

For the units and armies of SC2, you get to a decision where you can decide to not take anything from the original (basically Dawn of War 2 versus Dawn of War 1- DoW 2 tossed basically all unit design and tier structuring and etc from DoW 1 to the wind and instead redrew from the source material- Warhammer 40k), you can decide to take only the factional identities from the original (that is, the concepts that made them different; trying to think of a good example of this that's relevant but Batman v Batman Beyond might be a decent starting comparison), you can decide to keep specific identities from the factions but to toss the factional identities to the wind (WarCraft 2 versus WarCraft 3- there are Footmen, Knights, Grunts, etc... in both but Humans and Orcs in WC3 moved far beyond being relative mirrors of each other), you can choose to keep specific identities and to keep the factional identities (could be what SC2 is aiming for?), or you can do something else (insert long list here).

Browder's comments suggest that only the units are being taken and then those units and new units are being used to form the factional identity. Now, the hmh part of this is that if you look at how WC3 handled this, it really took the units in name only and then fit them in where they needed to go and that worked rather nicely. In SC2, the retained units are pretty much refilling their roles and in doing so shaping factional identity to a degree. The remaining roles vacated by departed units and/or units in purgatory (ie those that Blizzard has deemed non-critical/unnecessary to keep and that get tossed into the pool of unit ideas that will maybe work or maybe won't but that have no weighting in their favor) are then up for remolding.

What you get out of all of the above is that you can definitely formulate a plan for your three races that you can compare your new unit concepts to if you want to go that route; or else, again, you can just keep throwing darts at your board and anything that's not a bullseye you yank off and either toss again or just discard (for example, the Roach obviously wasn't a bullseye throw, but maybe it was close to take the dart off the wall and finnagle with it a bit- ie toss it to Tier 2, make it less massable and perhaps even less of a tank but make it more of an assassin that leverages its burrowed movement and it's still the same "unit" but it's been retweaked quite a bit and when you throw it next it might be a bullseye) in favor of a new dart. But as mentioned, you need to keep throwing darts until you get it right *OR* you need a plan that will let you hone your darts before you throw them so you don't need to throw or discard nearly as many darts.

As for systemic mistakes in design... devastating and potentially expensive to fix, but it is the job of a game designer to not do that- you should have the capability of foresight and should be able to work through detailed plans. It's a rather analytical occupation and is far more complex an art than most people give it credit for- it's almost like programming with a very high-level language (English or your choice of spoken toungue xD) but having to deal more directly and flexibly with user interaction/feedback than code does. It's far from just about being able to have "cool ideas". Also notable that WC3 went through about four redesigns as I recall and I'm pretty sure still had a shorter dev cycle (duly noted that WoW apparently fubarred SC2's dev cycle so it's a tough comparison).

But then it's also notable that factional plans and etc start at a very general level and then grow more and more specific until they get to the unit level when you take that approach. If, when you finally get to the unit level and something isn't working then of course you do get the "oh crap" and you do need to check through the framework and the steps leading up to where you were to figure out how to fix it and to stabilize the impacts of that fix (not unlike figuring out why you lost a 45-minute match of StarCraft). Again, I'll point to the example of DoW 2 where units have been removed, added, shoved around, etc... primarily in a post-release environment (aka fewer devs and less time and money to allocate towards such activities). If a game really has massive systemic problems then it's just going to be a failed effort and unfortunately that is that (not too different from not developing a proper plan and then ending up throwing darts forever but never hitting the bullseyes you need because as mentioned even Blizzard only has finite time and money and therefore a finite supply of darts). The difference between the two approaches though in terms of game design is that if you have talented, experienced game designers you're going to hit the mark of what you're looking for a high percentage of the time, whereas when you devolve into little plannig and reliance super-heavily on testing, you really can't predict how long that's going to take to hit the desired mark. Again though, in various circumstances the latter is perfectly fine and in fact that is one of the reasons why scientific research benefits from spreading talent and instances of research (while fostering a community where ideas/findings/etc can be exchanged to jog minds and etc) because some of those instances of research will never pay off and will flounder in the dark forever while others will quickly hit the target- the net effect of all those parallel attempts will work faster and relatively cheaper than a single, completely coordinated one despite that the latter may be more consistent; and then the key to all of that is that the payoff for hitting the target is big enough so that nowhere near every instance needs to hit a target compared to game design where that's not quite as true.

@LunarC- I think the bigger issue w/Immortals is damage because if their DPS was brought down it would allow Siege Tanks to engage in an unsieged slugging war with Immortals, which sounds bad for the utility of the Immortal but in actuality forcing Tanks to unsiege is a massive victory for the Immortal since it effectively buffs all of your Gateway units.

Also, I only feel like the Collossus is such an issue atm because of the massively decreased viability of mech, as Siege Tanks have no issue dealing with Collossi straight up.

@ClouD- LolxD but for a more constructive take, to avoid allowing such changes to bring SC2 down that path, shifting Roaches and Hydras in the tech tree and improving the massability of Hydras again would be the answer (although Blizzard seems to not want Hydras in Tier 1 because they seem to feel that will make SC2 too much like SC1 -_- in which case they just need to scrap the Roach at this point then because they need a new/different concept to fill that T1 slot).
Orders, Sir! Ready to roll out!
Attica
Profile Joined February 2010
United States277 Posts
April 15 2010 09:41 GMT
#256
I can't see blizzard ever putting hydras back to tier 1.5. They would then have to rebalance banshees, phoenix, and void rays so that they could be useful for harassing zerg.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2010-04-15 10:25:35
April 15 2010 10:24 GMT
#257
Remember that both the original Starcraft and Warcraft 3 were bland and uninteresting compared to the expansions and that Blizzard was willing to significantly adjust unit roles and playstyles. While at this point in beta they aren't likely to fundamentally change the way the game plays, except to nudge it in what they see as the right direction and proper balance, this is a possibility for Heart of the Swarm and the inspiration they will draw on for those changes are threads such as these, so it's worthwhile to have these discussions.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
TerranUp16
Profile Joined March 2010
United States88 Posts
Last Edited: 2010-04-15 10:54:24
April 15 2010 10:52 GMT
#258
On April 15 2010 18:41 Attica wrote:
I can't see blizzard ever putting hydras back to tier 1.5. They would then have to rebalance banshees, phoenix, and void rays so that they could be useful for harassing zerg.


Not sure about that. Er, well, decreasing build time on Void Rays wouldn't be a big issue in TvP since Marines counter Void Rays nicely and it's not an issue to get them out early (dunno about PvP), but for Pheonix and Banshees, I don't think it's too big an issue. Especially for Banshees since if you transition from Banshees into mech then you've got a very nice advantage of skewing the Zerg's composition towards Hydralisks which, since this isn't StarCraft 1 and Hellions are helpful against Hydralisks compared to Vultures, that's pretty big.

For PvZ Pheonix (shrug). Also, like with TvZ, how does the Hydra-heavy unit composition work out for you? 'cuz we're all familiar with Zerg builds in Brood War where Zerg doesn't want to have to make Hydralisks if he can get away with it and then P capitalizes on that with DT-'sair (or even just 'sairs to put the hurt down on Overlords).

On a side note, I think the Pheonix may play a bigger role in PvT if/once mech is found to be more viable as already in 2v2 and FFA I've seen decent amounts of Pheonixes be able to lift-up Tanks and/or Thors and punish them and it requires a really big investment by T into Turrets and/or Marines since I haven't yet seen the relative investment in Vikings v Pheonixes work out while still keeping a proper ground army and since Thors are so costly you just can't mass them like you could Goliaths so Pheonixes' ability to pick-up a Thor pretty much invalidates the Thor's AA capabilities. Again, I don't know *how viable* or *how big of a role* because I'm not sure on the 1v1 feasibility yet since so far it hasn't really been necessary, but at a bare minimum I think it could make for an interesting deviation build like Valkonic in TvZ while in PvZ Pheonixes may still be like 2-Port Wraith TvZ.

Point, really, is that for Pheonixes, if the desire is to keep them as-is atm, I wouldn't be too worried about earlier Hydralisks shoving them out of the utility picture.

Edit: "hasn't", not "ahsn't" xD
Orders, Sir! Ready to roll out!
Kim_Hyun_Han
Profile Blog Joined January 2009
706 Posts
April 15 2010 10:56 GMT
#259
so i see

they didnt have any goals

they tried to repeat the fluke















Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
April 15 2010 11:46 GMT
#260
On April 15 2010 19:56 Kim_Hyun_Han wrote:
so i see

they didnt have any goals

they tried to repeat the fluke

They're gonna throw so much money at it they might get something in the end; Monkey and typewriter style.

What baffles me is if they say they tried to create interesting and unique units... why did they take the vulture and spider mine out?
Don't hate the player - Hate the game
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 15 2010 20:44 GMT
#261
They're like, "I don't want to lose a game, thank you very much, let alone in the first 20 seconds." But we feel like that's part of what makes the game really exciting, and really intense, and such an adrenaline rush, such an intense emotional experience.


Browder should play some games with mass marauder, and then have another interview. Can't wait to read that!
starleague forever
Half
Profile Joined March 2010
United States2554 Posts
April 15 2010 21:01 GMT
#262
On April 15 2010 20:46 Klive5ive wrote:
Show nested quote +
On April 15 2010 19:56 Kim_Hyun_Han wrote:
so i see

they didnt have any goals

they tried to repeat the fluke

They're gonna throw so much money at it they might get something in the end; Monkey and typewriter style.

What baffles me is if they say they tried to create interesting and unique units... why did they take the vulture and spider mine out?


Unique


This kind of answers itself lol. Obviously, stuff in the previous game isn't unique -_-.
Too Busy to Troll!
_awake_
Profile Joined August 2007
196 Posts
Last Edited: 2010-04-16 15:11:12
April 16 2010 15:10 GMT
#263
On April 15 2010 19:24 Mothxal wrote:
Remember that both the original Starcraft and Warcraft 3 were bland and uninteresting compared to the expansions and that Blizzard was willing to significantly adjust unit roles and playstyles. While at this point in beta they aren't likely to fundamentally change the way the game plays, except to nudge it in what they see as the right direction and proper balance, this is a possibility for Heart of the Swarm and the inspiration they will draw on for those changes are threads such as these, so it's worthwhile to have these discussions.


the original SC had close to zero useless units. i'm worried about what would happen when they introduce new units in the next 2 'expansions'.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
April 20 2010 07:11 GMT
#264
"For instance, a year ago we didn't really have a Zerg race that was that much fun to play."

Is it possible to have a Zerg less fun than what we see now? IF the changes are too big to make in the closed beta, Dustin have to blow the whistle, close the beta and return to the dev stadium once more. Blizzard used to be different, they could postpone a game, rework and even scratch concepts for years until they released a product, but now it seem as they´re unable too anymore. Perhaps they´ve gotten too big, but they should be able to afford to release only top notch products because they made lots of money on WoW.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
emuscles
Profile Joined March 2010
Canada12 Posts
April 20 2010 07:55 GMT
#265
the hellion is a cool unit.
i beat the game
gozima
Profile Joined April 2010
Canada602 Posts
April 20 2010 08:37 GMT
#266
They're gonna nerf warp gates? NO!
abrasion
Profile Joined April 2010
Australia722 Posts
April 20 2010 10:51 GMT
#267
I have to agree with some posters here that SC2 is lacking in regards to unit diversity.
There are lots of units in the game but so many perform the function that other units perform, rendering them useless or at least not as useful and rarely used.
NOTE: I'm a newb user!
Examples.
Brood Lord and Ultralisk, 9 times out of 10 - you may as well just build the BL
Seige Tank and Thor.
Marauder overall strength, it's such a strong, cheap and fast unit to build, why not just mass those with one or 2 marines (and people do)
The roach and hydras move so quickly, attack so quickly that zerglings are not as useful as they probably should be.

Let's look at the Seige tank, I think the only logical way to make it more useful is to make it unique, why not make the Seige tank range /even longer/ ? or perhaps make the ST more powerful than the Thor?
Perhaps reduce the Thor range and attack rate or something along these lines.
(Don't take my word as gospel)

I think most of you will get the point, there's little reason to build some of the units in the game and I think that's a bit of a shame. I'd love to go up against seige tanks but basically I never see them, or Ultralisks etc, units need to be made more unique.
Perhaps Marauders should do less damage against Zerglings, Zealots, Marines and more vs Armored - making them less likely to be massed

Etc etc.
derpmods
gedassan
Profile Joined March 2010
Lithuania83 Posts
April 20 2010 11:14 GMT
#268
On April 12 2010 17:45 Caphe wrote:
A long interview but with very little information. I feel like I was reading a advertising article.
Really, Mr. Browder you should read TL. In a long run SC2 is all about competitive online play, so we really do not care much about how you teach people into this game, If someone want to get good at the game, they will find a way to learn it.
...


Well, first of all, why don't you stop talking about "we" and talk about "I". Then you will have credibility at least.

You say that it is not important how you teach people into this game. Why should people even care about this game if they:

1) have not played SC1, or
2) cannot get in easily (as in simple to use, difficult to master)?

And if people do not care, they will not get better. You will be stuck with the current player base which, while fine, is not as big or varied as it could be.

I am not for dumbing the game down, but the more competition to choose from, the merrier.
The way is made clear when viewed from above.
gedassan
Profile Joined March 2010
Lithuania83 Posts
April 20 2010 13:40 GMT
#269
On April 13 2010 21:06 SubtleArt wrote:
Interesting units and the best they came up with was roach / hydra / stalker / marauder / a HEALING DROPSHIP (what were they smoking)?

Nice one



Healing dropship is a very interesting and useful unit, which actually has its roots in the real world (infantry transport copter where they perform first aid on those in need). Not every unit needs to be a pokemon, you know.
The way is made clear when viewed from above.
abrasion
Profile Joined April 2010
Australia722 Posts
April 20 2010 14:24 GMT
#270
The healing dropship is like the warm prism though - they basically buffed the transport units significantly and surprisingly.


I mean not only do we retain the drop ability (good - it makes for dynamic play) we now have made the item which does the drop more powerful - overlord creep, warm prism transports AND makes obviously the energy field and the terrans one heals the units.

I don't know what to think of this, it makes them cooler yes but from a balance perspective - it makes drops quite powerful - especially Terran ones.
derpmods
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 20 2010 14:32 GMT
#271
On April 20 2010 16:11 HowardRoark wrote:
"For instance, a year ago we didn't really have a Zerg race that was that much fun to play."

Is it possible to have a Zerg less fun than what we see now? IF the changes are too big to make in the closed beta, Dustin have to blow the whistle, close the beta and return to the dev stadium once more. Blizzard used to be different, they could postpone a game, rework and even scratch concepts for years until they released a product, but now it seem as they´re unable too anymore. Perhaps they´ve gotten too big, but they should be able to afford to release only top notch products because they made lots of money on WoW.

Meh, probably better to get the game out and wait for the expansion - it's like 1 year away if their SC and WC3 timelines hold true.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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