Oh Micro, Where Art Thou? - Page 21
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skronch
United States2717 Posts
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Paperscraps
United States639 Posts
On April 27 2010 14:03 Brad wrote: This is fun. It's Counter Strike 1.6 > Source all over again. In the end, both games died, it wasn't fun.... Seriously! Why play SC2 if you are in love with SC1 so much. Oh wait you want something new, different, and exciting. SC2 is new, different, and exciting. Let it come into its own or just play BW. Seems like a simple answer to me. P.S. I love CS 1.6(SC:BW) for what it is. I love CS Source(SC2) for what it is. | ||
Esteban
United States10 Posts
edit: I guess I mean gliding shot | ||
Half
United States2554 Posts
On April 27 2010 14:07 ymirheim wrote: Really? In SC2, Immortal/Stalker force with sentry support vs marine/marauder with ghost support comes down to how much you practiced your forcefield and kiting micro as well as unit spreading. Me vs White-rA, I probably would kill a few units and loose my entire force to excellent forcefields and good unitspread. We can already establish that we cannot compare case for case exactly because the units are different but if people are really intent on comparing micro opportunity then we can always cancel out micro situations against each other, so in sc2 we got forcefields which make a HUGE difference depending on how you use them. Well placed forcefields can allow you to take out a larger force with a smaller force, the very definition of micro. So lets just take muta control and forcefields and remove those two from the discussion. Maybe we can go down the line and find that one of the two games have slightly more microable situations but by no means is it just as simple as saying one game has these scenarios and the other doesn't. Just because any numbnut can place sentries or kite with marauders does not mean that everyone can do it equally well, there is bad forcefield micro and there is bad marauder micro and people seem way to willing to just ignore this to further their argument. See this is a problem thats been consistently reiterated throughout the thread, people try to dramatize there statements. You're absolutely right, micro is not dead. We have not in fact been playing Supreme Commander all this time and didn't know about it. But its pretty unarguable that theirs less of it. There was barely a unit in SC1 that wasn't heavily micro intensive. On April 27 2010 14:11 Paperscraps wrote: Seriously! Why play SC2 if you are in love with SC1 so much. Oh wait you want something new, different, and exciting. SC2 is new, different, and exciting. Let it come into its own or just play BW. Seems like a simple answer to me. P.S. I love CS 1.6(SC:BW) for what it is. I love CS Source(SC2) for what it is. SC2 is certainly new, its certainly different, were trying to make sure its just as exciting. Currently, it just...isn't. On April 27 2010 13:50 ttsp wrote: Someone at blizzard needs to give Lalush a job. This guy understands balance better than anyone who works at Blizz. Not a chance, he just operates under different standards and isn't worried about technical constraints or having to work in a team setting. Blizzard isn't stupid, they really have a different perspective on this whole issue. Their is micro in SC2, quite a lot of it, and I think that they can just /mission accomplished. I don't think they were ever interested in really maintaining that level of micro we see in that video because I doubt they'd want to put such design constraints on themselves right from the get-go. I think its less about trying to covey that "Micro is lacking" then it is "Micro lacking is problematic". | ||
DaEm0niCuS
United States60 Posts
On April 27 2010 14:09 hacpee wrote: Not having precise control isn't that big of an issue from a player's perspective. He is given a set of tools to work with and his goal is to use the tools given to him to win the game. In the end, the player who harnesses what is presented to him better will win the game. The issue I have is from a spectator's perspective. I was watching Nony's phenonix micro or attempt at phenonix micro. It was horrible. At one point in the game, he tried to attack and retreat 4 times and failed all 4. That is simply not fun to watch. If you cant control your units precisely, you are then reduced to autoattacking/casting spells/focus firing. Again, nothing wrong with that from a player's perspective, however it is not fun to watch. Here is a perfect example, lol. | ||
ploy
United States416 Posts
On April 27 2010 14:02 iheartpurplez wrote: i found the main article to be fantastic but i feel that this : is really the biggest issue concerning micro at the moment, and that awesome example xenocide_kinght gave goes right for the jugular . And how many years after SC1 release did people learn those micro tricks? Maybe SC2 is incapable of these kinds of awesome micro battles, maybe it isn't. Regardless, it is way too early to tell and a lot of people here have absurd expectations for the quality of SC2 play, especially seeing as how it's not even released yet. Even when SC1 was done being balanced, the quality of play 6 years ago in BW is considered laughable to the quality of BW today. How is it possibly fair to be holding SC2 to such high expectations so early in its development? | ||
LunarC
United States1186 Posts
On April 27 2010 13:31 NicolBolas wrote: This is a good question. Why erase these flukes? Because maybe they're not as incredible as you suspect. On April 27 2010 14:14 ploy wrote: And how many years after SC1 release did people learn those micro tricks? Maybe SC2 is incapable of these kinds of awesome micro battles, maybe it isn't. Regardless, it is way too early to tell and a lot of people here have absurd expectations for the quality of SC2 play, especially seeing as how it's not even released yet. Even when SC1 was done being balanced, the quality of play 6 years ago in BW is considered laughable to the quality of BW today. How is it possibly fair to be holding SC2 to such high expectations so early in its development? ....start watching at 16:00. Do it. + Show Spoiler + http://www.teamliquid.net/tlpd/games/9269_fOrGG_vs_Kal/vod As you can see, these are not micro "tricks" we are talking about. This is REAL micro. THIS is what we are talking about. | ||
NegativeSC
35 Posts
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legendin
United States10 Posts
2. A game with complex controls, nuanced functions, and hard micro will keep the game alive longer, expand replay-ability, and promote professional level gamers. Bottom line: In a world that is inundated with video games and heavy competition, so much more than 10 years ago, any strategy game, or company for that matter, needs to have both to survive and a compromise must be struck. At the core this is not an argument about micro or macro or SC1 vs. SC2. This is a class struggle between the professional gamers and the casual gamers. SC1 has been dominated by professional gamers for a long time and there hasn't been a casual gamer community around it for a while and now that SC2's popularity is on the rise for all different types of people there feels like a certain loss of control for professional SC players who believe their opinions matter more than anyone else. SC was a game that they could call their own and they feel their sense of identity is being threatened but that's not the case. While professional gamers snub casual gamers and say their opinions don't matter and casual gamers rage at professional gamers for being snobby everyone is sort of missing the point. The truth is that both groups depend on each other. Casual gamers want to watch the big dogs play and the big dogs want to be watched and recognized for all their hard work in games. Professional athletes don't get paid the big bucks if the masses don't put out the money to watch them. No professional sport, digital or not, can survive without either group and I for one want to watch SC2 be a worldwide ESport sensation. However, the only way that professional gaming can spread throughout the world is to have a large casual game base and a thriving professional scene. So, ultimately, don't try to make SC2 like SC1. We're trying to make it better than SC1, bigger than SC1, and the only way to do that is to strike a balance and that might mean letting go of SC1 and giving up some things from it. | ||
Luddite
United States2315 Posts
I disagree about macro being gone though. I think blizz did a really good job implementing macro, and the MBS and automine works well without being too powerful. | ||
Xenocide_Knight
Korea (South)2625 Posts
On April 27 2010 14:07 ymirheim wrote: Really? In SC2, Immortal/Stalker force with sentry support vs marine/marauder with ghost support comes down to how much you practiced your forcefield and kiting micro as well as unit spreading. Me vs White-rA, I probably would kill a few units and loose my entire force to excellent forcefields and good unitspread. We can already establish that we cannot compare case for case exactly because the units are different but if people are really intent on comparing micro opportunity then we can always cancel out micro situations against each other, so in sc2 we got forcefields which make a HUGE difference depending on how you use them. Well placed forcefields can allow you to take out a larger force with a smaller force, the very definition of micro. So lets just take muta control and forcefields and remove those two from the discussion. Maybe we can go down the line and find that one of the two games have slightly more microable situations but by no means is it just as simple as saying one game has these scenarios and the other doesn't. Just because any numbnut can place sentries or kite with marauders does not mean that everyone can do it equally well, there is bad forcefield micro and there is bad marauder micro and people seem way to willing to just ignore this to further their argument. Yes really. Oh god are you really trying to compare those two? Woooo! look at me! I can "kite"! The absolute most basic micro possible in broodwar! The same micro even the lowly D- players are capable of! Look i'm not saying theres no micro in sc2, I'm saying that it's a pathetic amount of micro. Forcefield micro, I don't play toss so I don't know exactly but really, it's not that hard to do it to maximum efficiency. And whether or not you do it to maximum efficiency is the difference of maybe a few stalkers coming out alive at the end Muta micro? JAEDONGs muta micro? not even comparable to force field micro. The efficiency difference between my 11 mutas and jaedong's 11 mutas is like double/triple their cost. My muta micro, which I practiced a lot, can barely contain/harass a C level Terran Jaedong's muta micro would have any A level player shitting their pants. On April 27 2010 14:00 LunarC wrote: This. Is. Fundamental. Yet not even the Starcraft 2 design team at Blizzard have familiarized themselves with Brood War. Seriously, I would be surprised if anyone on the Blizzard design/balance team could get past C- on iCCup. Or if they can name the Pro-teams or the korean names of 5 progamers. To all you saying "Oh stop criticizing blizzard, you try to make a game, lets see you do better" Damn right we can do better. We can't make a videogame from scratch, we don't have the endless funds and power of Blizzard, but can we "do better"? I believe so, yes. If we took the TL veterans, the foreign progamers, and some korean pros, assuming no technical limitations (like the fact we don't know/can't make an entire videogame) I believe we could make a much more balanced, fun, and competitive game. I'm not hating on Blizzard, they made SC:BW. But for some reason, they refuse to learn from the past, and are far more interested in making money than making a competitive game. Can blizzard make a game that sells more copies? Yes. Can we make a game that is more competitive, exciting, and awesome? I think so, do you? | ||
Half
United States2554 Posts
On April 27 2010 14:16 legendin wrote: 1. A game with simple controls, clear functions, and easy micro will help sell more copies, expand the games popularity, and encourage new gamers. 2. A game with complex controls, nuanced functions, and hard micro will keep the game alive longer, expand replay-ability, and promote professional level gamers. Bottom line: In a world that is inundated with video games and heavy competition, so much more than 10 years ago, any strategy game, or company for that matter, needs to have both to survive and a compromise must be struck. At the core this is not an argument about micro or macro or SC1 vs. SC2. This is a class struggle between the professional gamers and the casual gamers. SC1 has been dominated by professional gamers for a long time and there hasn't been a casual gamer community around it for a while and now that SC2's popularity is on the rise for all different types of people there feels like a certain loss of control for professional SC players who believe their opinions matter more than anyone else. SC was a game that they could call their own and a their sense of identity is being threatened but that's not the case. While professional gamers snub casual gamers and say their opinions don't matter and casual gamers rage at professional gamers for being snobby everyone is sort of missing the point. The truth is that both groups depend on each other. Casual gamers want to watch the big dogs play and the big dogs want to be watched and recognized for all their hard work in games. Professional athletes don't get paid the big bucks if the masses don't put out the money to watch them. No professional sport, digital or not, can survive without either group and I for one want to watch SC2 be a worldwide ESport sensation. However, the only way that professional gaming can spread throughout the world is to have a large casual game base and a thriving professional scene. So, ultimately, don't try to make SC2 like SC1. We're trying to make it better than SC1, bigger than SC1, and the only way to do that is to strike a balance and that might mean letting go of SC1 and giving up some things from it. This is something else I see a lot in this thread, and its just not right. How deep a game is is completely unrelated to casual it is. Everquest gameplay is not deep. Everquest is not casual. How casual something is is solely measured by how well its learning curve accommodates new players. This means in SC a)How fun it is at a lower level and b)How good matchmaking is. SC1 was no less fun at a lower level then SC2 is, except for some minor quirks. SC2 obviously has to maintain the expectations of progress, like MBS, autocasting, etc, but if they decided to add depth in the back, so to speak, it wouldn't hurt the game for new players what so ever. Seriously, I would be surprised if anyone on the Blizzard design/balance team could get past C- on iCCup. Or if they can name the Pro-teams or the korean names of 5 progamers. David Kim was C+. To all you saying "Oh stop criticizing blizzard, you try to make a game, lets see you do better" Damn right we can do better. We can't make a videogame from scratch, we don't have the endless funds and power of Blizzard, but can we "do better"? I believe so, yes. No, you couldn't. Make Warcraft 4. Give me an idea. I'll tell you five reasons why its shit. | ||
Arco
United States2090 Posts
On April 27 2010 13:50 ttsp wrote: Someone at blizzard needs to give Lalush a job. This guy understands balance better than anyone who works at Blizz. QFMFT. This is one of the, if not most important threads posted regarding the status of SC2. | ||
Paperscraps
United States639 Posts
On April 27 2010 14:12 Half wrote: SC2 is certainly new, its certainly different, were trying to make sure its just as exciting. Currently, it just...isn't. This statement is completely subjective based. This is what plagues this entire thread, rational thinking vs emotional thinking. | ||
DaEm0niCuS
United States60 Posts
On April 27 2010 14:16 legendin wrote: 1. A game with simple controls, clear functions, and easy micro will help sell more copies, expand the games popularity, and encourage new gamers. 2. A game with complex controls, nuanced functions, and hard micro will keep the game alive longer, expand replay-ability, and promote professional level gamers. Bottom line: In a world that is inundated with video games and heavy competition, so much more than 10 years ago, any strategy game, or company for that matter, needs to have both to survive and a compromise must be struck. At the core this is not an argument about micro or macro or SC1 vs. SC2. This is a class struggle between the professional gamers and the casual gamers. SC1 has been dominated by professional gamers for a long time and there hasn't been a casual gamer community around it for a while and now that SC2's popularity is on the rise for all different types of people there feels like a certain loss of control for professional SC players who believe their opinions matter more than anyone else. SC was a game that they could call their own and a their sense of identity is being threatened but that's not the case. While professional gamers snub casual gamers and say their opinions don't matter and casual gamers rage at professional gamers for being snobby everyone is sort of missing the point. The truth is that both groups depend on each other. Casual gamers want to watch the big dogs play and the big dogs want to be watched and recognized for all their hard work in games. Professional athletes don't get paid the big bucks if the masses don't put out the money to watch them. No professional sport, digital or not, can survive without either group and I for one want to watch SC2 be a worldwide ESport sensation. However, the only way that professional gaming can spread throughout the world is to have a large casual game base and a thriving professional scene. So, ultimately, don't try to make SC2 like SC1. We're trying to make it better than SC1, bigger than SC1, and the only way to do that is to strike a balance and that might mean letting go of SC1 and giving up some things from it. You can't devide casual games and pros so easily. SC1 did not have any pros when it first came out, pros were born out of a good game, not the other way around. And the whole pro opinion vs newb opinion thing applies to anything in life, not just sc1. If your looking for financial advice, whose opinion are you going to take a newbs or a pros? Some simple logic and common sense would be nice. | ||
teekesselchen
Germany886 Posts
On April 27 2010 14:11 Paperscraps wrote: Seriously! Why play SC2 if you are in love with SC1 so much. Oh wait you want something new, different, and exciting. SC2 is new, different, and exciting. Let it come into its own or just play BW. Seems like a simple answer to me. P.S. I love CS 1.6(SC:BW) for what it is. I love CS Source(SC2) for what it is. Actually, that's a good idea just playing BW then, but for me its the huge skill difference (BW noob, SC2 upper platinum) that makes me wanting to play SC2 right now. Plus, critizising it can be meant constructive like "implement this please" and no surprise, everybody hopes this new game to be good as BW really isn't very new anymore. | ||
ploy
United States416 Posts
On April 27 2010 14:14 LunarC wrote: ....start watching at 16:00. Do it. + Show Spoiler + http://www.teamliquid.net/tlpd/games/9269_fOrGG_vs_Kal/vod As you can see, these are not micro "tricks" we are talking about. This is REAL micro. THIS is what we are talking about. I agree, I did not mean to sound condescending by calling them micro tricks - I should have just said micro. However, my point still stands. The quality of starcraft 1 games was TERRIBLE by today's standards for several years after its release. I don't see how it is reasonable to think that we should be seeing equally as impressive game play from players who have only played the beta for a couple months. | ||
Half
United States2554 Posts
On April 27 2010 14:22 Paperscraps wrote: This statement is completely subjective based. This is what plagues this entire thread, rational thinking vs emotional thinking. No, I can objectively tell you why its less exciting, I stated this in my original post here. A player skill is less of a factor in tactical combat then it was in SC1 in this stage in the metagame. I believe that due to the way SC2 is constructed, we won't evolve to the level we saw in Sc1. | ||
KsBerzerk
Japan105 Posts
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Half
United States2554 Posts
On April 27 2010 14:25 ploy wrote: I agree, I did not mean to sound condescending by calling them micro tricks - I should have just said micro. However, my point still stands. The quality of starcraft 1 games was TERRIBLE by today's standards for several years after its release. I don't see how it is reasonable to think that we should be seeing equally as impressive game play from players who have only played the beta for a couple months. Haha. Whenever your side no longer has any merits, it relies on "this is beta, stfu". That kind of sheer skill is a direct result of the sheer multitude of ways each player is able to express his personal ability through in game action. This level of control is not allotted/rewarded in SC2. Also that video made me sadfaced I don't expect blizzard to replicate that. I don't want them to. I don't even expect blizzard to replicate the feeling. Blizzard, I believe, recognized that that was a fluke, and really, their just trying to make SC2 a awesome game in its own right, which I partially agree with and respect. They can't emulate that kind of play, but I think they could be a bit more conscious on what factors allowed it to emerge. Specifically, player control and an environment where player control is rewarded. Especially emphasis on the second one. They could still really change the game for the better if they added a few changes that were consciously weighted towards the former or latter. It isn't nonexistent in SC2, a micro dynamic I really like is marauder walling off banelings, but really, not only is it not as prevalent, but their doesn't seem to be as many ways to allow it to become prevalent. | ||
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