I was doing my usual news reading online and I bumped into an article about Starcraft in the most unlikely of places, The Walrus, which is a Canadian magazine similar to Harper's.
I found the way the journalist wrote about the game pretty insightful, even though I've been playing the game for awhile. I thought it was pretty neat.
Rock, Paper, Starcrafts From hand-to-hand combat to advanced battle strategy, it’s all in the metagame BY DAVID RUSAK SEPTEMBER 23RD, 2010
EXT. MEADOW — DAY VIZZINI sits at a covered table, on which rests a bottle of wine and two goblets; BUTTERCUP, his blindfolded captive, is to his left. The MAN IN BLACK, seated opposite, has just added a fatal poison to one of the cups — unseen by VIZZINI, who now must choose which drink to consume. The survivor of this contest will claim BUTTERCUP as his prize.
MAN IN BLACK: All right. Where is the poison? The battle of wits has begun. It ends when you decide and we both drink, and find out who is right… and who is dead.
VIZZINI: But it’s so simple. All I have to do is divine from what I know of you. Are you the sort of man who would put the poison into his own goblet, or his enemy’s? Now, a clever man would put the poison into his own goblet, because he would know that only a great fool would reach for what he was given. I am not a great fool, so I can clearly not choose the wine in front of you. But you must have known I was not a great fool. You would have counted on it, so I can clearly not choose the wine in front of me.
MAN IN BLACK: You’ve made your decision then?
VIZZINI: Not remotely. Because iocaine comes from Australia, as everyone knows. And Australia is entirely peopled with criminals. And criminals are used to having people not trust them, as you are not trusted by me. So I can clearly not choose the wine in front of you.
MAN IN BLACK: Truly, you have a dizzying intellect.
VIZZINI: Wait till I get going! Where was I?
My game begins, as it always does, with a central building and four workers. With them gathering minerals and more workers on the way, I scout out my enemy’s location — he is playing as the gooey, alien Zerg — while developing my base and building an army. After a few minutes, my first wave of troops — a small squad of rocket-firing heavy infantry called marauders — is ready to go and, fearing the loss of the initiative, I venture out to invade my opponent. As I reach his base, a stream of zerglings arrive, already upgraded to run at high speed, and instantly swarm my fighters, trapping and then clawing them apart before dashing off to demolish my base. Moments later, they tear through my protective wall, the couple of new soldiers I’ve managed to pump out behind it, and, finally, my precious resource gatherers. With a dejected “gg,” I surrender and go straight to searching for a new match, eager to try new approaches against the next random opponent.
StarCraft II came out this July and, like its predecessor StarCraft (the most popular real-time strategy game of all time, released in 1998 and still played in global tournaments by star players who earn six-figure salaries), features battles to the digital death among three races: Terran, Protoss, and Zerg, each with its own unique selection of units, buildings, and technologies. Was I a fool for choosing those slow and swarmable marauders? Not necessarily. If my opponent had fielded (as many do) the Zerg’s tougher, acid-spitting roaches instead, my armour-piercing rockets would have devastated them. I could have anticipated his zerglings and made hellions, light vehicles with flamethrowers that roast whole rows of the critters alive, but these in turn would have stood no chance against roaches.
One of the most trumpeted virtues of the original SC, and the goal of its still-developing sequel, is near-perfect game balance. For every strategy, there must be an effective counter; each race must be able to succeed or fail against any of the others; each unit must be vulnerable to some other. If any one turns out to be dominant, the onus is on Blizzard, the maker of the games, to “nerf” (i.e., worsen) the offending element in the next update. Since every move in SC ideally has a countering response, the success of your strategy always hangs on that chosen by your opponent. In this respect, it is essentially an elaborate version of a still more classic game: Rock, Paper, Scissors.
That may sound like a bad thing. RPS is very simple: there is no window dressing, just three equivalent moves, and the optimal strategy, according to game theory, is to randomly play each of rock, paper, and scissors one third of the time. However, game theory deals only with “ideally rational” players; as has been noted on this blog before, the involvement of real human beings changes everything. When we play a game like RPS, we impart a messy landscape of feelings and expectations to it that have little to do with the game’s pure, symmetrical form. If my opponent’s scissors beat my paper last round, will she be caught off guard when I use paper again? Or will she expect this sneakiness and counter with scissors, necessitating rock? Rock is often characterized as aggressive, scissors crafty, and paper subtle or refined; these characters are wholly baseless, but, like the guess based on previous rounds, provide an arbitrary starting point for strategizing (“I need to get aggressive; should I throw rock? Or scissors to counter the paper that counters rock? Or…”). In a strategic situation such as this, the two players’ expectations of one another’s expectations feed back infinitely, like a pair of facing mirrors.
Humans are both notoriously terrible at randomizing (especially under pressure) and excellent at detecting patterns (like those underlying our crappy randomization). So, as any skilled poker player knows, you can learn to intuit the order that underlies even your opponent’s most deliberately unpredictable behaviours. Throwing with perfect randomness would always guarantee you a 50-percent chance of winning or losing at RPS; but if you can predict your opponent’s actions, you can do much better than that.
The gaming world has a term for this crucial well of information which lies not within the mechanics of a game but in the people who play it: the metagame. “Metagame” refers to the tendencies of the whole community (e.g., “The Zerg metagame is all mass roaches now, so I always make some marauders”), but also to using knowledge of individual players (e.g. “He pumps zerglings a lot, so I’m going to metagame and go straight for hellions”). The metagame of SC (and other competitive strategy games, from the tectonic shifting of chess to the frenetically refreshed Magic: The Gathering) is constantly changing and developing in a sort of game-wide Brownian motion, as new strategies are invented to one-up the previously dominant ones. This is made all the more interesting by the many levels on which RPS-like dynamics exist in SC. A player who builds up both army and economy at an average rate will be able to repel and then beat a “rushing” player who makes the quickest possible army at the expense of long-term production; a player who immediately focuses on building up her economy will be able to field a larger army later on than a player with a balanced strategy; and that economy-centric approach is in turn easily taken out with a rush attack. As described above, different unit types also counter and are countered by one another in an analogous way. And each of the nine race matchups one can play (as Terran against Terran, Zerg, or Protoss, etc.) demands a different approach according to the different races’ unique strengths and weaknesses. The immense sophistication of the metagame among top players is evident in this history of the strategies developed for just one of those matchups — Terran vs. Protoss — in the original SC. The picture forming is of a game that consists of many nested and iterated RPS-like battles, the nuances of which can be felt keenly by watching the back-and-forth exchange of a well-matched expert game.
Strategy is only part of the formula, though; SC is still a computer game, and the vast majority of learning a novice player faces has to do with gaining a command of its particular nuts and bolts. One popular measure of sheer game skill is a player’s “actions per minute” (APM); casual players reportedly perform somewhere between 50-100 APM, whereas pros can range into the freakishly high 300-plus area — which has nothing to do with strategic thinking and everything to do with being able to effortlessly handle the constant micro- and macro-management required by SC. Similarly, studies in psychology have shown that expert chess players’ exceptional ability to remember board positions is not due to generally superior memory skills, but rather to familiarity with typical chess positions. When faced with a board in which pieces are placed completely randomly, chess masters fare no better than novices at remembering where they were.
While encyclopedic knowledge of the tech trees and build orders of SC provides zilch by way of transfer to other pursuits, the strategic intuitions of strategy game players doubtless are transferable — if the success of competitive SC and Magic players in poker tournaments is any way to judge. What these games all have in common is their strategic core: the metagame of psychological second-, third-, and nth-guessing that underlies any situation in which your choices depend on your opponent’s and vice versa. Strategic insight is insight into every such situation, which is precisely why it has been popular to search books like The Art of War (explicitly about war) or The Book of Five Rings (explicitly about martial combat) for wisdom in areas of life from games to business to intimate relationships.
Which brings us back to Rock, Paper, Scissors: a pure — perhaps perfect — instantiation of the strategic encounter, virtually untainted by considerations of game-specific skill (admittedly, some manual dexterity required). So, the next time you throw down Rock, Paper, or Scissors for the front seat or the last bit of food, just remember: though the game you are playing seems trivial, the metagame it taps into is deep, ancient, and universal. And if your opponent plays a lot of StarCraft, you may want to flip a coin instead.
edit: But yes.. he seems to believe that you start with 4 workers and he somehow lost to zerglings while walling off as Terran..
Eh, I think it's only sissors paper rock if scouting doesn't exist. You don't have to rely on chance is you know what they are doing. Matchups like p v p where scouting info is very limited are the most similar to rps. Also, and even if you do go rock and they go scissors, macro and micro will win for you.
Seriously, Fruitseller vs. HopeTorture, Game 3 (iirc, the one on Scrap Station) GSL finals disproves this "theory" entirely. Does not take into account macro or micro in any shape or form at all.
Starcraft's balance was never based on a paper rock scissors philosophy even within the context he used those terms. Also the great players don't "guess" before picking a strategy, they use scouting and game experience before making their decision. It was a stupid idea to write an article like this with that kind of theme.
Metagame. Metagame, metagame, metagame. I'm pretty sure this guy is metagaming Starcraft 2's metagame way too much. Maybe he should take a step back and look at the metagame, before he tries to metagame his counter.
(e.g. “He pumps zerglings a lot, so I’m going to metagame and go straight for hellions”).
oh my fucking god
he used metagame as a verb T____T
this article is horrible. completely ignore elements like micro, macro, and scouting.
edit: holy shit if you read it twice it gets worse
Metagame can be a verb. Plenty of Roleplayers (D&D) use the term "meta-gaming": making decisions based on knowledge outside of the game. People on this website just never use it that way (because 90% of uses of the word metagame are not actually about metagame).
the art of war isn't rock paper scissors, so how can star craft be?
Obviously there are good responses, but clever strategy and tactics can out beat the idea of a counter. 1 immortal can not kill infinity roaches, and so on.
Obviously he isn't targeting this article at TL readers. For the layperson, this would be a very informative look into the general idea behind an RTS like SC2, only people who've actually played a lot of SC2 would find this article lacking.
On October 15 2010 16:38 hellsan631 wrote: the art of war isn't rock paper scissors, so how can star craft be?
Obviously there are good responses, but clever strategy and tactics can out beat the idea of a counter. 1 immortal can not kill infinity roaches, and so on.
BTW metagame is such a stupid word.
Its a perfectly fine word with a really simple definition, its just gained so much widespread misuse that the definition has been warped. When people use Metagame on this website they should really be saying Strategies and Tactics (most but not all the time).
Its a freaking write up for people that have never played a RTS in a newspaper that not dedicated to video games in anyway. Its not a article thats going on the front page of TL or anything. I thought it was pretty decent given its target audience.
"Metagaming" is fine, and the whole stigma on how the word metagame is used, created by Chill, is baseless, if you compare with other words using the prefix "meta-", like meta-search engine, for example, and "metasearching". I hope some day the reverent TLers would break away and start using the "meta-word-which-must-not-be-used" freely, like they should.
About the article, I'd say Starcraft is appealing, because of more complex clues and ways to read opponents and protect yourself from being read, but yeah it's a combination between: rock-paper-scissors, press/click skill, math optimization. People who enjoy math concentrate on the third part (eg: IdrA), tweaking optimal builds, and neglecting a bit guessing, and micro. But on the high level there are so many games played, that usually the other kind of players - the micro beasts - have the upper hand, because after enough time they start using well optimized builds anyway.
There's one more thing ignored though - the jazz. All of the above is like learning to play music, involves mechanics and theory. But once a lot of skill is accumulated, you start jazzing, i.e. inventing well optimized builds on the go. Those are the genius plays, and looking at such a game is like having two jazz musicians actually creating a real war game with their music.
On October 15 2010 16:58 figq wrote: There's one more thing ignored though - the jazz. All of the above is like learning to play music, involves mechanics and theory. But once a lot of skill is accumulated, you start jazzing, i.e. inventing well optimized builds on the go. Those are the genius plays, and looking at such a game is like having two jazz musicians actually creating a real war game with their music.
I have discussed similar thoughts with my piano teacher, who is a brilliant jazz musician. The neurological and psychological mechanics of learning a new build (when you're just starting out) are nearly identical to that of learning a new piece (when you're just starting out). Top level players are even able to "sight-read" builds. It's crazy.
On a more serious note: If you build mass rocks (Zealots) vs a heavy paper army (Mutas) you might lose, even if you micro very good! On the other hand, this comparision lacks sense, doesnt take into account scouting and counterunits and oversimplyfies the matter of playing SC2.
On October 15 2010 17:30 FetTerBender wrote: Scissors is OP, Rock seems quite okay. ~Paper
On a more serious note: If you build mass rocks (Zealots) vs a heavy paper army (Mutas) you might lose, even if you micro very good! On the other hand, this comparision lacks sense, doesnt take into account scouting and counterunits and oversimplyfies the matter of playing SC2.
Well paper is used least non-competatively (3% less than Rock or Scissors) That makes rock the most powerful tactic non-competatively
Scissors is used least competitively (3% less than Paper or Rock) That makes Paper the most powerful tactic non-competitively.
Hopefully by using this logic Blizzard finds a way to balance rock competitively and Paper non-competitively. (Yes I am using hyperbole and juxtaposition to state how far Scissors Paper Rock is from Starcraft and at the same time parodying amount of balance discussions in this forum has despite most people not having a clue what they are on about)
SC2 is the best kind of game, one where the better you get the more complex it becomes.
Bronze players really only need to focus on the now, making sure they havge units to fend off attacks or to attack themselves. They don't need to worry about micro and macro too much, so long as they have units coming out.
Silver takes a step up, you need to know the basic counters and a couple of builds. You also need to macro better to keep ahead. Micro still isn't too much of a worry. Again silver players exist mainly in the now but are also now probably starting to plan ahead somewhat. These player are in the process of learning how big of a deal scouting can be, games can be won and lost by scouting and countering.
Gold players tend to have good macro while they are not under attack, making workers and supply constantly etc but it will usually slip during battles. they are also now starting to learn micro better, as the battle can be turned with superior micro and now they have the skills to do it at the expense of their macro. They can plan ahead and know what general theme they want to take at any part of the game.
Plat now takes a bigger jump, they have mastered all the basic elements of the game, and some are even starting to master macro mechanics. Micro is improving and they can now likely macro and micro at the same time, albeit one will always lack when simultaneously doing them. plat players are starting to understand the concepts of creating builds on the go, they also should have learnt instinctive responses to what they see while scouting.
Diamond... well low diamond are basically like a black belt in karate, with no dans (grades of black belt). They have mastered most of the game but still have much to learn about the finer points of the art.
Meanwhile high diamond are just gods, never missing a keystoke. lol i kid. They are the black belt 5th dans of the gaming world. They can create new moves and styles and are the driving force behind everything the lower players do, they are the creators of builds and techniques who can macro and micro while making a sandwitch in the kitchen, they are just that good.
I don't get it. Rock paper scissors referring to the idea of hard counters?
edit: so because it's not going to be on TL front page we should be okay with idiots telling others that SC2 is a rock paper scissors style game? In other words, if I'm Z, I will instawin you because you're P, but you will instawin T, who will instawin me.
Besides, this rock paper scissors idea is so false because, I will instawin both P and T anyway. .. .. ..jk.
I think the article is mediocre at best, but major props for throwing in Princess Bride and Iocaine Powder references. The latter being a rock paper scissors strategy program designed for a competition I remember reading about ages ago(clicky) which takes it's name from a memorable scene in the former(awesome cult movie btw, watch it!)
There are elements of RockPaperScissor, however there is information gathering and hiding while balancing the evolving economy process with tech and army build. It is much more complex than RPS. Also countering depends on your overall in-game situation (economy, tech, production structures, micro capabilities, map design), there are no "simple" counters at a unit-level.
Good article. Doesn't fit the e-sports scene on this site with its abstractions and imprecisions which for some reason a lot of people in the thread stumble way too hard on. But it does a nice job of explaining the competitive quality of the game.
The writer of the article doesn't know what gamers mean with rock paper scissors. That and a million other mistakes he made.
Starcraft II = an army of rock paper scissor lizard spocks against an army of rock paper scissor lizard spocks.
I fucking hate articles that are well written with 70% truth in it and 30 % lies. Then everybody believes what they read and become all happy and shit. Luckily this author was capable to only write 50% truths and got his bullshit called.
Mainstream media articles always like to paint Starcraft as rock paper scissors, because they think this is a clever way to describe an RTS.
Whereas the truth is that in an RTS, paper can easily beat scissors if you're managing the paper factory better than your opponent is managing his scissor factory.
(although some players would say that the terran paper factory gets repaired and is impossible to kill).
On October 15 2010 16:58 figq wrote: "Metagaming" is fine, and the whole stigma on how the word metagame is used, created by Chill, is baseless, if you compare with other words using the prefix "meta-", like meta-search engine, for example, and "metasearching". I hope some day the reverent TLers would break away and start using the "meta-word-which-must-not-be-used" freely, like they should.
Ironically, Chill used Wikipedia to define the word "Meta", yet he didn't consider looking up the Wikipedia definition of "Metagame"
Metagaming is a broad term usually used to define any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game. Another definition refers to the game universe outside of the game itself.
In simple terms, using out-of-game information, or resources, to affect one's in-game decisions.
Clearly this guy needs to watch more Day9. With rare exceptions (e.g. Vikings vs. Colossi, or Banshees vs. Zerglings), "counters" are far less meaningful than how much stuff you have, and how well you micro that stuff. Colossi "counter" Lings pretty damn hard, but if you send one Colossus against 200 lings on a flat surface, your Colossus is gonna get surrounded and killed.
On October 15 2010 22:42 Tropics wrote: the person who wrote the article in the op is far smarter than the vast majority of the people in this thread
maybe if they actually read the article and considered what the words meant they'd realize he didnt mean "SC2 HAS A HARD COUNTER SYSTEM"
Yea. The article is quite good. It gives a good view of the psychological element of starcraft. Of course it misses some details, but the game is really complex and the objective of his post does not seem to be to explain the game in its entirety.
And still, it does not surprise me that most people here takes the comparison with RPS personally. They probably don't understand what metagame is even when metagame is a huge part of SC2.
On October 15 2010 19:14 Hadraziel wrote: It would be awesome if you could actually scout during rock paper scissors games *prepare a paper* *quick look* Oh Noes! Scissors incoming!
lololololol who says you can't scout Rock/Paper/Scissors. While I agree that this writer's knowledge of RTS is much less than the size of the article. Remember your comparing 'low-level' RPS with 'high-level' Sc2. General consensus is that at low-level of anything, players are less likely to scout. So here's what could happen at top level of RPS:
-First, try this simple excercise, play a RPS game with yourself, and note first when you choose whether to go Rock, Paper or Scissors. Then note when (THIS IS THE KEY), you actually form the hand-shape. Supposedly Majority of people will make the hand-shape at the start of the final downward swing. That's your scouting right there. A trained eye will be able to scout this and thus be able to react to it. At PRO level, you can imagine the 'intense' RPS battles that goes on in the blink of an eye, wIth it's own fakeouts and techniques. Perhaps when the human race has evolved so the majority will have this kinda of reflex, we may see a site like TL dedicated to RPS with strat forums etc =P
Trying to find out where I read this from, but yea lol spent quite a few hours practicing this when I was 14ish =]
On October 15 2010 19:14 Hadraziel wrote: It would be awesome if you could actually scout during rock paper scissors games *prepare a paper* *quick look* Oh Noes! Scissors incoming!
lololololol who says you can't scout Rock/Paper/Scissors. While I agree that this writer's knowledge of RTS is much less than the size of the article. Remember your comparing 'low-level' RPS with 'high-level' Sc2. General consensus is that at low-level of anything, players are less likely to scout. So here's what could happen at top level of RPS:
-First, try this simple excercise, play a RPS game with yourself, and note first when you choose whether to go Rock, Paper or Scissors. Then note when (THIS IS THE KEY), you actually form the hand-shape. Supposedly Majority of people will make the hand-shape at the start of the final downward swing. That's your scouting right there. A trained eye will be able to scout this and thus be able to react to it. At PRO level, you can imagine the 'intense' RPS battles that goes on in the blink of an eye, wIth it's own fakeouts and techniques. Perhaps when the human race has evolved so the majority will have this kinda of reflex, we may see a site like TL dedicated to RPS with strat forums etc =P
Trying to find out where I read this from, but yea lol spent quite a few hours practicing this when I was 14ish =]
What is stopping players from making the hand shape at the latest moment allowed? Certainly if people are able to interpret another player's hand gesture and react accordingly within the allowed time they'd be able to control their hand to not make a shape before then.
Not this again, some website/blog writer playing a game for 1 hour and then writing an article about it that just shows only one thing: he doesn't know the game.
On October 15 2010 16:05 Rikstah wrote: Sounds like hes trying to sound smart but hes basically said nothing and come to no useful conclusion.
terran = rock protoss = scissors zerg = paper
So Z > T?
No, it means that zerg armies are paper, terran armies are very sturdy and protoss can cut through armies very quickly with their high tech. It's also a well hidden RPS whine about how rock is overpowered
While the author is relatively clueless about SC2, the analogy about its relation to RPS is pretty accurate.
SC2 is essentially an elaborate game of RPS where you can scout what they are about to throw and there is a skill requirement to throwing. If I scout you making pure marauders, I can win by adding soe void rays. But on the other hand, if you are just better and can make a crapton more marauders, you might win anyway.
And the author's use of the word "metagame" just goes to show that how everyone else in the world (even the gaming world) uses it is different than how some TL users think it ought to be.