To bad if I would be playing fidderent maps then the maps in the tournaments I watch only because im plat.
Meeting Dustin Browder - Page 6
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Deckkie
Netherlands1595 Posts
To bad if I would be playing fidderent maps then the maps in the tournaments I watch only because im plat. | ||
jalstar
United States8198 Posts
On March 05 2011 16:50 eviltomahawk wrote: I've always thought of the Thor as Browder's way of injecting a bit of C&C into SC2. Think about it. Almost all the C&C games include the Mammoth Tank or a close derivative of it (such as the Apocalypse Tank or the Overlord Tank): a high hitpoint, high armor, dual barrel, anti-air missile shooting monstrosity. The Thor is basically a Mammoth Tank in the world of SC2, which I enjoy considering that I also come from a C&C background. Nothing is more satisfying than massing a huge number of Mammoth Tanks or Thors and rolling over the enemy. Nothing is more tragic than watching your army of Mammoth Tanks or Thors somehow getting owned despite your expectations otherwise. Also, I've always thought of the Viking as the true successor to the Goliath. In fact, I've always considered the Viking to be a flying Goliath with the anti-air power and range of the original Goliath, only with better mobility since it flies. Anyways, it's cool to hear Browder's opinions about SC2. Interesting to see him have trouble including the Thor and Mothership into the game due to their questionable unit roles. It seems that because they unveiled the Thor and Mothership as major units early in SC2's development, Blizzard has tried really hard to somehow shoehorn them into the game despite their questionable roles in an e-sports focused game. I also love how Browder waves around his C&C background proudly. C&C is an excellent series of games (except for C&C4, and to a questionable degree post-Westwood games like Generals and onwards). I still consider Red Alert 2 to be the most fun RTS I've ever played (sorry BW), and it's awesome to see Browder, lead designer of RA2, to still have his groove in SC2. There's a lot of Tiberian Sun similarities in SC2: Reapers and Jump Jet Troopers, Devil Tanks and Hellions, Cyborgs and Marauders, Titans and Immortals, it's mostly stylistic but most of the non-BW units have a C&C feel. | ||
lofung
Hong Kong298 Posts
Making the game to fit an eSport makes it difficult to make interesting campaigns while keeping the game balanced. am i the only one who lol'd when you read this message? how is it making the game to fit an esports makes it difficult to make interesting campaigns? did we have no stimpacks for marauders in wings of liberty campaign? what? ???????? | ||
Mastermind
Canada7096 Posts
On March 05 2011 14:43 malphigian wrote: I hate to axe grind here but this is so messed up I feel obligated so, again: The OP is lying, this was not an interview, this is somewhat distorted version of Browder's GDC talk rewritten as an interview for some bizarre reason If anyone doesn't believe me, I'll post some stills from the talk once the GDC site puts them online. A mod should really edit the first post because this is really weird. lol, that is hilarious | ||
BisuDagger
Bisutopia19033 Posts
On March 05 2011 17:40 lofung wrote: am i the only one who lol'd when you read this message? how is it making the game to fit an esports makes it difficult to make interesting campaigns? did we have no stimpacks for marauders in wings of liberty campaign? what? ???????? In his presentation he addresses this whole issue. Basically, SC2 has been created for game flow that adheres to eSports game type. This means that the curve of interest in the game is handled differently then in a campaign. Dustin said that when the campaign levels were created that most people ended up turtling in their starting base and building up until they were strong enough to overrun the AI. The natural style of play online prevents people from turtling on one base and expanding outward. The example he gave was in the mission where infesteds attacked during the night. The day/night cycle encourages the player to go out and do raids while recovering from the night. Of course, even in this level, you can turtle and win eventually but the model for that level proved more people were motivated to take chances during the day. To summarize, coming up with ideas to keep the player activity high in missions is a difficult task and is the reason why HoTS is taking so long to be finished since the game was designed for an eSports styled game flow. | ||
Patriot.dlk
Sweden5462 Posts
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lofung
Hong Kong298 Posts
On March 05 2011 17:54 BisuDagger wrote: In his presentation he addresses this whole issue. Basically, SC2 has been created for game flow that adheres to eSports game type. This means that the curve of interest in the game is handled differently then in a campaign. Dustin said that when the campaign levels were created that most people ended up turtling in their starting base and building up until they were strong enough to overrun the AI. The natural style of play online prevents people from turtling on one base and expanding outward. The example he gave was in the mission where infesteds attacked during the night. The day/night cycle encourages the player to go out and do raids while recovering from the night. Of course, even in this level, you can turtle and win eventually but the model for that level proved more people were motivated to take chances during the day. To summarize, coming up with ideas to keep the player activity high in missions is a difficult task and is the reason why HoTS is taking so long to be finished since the game was designed for an eSports styled game flow. thank you for your work and clarification. my reply didnt mean to offend (you at least). but then, it still has nothing to do with e-sports. and turtling is really like the first strategy ever come accross or be figured out by a RTS campaign player. i dunno how is that bad as this is one of the general strategy you would use in RTS games though it might be boring in a few games. its very much like trying to make a player understand how to play RTS/starcraft in the practise leagues filled with destructible rocks. i dunno know what he is trying to achieve really. | ||
SpeaKEaSY
United States1070 Posts
Browder: Because we want the player to be on their toes from the start. It's important to be engaged from the beginning of the game." Yeah, then why is the BBS rush gone? | ||
Aikin
Austria532 Posts
more destructible rocks The solution to every problem in blizzards opinionen. OT: Thanks for the interview and I really hope we will get mech AA unit that is a litle bit more mobile then the thor(yes goliii!!!). | ||
kAra
Germany1252 Posts
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FlyingSheeP
China45 Posts
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EchelonTee
United States5180 Posts
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DarkDolphin
United States102 Posts
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Zeke50100
United States2220 Posts
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malphigian
United States68 Posts
On March 07 2011 11:07 DarkDolphin wrote: where could i watcha video of "making Starcraft 2 an eSport." did someone record it>??? You need a GDC pass to watch it. FYI, major media outlets also covered this talk: http://gdc.gamespot.com/story/6302329/starcraft-ii-the-making-an-e-sport/?tag=topstory;more http://www.pcgamer.com/2011/03/04/browder-hints-at-heart-of-the-swarm-updates-emphasises-importance-of-e-sports/ | ||
palanq
United States761 Posts
The original size of the ultra used to be able to hide 20 lings under it. I want a custom map for sc2 where all these alpha things are actually implemented; this would be hilarious I knew right away and hated the idea of the mothership. But the mothership is badass and thought it would be a great unit for non serious gamers to have available. I'm surprised he would admit hatred toward a unit. Buff mothership acceleration to make it viable in cometitive play plz :D | ||
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