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Interview with SC2 Lead Designer Dustin Browder - Page 14

Forum Index > SC2 General
Post a Reply
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Tschis
Profile Joined November 2010
Brazil1511 Posts
Last Edited: 2011-05-01 06:38:26
May 01 2011 06:00 GMT
#261
nvm
"A coward is not someone that runs from a battle knowing he will lose. A coward is someone who challenges a weak knowing he will win."
EchelonTee
Profile Joined February 2011
United States5260 Posts
May 01 2011 06:10 GMT
#262
On May 01 2011 14:48 youngminii wrote:
okay that's it

my goal in life is now to work in blizzard and work my way up and eventually get in the same team as dustin browder

then i'm going to slap him in a design meeting and make him wake the fuck up


I admire your initiative and wish you the best.
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
maybenexttime
Profile Blog Joined November 2006
Poland5806 Posts
May 01 2011 06:18 GMT
#263
On May 01 2011 10:39 Paradice wrote:
Show nested quote +
On May 01 2011 05:01 xza wrote:
aaaaand thats what you get when you have someone from C&C to balance sc2


And that's the type of comment you get when someone doesn't know the difference between game design and game balance.

Browder's job is to think up and/or choose from a whole lot of cool ideas. His job was essentially done when the game hit retail.

David Kim's job is to make those cool ideas fair for everyone. His job is ongoing, that's why you have patches with timings, costs, and numbers being continually adjusted.

Asking Dustin Browder to comment on balance is like asking the company chef to comment on the art style. You'll get an interesting answer, but if you read too much into it it's more your failure than theirs.


Doesn't change the fact that his answer regarding micro, unit counters and the lack of comebacks in comparison to BW is severely lacking. As a game designer he should be extremely knowledgable when it comes to those gameplay aspects if he wants to design a competitive RTS. ;;
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
May 01 2011 06:40 GMT
#264
Doesn't change the fact that his answer regarding micro, unit counters and the lack of comebacks in comparison to BW is severely lacking. As a game designer he should be extremely knowledgable when it comes to those gameplay aspects if he wants to design a competitive RTS. ;;


Can you elaborate? It may also just be the translation; small intricacies in detail and tone and etc. may not have been maintained. To me he gave some of the best examples where units can counter another but where micro plays a huge role. Unless that is not what you mean.

Btw, thanks for the interviews! really love blizz interviews haha, want to know more

no release for all-stars makes me really sad lol
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
maybenexttime
Profile Blog Joined November 2006
Poland5806 Posts
Last Edited: 2011-05-01 07:00:37
May 01 2011 07:00 GMT
#265
His examples were quite ridiculous. Stalkers never beat Stimmed Marauders in a real game. Claiming they do is akin to saying in BW a single Marine can counter a dozen Lurkers given good enough micro. Comparing a t3 caster to a t1 unit is quite absurd and is not any different from the BW equivalent anyway. Saying using Cloak with Banshees is "micro" shows he still has no idea what micro actually is (sure, he might call Marine splitting "micro," but this isn't a guessing game).

I'll just quote some of my posts from WCReplays.

As Slugamoo from TL put it (more or less), SC2 has Marines vs. Banelings, while in BW pretty much all counters work like Marines vs. Banelings in SC2. Save for a couple of exceptions, SC2 is all about making the right mix of rock, paper and scissors to counter your opponent's mix of rock, paper and scissors.


Not going to get into any pointless discussion. The fact is that Browder was completely wrong when saying that counters are much harder in BW. In BW you can overcome the vast majority of counters with micro and change the outcome of battles by 180 degrees. In SC2 it's the opposite - in case of most counters micro has little to no effect. In other words, Marines vs. Banelings in SC2 is an anomaly (talking about the current situation), whereas in BW the equivalent is the norm, with but a couple of exceptions. It's irrelevant how you want to label those two types of counter systems.


As for SC2 hardcounters, I'd say e.g. Immortals vs. Tanks and Marauders (with stim) vs. Stalker (in practice, because in theory, a single Marine with detection could kill an infinite amount of Lurkers, but that'd be reduction ad absurdum) fit that description. I could find much more of them, but that's really besides the point. What I was getting at is that micro in BW counter system/unit design plays a HUGE role compared to SC2 (and if you think otherwise, I advise watching some more BW), where it, in most cases, merely compliments having the right unit composition.

Like I said, Marines vs. Banelings or even Mutas vs. Thors (even though I personally find it laughable to call that "micro") sort of interaction is rare in SC2, while in BW it's the norm. Browder in this interview claimed it's the opposite and he's blatantly wrong.

I guess we disagree to what degree micro matters in SC2. I'd say having the right composition in SC2 is ~70% of success, while the remaining ~30% is micro - that's in case of most unit counters. In BW it's the other way around - ~30% of success is having the right units and the rest depends on how well you and your opponent control their respective armies.

Also a small clarification. The comparison to AoC was a deliberate exaggeration, same for the rock, paper, scissors analogy. My point was that the main theme behind composing SC2 armies is having a counter to each unit in the opponent's army (I make Tanks, you make Immortals, you make Immortals, I make Marines/Ghosts, and so on).


Personally, I believe that SC2 would really benefit from having more unit relationships like the one between Marines and Banelings (as far as I'm concerned, all unit "counters" should work that way). Unfortunately, that's not likely gonna happen since Browder actually believes that's already the case, moreso than in BW. I used to have respect for him, but with every interview with him I read, I realize how much of a ignorant fool he actually is. He claimed to have analyzed BW for over a year, so he has to be pretty dumb to make stupid claims like that. ;/


Case in point, SC2 commentators hardly ever discuss micro in batttles, they strongly emphasize the unit composition, though. When the battle starts, it's usually "so much damage!!!" or "what a great concave."
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-05-01 08:54:10
May 01 2011 08:52 GMT
#266
On May 01 2011 14:49 Hikko wrote:
Show nested quote +
On May 01 2011 14:24 sluggaslamoo wrote:
On May 01 2011 04:13 RajaF wrote:
On May 01 2011 03:46 sluggaslamoo wrote:

Dustin : That is actually not the case. This situation where one unit counters another unit is not as serious as it was in Starcraft 1. Let's say we have a templar fighting a zergling, and the templar always loses. That's a situation where we really see one unit countering another unit. As of now, the balance between unit-counters and micro is better than in Starcraft 1.


Ah what?!





And I don't see why games just like that are not posible in SC2. The reaver holding off a stream of hydra would basically be 3 sentries + 1 colossus frying off legions of zerg, and the second game is a stalker and probes holding off a bunch of marines.

What's funny is that those games are barely 3 years old. So you are comparing the skill level of a 9 year old game at the time with the skill level of a one year old game.

There will be plenty of games just like those to in SC2 soon enough, then I hope that all the whining can stop, but I doubt it.


If I ever see a player control a lone stalker and get more than 24 kills and defeat an scv marine all in into victory, I will quit SC2 forever.


If I make a youtube video of me against my friends in this situation and myself winning with the hero stalker, will you quit?


Has to be a GSL game, although if you give me a replay and it looks legit I guess I will take a brief break

Its pretty much impossible because Protoss doesn't have shield batteries or goon range. In this situation I can just put down a bunker and your stalker can't kill it, also against 12 marines (like in the vod) I can't corner your stalker as easily if you have shield battery.

Not only that but if you even can pop a stalker in time, you could probably get a sentry out instead and use forcefield. Unfortunately you would then not end up with any action that is of the least bit exciting.

And if it sounds like I'm going off topic, its exactly these kinds of mechanics which allow for comebacks through skill. The reason I disagree with balance between unit encounters is that the examples involve like someone suggested zealot reaver vs hydra is the same as sentry forcefield vs roach.

Unfortunately forcefields mean the balance between micro encounters is completely imbalanced. If I land good forcefields, you cannot do anything except run away until the forcefields disappear and then try again. Where as the reaver vs hydra example shows that it is all going to comedown to the players skill at that exact moment.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
kheldorin
Profile Joined April 2010
Singapore539 Posts
May 02 2011 18:33 GMT
#267
On May 01 2011 17:52 sluggaslamoo wrote:
Show nested quote +
On May 01 2011 14:49 Hikko wrote:
On May 01 2011 14:24 sluggaslamoo wrote:
On May 01 2011 04:13 RajaF wrote:
On May 01 2011 03:46 sluggaslamoo wrote:

Dustin : That is actually not the case. This situation where one unit counters another unit is not as serious as it was in Starcraft 1. Let's say we have a templar fighting a zergling, and the templar always loses. That's a situation where we really see one unit countering another unit. As of now, the balance between unit-counters and micro is better than in Starcraft 1.


Ah what?!

http://www.youtube.com/watch?v=LpY_nhIrswc#t=17m00s

http://www.youtube.com/watch?v=pG1U25luMOA#t=06m45s


And I don't see why games just like that are not posible in SC2. The reaver holding off a stream of hydra would basically be 3 sentries + 1 colossus frying off legions of zerg, and the second game is a stalker and probes holding off a bunch of marines.

What's funny is that those games are barely 3 years old. So you are comparing the skill level of a 9 year old game at the time with the skill level of a one year old game.

There will be plenty of games just like those to in SC2 soon enough, then I hope that all the whining can stop, but I doubt it.


If I ever see a player control a lone stalker and get more than 24 kills and defeat an scv marine all in into victory, I will quit SC2 forever.


If I make a youtube video of me against my friends in this situation and myself winning with the hero stalker, will you quit?


Has to be a GSL game, although if you give me a replay and it looks legit I guess I will take a brief break

Its pretty much impossible because Protoss doesn't have shield batteries or goon range. In this situation I can just put down a bunker and your stalker can't kill it, also against 12 marines (like in the vod) I can't corner your stalker as easily if you have shield battery.

Not only that but if you even can pop a stalker in time, you could probably get a sentry out instead and use forcefield. Unfortunately you would then not end up with any action that is of the least bit exciting.

And if it sounds like I'm going off topic, its exactly these kinds of mechanics which allow for comebacks through skill. The reason I disagree with balance between unit encounters is that the examples involve like someone suggested zealot reaver vs hydra is the same as sentry forcefield vs roach.

Unfortunately forcefields mean the balance between micro encounters is completely imbalanced. If I land good forcefields, you cannot do anything except run away until the forcefields disappear and then try again. Where as the reaver vs hydra example shows that it is all going to comedown to the players skill at that exact moment.


You can bait the forcefields. You can burrow under forcefields. You can medivac load/unload over forcefields.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 12 2011 12:33 GMT
#268
On April 28 2011 23:21 Yaotzin wrote:
Show nested quote +
On April 28 2011 23:18 R3N wrote:
I thought first "well he's a game designer not the balance guru" then thought about that for about a minute until I realized how retarded that was.

This guy basically designed the game but can't even make a semi-decent comparison between two units? Not that it matters as what he says is bullocks. Units hard counter too much in SC2 compared to SC1 and he have no answer to why that is and doesn't want to understand.

SC2 doesn't have hard unit counters. If it did there would lots more swings and comebacks. Hard counters are what creates comeback situations....


People that discuss hard counters are pretty ignorant of actual games in my opinion. If you think a zealot plugging a wall in ZvP will hold off a zergling attack 100% of the time you've never seen me ram 30 zerglings against a wall until the zealot dies and a unending stream of lings are rallied to your door. Sure one on one a zealot can kill a ling, even four. But starcraft is about positioning, tactics, strategy, micro and finally macro/counters. Not just build A to beat B so C can beat A.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
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