The Game Design of STARCRAFT II: Designing an E-Sport.
If you're interested in game design, you might find it interesting. There's a lot of familiar voices in the Q&A.
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typedef struct
United States84 Posts
The Game Design of STARCRAFT II: Designing an E-Sport. If you're interested in game design, you might find it interesting. There's a lot of familiar voices in the Q&A. | ||
aksfjh
United States4853 Posts
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InvictusTT
United States47 Posts
Anyone interested in game development or wanting to understand esports should watch this | ||
TehForce
1072 Posts
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Lom
54 Posts
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Eluadyl
Turkey364 Posts
On August 19 2011 00:13 Lom wrote: wow, thanks so much for the link, thats pure gold for my current thesis ![]() I admire you mate, my thesis was about the effect of Cr ion bombardment on the properties of WC-Co based hardmetals, namely cemented carbides. | ||
Figgy
Canada1788 Posts
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Demonace34
United States2493 Posts
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Chaosvuistje
Netherlands2581 Posts
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aksfjh
United States4853 Posts
On August 19 2011 00:38 Demonace34 wrote: The only problem I have with his thought on Skill is about Micromanagement. The spells that freeze and stop micro management make the game less enjoyable to watch. Fungal forcefield and concussive all make micro for the other person almost non-existent. Thanks for posting this though, lots of good stuff about game design in here. You kidding me? Those forcefields, fungals, and getting caught in concussive shells is what can make the early game exciting. Those things make every second of the game important. Get out of position slightly? BAM! That's the end of that force and possibly the game changing event. | ||
DrPhilOfdOOm
Sweden353 Posts
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NASAmoose
United States231 Posts
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jinorazi
Korea (South)4948 Posts
On August 19 2011 02:30 aksfjh wrote: Show nested quote + On August 19 2011 00:38 Demonace34 wrote: The only problem I have with his thought on Skill is about Micromanagement. The spells that freeze and stop micro management make the game less enjoyable to watch. Fungal forcefield and concussive all make micro for the other person almost non-existent. Thanks for posting this though, lots of good stuff about game design in here. You kidding me? Those forcefields, fungals, and getting caught in concussive shells is what can make the early game exciting. Those things make every second of the game important. Get out of position slightly? BAM! That's the end of that force and possibly the game changing event. different people want different things i guess. i for one is against early game spells but you know, "get used to it" mentality is what keeps me sane. spells, strong spells especially should be reserved for late game(emp, feedback, maelstrom, dark swarm to name a few). its what made bw epic. micro wars throughout early game and using spells later in the game with a possibility of tech rushing like nal_ra's arbitor rush. | ||
Nagano
United States1157 Posts
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Merany
France890 Posts
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Kalent
Canada253 Posts
On August 19 2011 02:30 aksfjh wrote: Show nested quote + On August 19 2011 00:38 Demonace34 wrote: The only problem I have with his thought on Skill is about Micromanagement. The spells that freeze and stop micro management make the game less enjoyable to watch. Fungal forcefield and concussive all make micro for the other person almost non-existent. Thanks for posting this though, lots of good stuff about game design in here. You kidding me? Those forcefields, fungals, and getting caught in concussive shells is what can make the early game exciting. Those things make every second of the game important. Get out of position slightly? BAM! That's the end of that force and possibly the game changing event. I have to disagree. IMO, spells make the early game less exciting, esp. the micro battles. In bw, early game without spells made it extremely exciting to watch as the way the players used individual units was amazing. Early game micro was so precise and intense, whereas in SC2, the spells reduced that effect a bit. Esp. concussive shells as they just infinitely kite everything without much effort. | ||
kineSiS-
Korea (South)1068 Posts
On August 19 2011 03:23 Nagano wrote: Watched the whole thing. What was surprising was how Blizzard brought in a guy (Browder) who actually knew nothing of BW's esport history to lead the design of its successor. Probably due to Activision *spite* | ||
[F_]aths
Germany3947 Posts
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Treadmill
Canada2833 Posts
Really interesting video too, thanks for the link! | ||
unit
United States2621 Posts
On August 19 2011 04:36 Treadmill wrote: Oh man. There's a bit where he talks about the goliath and more or less says that he thinks they maybe should've left in the goliath and not the Thor. Goliath as a multiplayer unit in HotS would make me soooo happy. Really interesting video too, thanks for the link! idealy it wouldnt have the same ai :3 | ||
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