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Blizzard GDC: The Game Design of Starcraft II - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
magnaflow
Profile Joined August 2011
Canada1521 Posts
August 18 2011 23:12 GMT
#41
Wierd, I started watching this at work, ejnoyed what little I saw and decided to wait till I got home to watch. But now the video won't load. Tried disabling adblocker and using a different browser and it still wouldn't load.


Does anyone know if there is a different vid loaded anywhere??
PepperoniPiZZa
Profile Blog Joined October 2010
Sierra Leone1660 Posts
August 18 2011 23:25 GMT
#42
Very interesting.
Quote?
lazydino
Profile Joined October 2010
Canada331 Posts
Last Edited: 2011-08-18 23:48:16
August 18 2011 23:48 GMT
#43
I use to hate this guy...
"I have this moron thing that I do, it's called thinking" - George Carlin
0neder
Profile Joined July 2009
United States3733 Posts
August 18 2011 23:54 GMT
#44
Very nice presentation.

Now if only they would add high ground advantage - I don't think that makes things confusing at all - everyone's seen Episode 3 of Star Wars. =)

And unit spacing, but it's probably too late for that.

I'm glad he admits the Thor was a failure. I hope they shrink it into a goliath - (keep the name even) or at least make the art look more believable.
Bio-Leera
Profile Joined May 2010
United States65 Posts
August 19 2011 00:06 GMT
#45
this was so hard to find, glad to see an offical release
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
August 19 2011 00:18 GMT
#46
Thanks for link, sounds interesting
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
emc
Profile Joined September 2010
United States3088 Posts
August 19 2011 00:21 GMT
#47
48 minutes in, dustin talks about how awesome it is that GSL is using their own maps instead of their own because he admits the blizzard maps aren't made for competitive play. Did I just blow your minds? Now maybe people will stop bitching about how they want blizzard ladder maps to be more competitive. Let's face it, Blizzard WANTS their ladder to appeal to EVERYONE, from bronze to high GM. So next time we see a ladder map pool change, let's get off our high horse and just accept what they are doing because it's clear that blizzard knows what they are doing and are actually encouraging the competitive community to branch out on their own.

Thought I'd just mention that.
Person4645
Profile Joined July 2010
United States16 Posts
August 19 2011 01:38 GMT
#48
On August 19 2011 02:30 aksfjh wrote:
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 like how people didn't get the (I'm-hoping-to-be) joke.

But yeah, I liked that presentation. It definitely boosted my respect for Dustin Browder, even if I don't agree with him on things like "ladder maps for ladder players" and "dynamic unit movement = bad pathing." It seemed like he's learned a lot from the beginning of his SC2 designing career to now and is also eager to learn more.
surfinbird1
Profile Joined September 2009
Germany999 Posts
August 19 2011 06:55 GMT
#49
On August 19 2011 07:37 Nimic wrote:
Show nested quote +
On August 19 2011 06:25 surfinbird1 wrote:
It still baffles me that they brought him in. He apparently still thinks that Koreans are weird for liking Starcraft. First of all it's kinda racist how he talks about them and has he never heard of Counterstrike? Or Quake? Or Street Fighter? Or Warcraft 3? Esports isn't just big in Korea. We have professional players outside of Korea for more than a decade. I think this ignorance of the proscene, i.e. the dedication some people have and the effort some people are willing to put into competitive gaming is the root of some of the problems SC2 has, in my opinion. Maybe they just didn't realize/anticipate how professional players would abuse certain units/timings etc., or how well they would multitask, manage their economy and so on. And since when is micromanagement a dirty word in the RTS scene? I've never heard of that one.
Anyways, it's still very insightful even though I disagree with him on multiple issues. After all, he's the game designer and I'm just the (casual) player. Thanks for the link OP.


Leaving all your other points aside, I found this sentence in particular kinda amusing.

Show nested quote +
And since when is micromanagement a dirty word in the RTS scene? I've never heard of that one.


I assume you're aware of his background? They didn't just pull some random guy off the street. I'd take his word over yours for what is considered what in the RTS scene.


Hence, why I wrote the following paragraph. But still, I come from a WC3/BW background and in those micro is essential. Was it considered bad in Command&Conquer or Age of Empires or any other RTS game?
life of lively to live to life of full life thx to shield battery
HellGreen
Profile Joined September 2010
Denmark1146 Posts
Last Edited: 2011-08-19 07:48:59
August 19 2011 07:48 GMT
#50
@OP
I'm pretty sure it's from *this* years GDC. Most of the questions and a lot of comments don't fit into the early time of the game. Also according to this schedule there was a conference ending on march 4th 2011 and some published articles around that date.
Free to do whatever I want!
Madera
Profile Joined July 2011
Sweden2672 Posts
August 19 2011 07:49 GMT
#51
Interesting. I'll try to listen to this later when I've time.
aksfjh
Profile Joined November 2010
United States4853 Posts
Last Edited: 2011-08-19 07:59:37
August 19 2011 07:59 GMT
#52
On August 19 2011 10:38 Person4645 wrote:
Show nested quote +
On August 19 2011 02:30 aksfjh wrote:
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 like how people didn't get the (I'm-hoping-to-be) joke.

But yeah, I liked that presentation. It definitely boosted my respect for Dustin Browder, even if I don't agree with him on things like "ladder maps for ladder players" and "dynamic unit movement = bad pathing." It seemed like he's learned a lot from the beginning of his SC2 designing career to now and is also eager to learn more.


It wasn't a joke. I really do like the fact that games can be won in instants rather than attrition. It gives a different depth of skill than many people are used to, but it's also exciting. I know as a competitor it can suck to be in those situations, but if you can't lose anything of value in a 3 stalker poke, then what's the excitement of seeing it executed? Without anything valuable on the line, we're just watching a delicate game of tug-of-war.
LuckyMacro
Profile Joined July 2010
United States1482 Posts
Last Edited: 2011-08-19 08:55:15
August 19 2011 08:53 GMT
#53
On August 19 2011 06:25 surfinbird1 wrote:
It still baffles me that they brought him in. He apparently still thinks that Koreans are weird for liking Starcraft. First of all it's kinda racist how he talks about them and has he never heard of Counterstrike? Or Quake? Or Street Fighter? Or Warcraft 3? Esports isn't just big in Korea. We have professional players outside of Korea for more than a decade. I think this ignorance of the proscene, i.e. the dedication some people have and the effort some people are willing to put into competitive gaming is the root of some of the problems SC2 has, in my opinion. Maybe they just didn't realize/anticipate how professional players would abuse certain units/timings etc., or how well they would multitask, manage their economy and so on. And since when is micromanagement a dirty word in the RTS scene? I've never heard of that one.
Anyways, it's still very insightful even though I disagree with him on multiple issues. After all, he's the game designer and I'm just the (casual) player. Thanks for the link OP.


He's doing a presentation.
And not every single person in the audience will be familiar with shit.
Undertow
Profile Joined August 2011
United States7 Posts
August 19 2011 08:53 GMT
#54
For those who may not have the time to watch the entirety of the presentation, I found the Q&A Section (unsurprisingly) the most insightful, with the discussion veering towards subjects such as GSL and balance decisions, etc.

I have a lot of respect for the Balancing Team after watching this, and as a player who does his best to accept fault for losses or for his favorite players' losses I have been guilty of going on tilt and doubting the balance team - as I have seen a lot of others do so, as well. After watching, I really feel that they (Kim and Browder) have their heads in the right "place," if you will, as well as a solid grasp on what the future holds with regards to how they will impact the metagame, and more directly, their player base which is incredibly important.
figq
Profile Blog Joined May 2010
12519 Posts
August 19 2011 09:02 GMT
#55
Good presentation, thank you for linking it. Summarizes nicely things Browder has said before. I especially support the simplicity-complexity dynamic, which I consider to be the crucial reason why other games struggle to become as great as Starcraft. At best, you need a game that's simple to comprehend and spectate, but very complex to master. (like Go, for example)
If you stand next to my head, you can hear the ocean. - Day[9]
WombaT
Profile Blog Joined May 2010
Northern Ireland25960 Posts
August 19 2011 09:20 GMT
#56
Pretty cool, I think Browder gets an undue amount of hate, he's not at all ignorant of the issues that the more hardcore elements of the fanbase has, but after all he does have to balance this with commercial considerations

Actually really hopeful to see what they do for HoTS balance/design wise, should be interesting
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Divergence
Profile Joined July 2011
Canada363 Posts
Last Edited: 2011-08-19 09:43:43
August 19 2011 09:43 GMT
#57
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.


Good point. But this makes me wonder how many experts on eSports game design there are. Since the vast majority of games are not made to be eSports its fair to assume that experts in that field are hard to find. Perhaps Blizzard figured the best option is to find an experienced designer and have him learn about designing an eSport. Look at any other RTS game on the market (aside from BW) and SC2 is clearly miles ahead (and its not even close really). I would say Browder did a pretty good job at it.
RoyalCheese
Profile Joined May 2010
Czech Republic745 Posts
August 19 2011 09:55 GMT
#58
Thanks for posting this, watching it right now ^_^
Kennigit: "Chill was once able to retire really young, but decided to donate his entire salary TO SUPPORT ESPORTS"
Rodiel3
Profile Joined March 2011
France1158 Posts
August 19 2011 10:07 GMT
#59
Wow very interesting, Dustin Bowder was not stupid as I have think ^^
http://www.youtube.com/user/rodiel3 SCBW FPVOD
Aldehyde
Profile Blog Joined March 2010
Sweden939 Posts
August 19 2011 10:25 GMT
#60
On August 19 2011 09:21 emc wrote:
48 minutes in, dustin talks about how awesome it is that GSL is using their own maps instead of their own because he admits the blizzard maps aren't made for competitive play. Did I just blow your minds? Now maybe people will stop bitching about how they want blizzard ladder maps to be more competitive. Let's face it, Blizzard WANTS their ladder to appeal to EVERYONE, from bronze to high GM. So next time we see a ladder map pool change, let's get off our high horse and just accept what they are doing because it's clear that blizzard knows what they are doing and are actually encouraging the competitive community to branch out on their own.

Thought I'd just mention that.


The problem is not that Blizzard is trying to appeal to everyone. It's that the ladder is pretty much the only place for new players to practice since they don't have any practice partners. If the ladder maps require you to play completely different from tournament maps and the ladder does not use tournament maps, new players will have big troubles getting really good.

This is the problem, I couldn't care less if they had a main ladder for everyone to play upon and then add another ladder where only tournament maps are played, that would be awesome, more than awesome.

In BW, as far as I understand, the ladder actually consisted of tournament maps (on ICCup and all the other pirate ladders). That's not the case in SC2.

So yeah, I will keep whining every time they add stupid maps like the new Abyssal Crater or whatever it's called, or the Searing Gorge.
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