Does anyone know if there is a different vid loaded anywhere??
Blizzard GDC: The Game Design of Starcraft II - Page 3
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magnaflow
Canada1521 Posts
Does anyone know if there is a different vid loaded anywhere?? | ||
PepperoniPiZZa
Sierra Leone1660 Posts
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lazydino
Canada331 Posts
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0neder
United States3733 Posts
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
United States65 Posts
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BigFan
TLADT24920 Posts
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emc
United States3088 Posts
Thought I'd just mention that. | ||
Person4645
United States16 Posts
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
Germany999 Posts
On August 19 2011 07:37 Nimic wrote: Leaving all your other points aside, I found this sentence in particular kinda amusing. 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? | ||
HellGreen
Denmark1146 Posts
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. | ||
Madera
Sweden2672 Posts
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aksfjh
United States4853 Posts
On August 19 2011 10:38 Person4645 wrote: 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
United States1482 Posts
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
United States7 Posts
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
12519 Posts
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WombaT
Northern Ireland23896 Posts
Actually really hopeful to see what they do for HoTS balance/design wise, should be interesting | ||
Divergence
Canada363 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. 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
Czech Republic745 Posts
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Rodiel3
France1158 Posts
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Aldehyde
Sweden939 Posts
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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