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 | ||
taLbuk
Madagascar1879 Posts
On August 19 2011 04:08 Kalent wrote: Show nested quote + On August 19 2011 02:30 aksfjh wrote: 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. While I agree, you also have to remember individual unit's aren't even close of 1:1 to broodwar in terms of value, everything is just smaller and dies quicker, which takes a lot of emphasis off micro passed the 5 minutes mark unfortunately. | ||
RvB
Netherlands6209 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. Maybe they just wanted the perspective from an outsider of e-sports and someone who knows how to appeal to the more casual players while the rest of the team or atleast most of it come from an e-sport background and can educate him on it. | ||
sluggaslamoo
Australia4494 Posts
"Wraith, not for esport" Makes me sad though ![]() 2 port wraith was possibly the most skillful and fun to watch build in BW. | ||
Kalent
Canada253 Posts
On August 19 2011 04:40 taLbuk wrote: Show nested quote + On August 19 2011 04:08 Kalent wrote: On August 19 2011 02:30 aksfjh wrote: 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. While I agree, you also have to remember individual unit's aren't even close of 1:1 to broodwar in terms of value, everything is just smaller and dies quicker, which takes a lot of emphasis off micro passed the 5 minutes mark unfortunately. That's what I personally don't understand about SC2.. They made micro less important than broodwar, and they made macro easier.. Due to this, most games are much more heavily effected by BO choices.. When did SC become a game of luck? | ||
Demonace34
United States2493 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. Go watch some of Tyler's Dragoon micro in his courage video early game v T. Getting caught by FF or concussive shells that early in SCII game and no amount of micro can get you out of that. The snowball effect is just too great for a 50/50 upgrade that early in my opinion. I guess I'm just one of those people that want to play BW with better pathing and better graphics. Instead of complaining I guess I should just get used to it though. | ||
aderum
Sweden1459 Posts
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ZenithM
France15952 Posts
Makes me feel cool myself for playing that game and following the pro scene. SC2 is good stuff. | ||
ilbh
Brazil1606 Posts
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surfinbird1
Germany999 Posts
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. | ||
sabas123
Netherlands3122 Posts
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phrenzy
United Kingdom478 Posts
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pyaar
United States423 Posts
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ZaaaaaM
Netherlands1828 Posts
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EtohEtoh
Canada669 Posts
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Nimic
Norway1360 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. Leaving all your other points aside, I found this sentence in particular kinda amusing. 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. | ||
andrewlt
United States7702 Posts
On August 19 2011 04:40 unit wrote: Show nested quote + 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 SC2 didn't really improve upon the pathfinding AI of BW much. Most of what they did was reduce the collision size around units so they can squeeze in together. Units like the thor and ultralisk that have collision sizes larger than the BW dragoon are still dumb as hell. | ||
sephius
United Kingdom200 Posts
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CrY.
Japan97 Posts
wtf | ||
Shield
Bulgaria4824 Posts
Server not found Firefox can't find the server at events.digitallyspeaking.com. I guess it's my internet. Can anyone summarise, please? Thanks ![]() | ||
Grumbels
Netherlands7031 Posts
On August 19 2011 07:41 andrewlt wrote: Show nested quote + On August 19 2011 04:40 unit wrote: 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 SC2 didn't really improve upon the pathfinding AI of BW much. Most of what they did was reduce the collision size around units so they can squeeze in together. Units like the thor and ultralisk that have collision sizes larger than the BW dragoon are still dumb as hell. I don't think that's true. I read this thread and it says the pathfinding is a lot different. | ||
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: 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? | ||
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: 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
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 Ireland25184 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. | ||
RoyalCheese
Czech Republic745 Posts
On August 19 2011 19:25 Aldehyde wrote: Show nested quote + 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. Dustin made a really good point in the talk. He said something like this: "I'm mid diamond player and the gsl maps has 16 expansions. At that point, if i'm lower level player, games are won by hidden expansions and not by strategy, because i'm not effective at scouting." I found this really interesting, and i think he has a point. If they indeed try to make a ladder appealing for all skill levels, the choice of maps make a little more sense. I still wish there was a better way to choose maps you want to ladder on, though. Perheps instead of voting down maps you would vote up maps from current ladder + tournament maps. | ||
Aldehyde
Sweden939 Posts
On August 19 2011 19:41 RoyalCheese wrote: Show nested quote + On August 19 2011 19:25 Aldehyde wrote: 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. Dustin made a really good point in the talk. He said something like this: "I'm mid diamond player and the gsl maps has 16 expansions. At that point, if i'm lower level player, games are won by hidden expansions and not by strategy, because i'm not effective at scouting." I found this really interesting, and i think he has a point. If they indeed try to make a ladder appealing for all skill levels, the choice of maps make a little more sense. I still wish there was a better way to choose maps you want to ladder on, though. Perheps instead of voting down maps you would vote up maps from current ladder + tournament maps. No, that doesn't make sense if what you want to do is to get better. Sure, if the ladder is only there to let everyone have fun, it may work well. That's my point, though, the ladder is the only place for new players to get good. So if the maps there are played in a completely different way than tournament maps, you can't learn how to play 'properly'. Meaning, you won't be able to compete in tourmanents. You not knowing how to scout is not an excuse, that will just force you to become better by scouting it. That's what I mean. Add another ladder where you only cater to people who actually try to get good or make the one we have a good place to practice. Voting up maps from a big pool of maps could also be a way to go about it, I guess. Perhaps with pre-set map pools like GSL, IEM and so on. The way it is now, though, is actually terrible. Trying to cater to both the competitive players and the casual-just-for-fun players is just stupid. | ||
RoyalCheese
Czech Republic745 Posts
On August 19 2011 19:56 Aldehyde wrote: Show nested quote + On August 19 2011 19:41 RoyalCheese wrote: On August 19 2011 19:25 Aldehyde wrote: 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. Dustin made a really good point in the talk. He said something like this: "I'm mid diamond player and the gsl maps has 16 expansions. At that point, if i'm lower level player, games are won by hidden expansions and not by strategy, because i'm not effective at scouting." I found this really interesting, and i think he has a point. If they indeed try to make a ladder appealing for all skill levels, the choice of maps make a little more sense. I still wish there was a better way to choose maps you want to ladder on, though. Perheps instead of voting down maps you would vote up maps from current ladder + tournament maps. No, that doesn't make sense if what you want to do is to get better. Sure, if the ladder is only there to let everyone have fun, it may work well. That's my point, though, the ladder is the only place for new players to get good. So if the maps there are played in a completely different way than tournament maps, you can't learn how to play 'properly'. Meaning, you won't be able to compete in tourmanents. You not knowing how to scout is not an excuse, that will just force you to become better by scouting it. That's what I mean. Add another ladder where you only cater to people who actually try to get good or make the one we have a good place to practice. Voting up maps from a big pool of maps could also be a way to go about it, I guess. Perhaps with pre-set map pools like GSL, IEM and so on. The way it is now, though, is actually terrible. Trying to cater to both the competitive players and the casual-just-for-fun players is just stupid. Well from the talk it seems like they are trying to make ladder for casual players, unfortunately. Dustin even said that he thinks that ladder and competetive will have to be eventually separated. Which is sad, but yeah, i agree with your points. | ||
turdburgler
England6749 Posts
On August 19 2011 19:41 RoyalCheese wrote: Show nested quote + On August 19 2011 19:25 Aldehyde wrote: 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. Dustin made a really good point in the talk. He said something like this: "I'm mid diamond player and the gsl maps has 16 expansions. At that point, if i'm lower level player, games are won by hidden expansions and not by strategy, because i'm not effective at scouting." I found this really interesting, and i think he has a point. If they indeed try to make a ladder appealing for all skill levels, the choice of maps make a little more sense. I still wish there was a better way to choose maps you want to ladder on, though. Perheps instead of voting down maps you would vote up maps from current ladder + tournament maps. it sounds like a good point till you really analyse it. knowing how many bases your opponent is on is as fundemental as making workers or a half decent unit comp. at the mid diamond level these are all things you are supposed to have a grasp of. changing the maps because he cant scout is bad design. at the lowest levels its still irrelevent because they dont even make use of their bases, in bronze - plat any strat can win you games so designing maps that make these super low level players happy makes no sense. | ||
aka_star
United Kingdom1546 Posts
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Highways
Australia6103 Posts
Wasn't this from March 2011| | ||
Johnzee
United States216 Posts
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typedef struct
United States84 Posts
On August 19 2011 21:43 Highways wrote: Wait this wasn't last year's GDC? Wasn't this from March 2011| It's from the most recent GDC, March 2011. | ||
Primadog
United States4411 Posts
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Stiluz
Norway688 Posts
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LlamaNamedOsama
United States1900 Posts
On August 19 2011 15:55 surfinbird1 wrote: Show nested quote + On August 19 2011 07:37 Nimic wrote: 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. 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? Did you notice Dustin Browder's own explanation? He himself already noted that this was when RTSes were NEW, and that most perspectives where from the turn-based strategy camp, who looked down on people winning through superior "speed" than superior planning/thought. "He apparently still thinks that Koreans are weird for liking Starcraft. " Um, no. Again, pay attention to what he's actually saying. He's pointing out that that's what he thought when he was first hired by Blizzard and first exposed to e-sports. IE, he's trying to connect to and explain it to the people not familiar with this stuff. Surprise surprise, not everyone has followed e-sports... | ||
Tsuki.eu
Portugal1049 Posts
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StarStruck
25339 Posts
On August 19 2011 04:40 unit wrote: Show nested quote + 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 Unfortunately, DB likes units that look cool. ;/ | ||
mufin
United States616 Posts
![]() lol'd so hard at this part | ||
ZenithM
France15952 Posts
On August 20 2011 06:52 mufin wrote: lol'd so hard at this part Well you can laugh all you want, or maybe you could actually listen to what Browder was saying while showing that... Because it was quite spot on. | ||
Harrow
United States245 Posts
GDC is awesome, this was one of the better sessions. Wish I could've stuck around to chat with him but I'm a volunteer so I had stuff to go do. | ||
Duravi
United States1205 Posts
On August 20 2011 06:58 ZenithM wrote: Well you can laugh all you want, or maybe you could actually listen to what Browder was saying while showing that... Because it was quite spot on. I think Browder was partially right but he was only looking at that situation from one side. People mostly complain about force-fields because there is nothing the other player can do to respond, it is not like the emp/feedback relationship. So well yes, that takes some skill from the protoss, the zerg player has no skillfull way to counteract it. I don't want to derail into an argument about force-fields (personally I think they are fine), just saying I think there is a gap in Browder's logic. | ||
robih
Austria1086 Posts
the only thing where i was like "wtf?" was when he described the way wc3 and sc2 are played respectively. he says wc3 is more about fighting and losing stuff and rebuilding it because the smaller armies are easier to rebuild. he also states that in sc2 people don't want to take fights, and run away from fights, which they realize are not winnable. imho he totally described wc3 how sc2 is and the other way round. it's way easier to rebuild a 200/200 armyin sc2 except you built it up from two base turteling like a madman. also its a lot more common to not take fights or get away from fights in wc3 since there is a townportal. last but not least you can't afford to "throw away armies" in wc3, since units are waaaaay more valuable than in sc2 i really thought he was messing up and describing the wrong game, but he even had it on his slides so i guess he was serious about it | ||
Joey Wheeler
Korea (North)276 Posts
On August 20 2011 06:58 ZenithM wrote: Well you can laugh all you want, or maybe you could actually listen to what Browder was saying while showing that... Because it was quite spot on. He's saying micro takes skill and is fun to watch. Forcefields: 1) are not fun to watch 2) do not encourage skill when movement is restricted | ||
Klive5ive
United Kingdom6056 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! Yeah I noticed that too. It's fantastic to see how much Dustin has learnt and he really seems to understand our game now. It's just a shame he didn't from the start :p probably in the long run we'll see they made the right choice. | ||
azarat
Australia155 Posts
On August 20 2011 07:25 robih wrote: awesome talk the only thing where i was like "wtf?" was when he described the way wc3 and sc2 are played respectively. he says wc3 is more about fighting and losing stuff and rebuilding it because the smaller armies are easier to rebuild. he also states that in sc2 people don't want to take fights, and run away from fights, which they realize are not winnable. imho he totally described wc3 how sc2 is and the other way round. it's way easier to rebuild a 200/200 armyin sc2 except you built it up from two base turteling like a madman. also its a lot more common to not take fights or get away from fights in wc3 since there is a townportal. last but not least you can't afford to "throw away armies" in wc3, since units are waaaaay more valuable than in sc2 i really thought he was messing up and describing the wrong game, but he even had it on his slides so i guess he was serious about it The point to take is that the gameplay of WC3 is designed around a specific paradigm, that of small armies with individually more valuable units, and an army management system that signals when you might want to attack. The metagame of WC3 might refine or change those basic principles because of current strategy, but its hard to argue that the game design does not include these elements. SC2, on the other hand, relies on an economic management system that signals when to attack, with larger armies of less individually valuable units. Its no longer the size of the army which is the determining factor, its economics and its relationship with your and your opponent's army. The difference in paradigms are illustrated in the distinct mechanics of WC3 and SC2. The individual Heroes are central to WC3 play and the way in which you engage and use your units. In SC2, its economics. Its no mistake that each race has distinct macro mechanics in SC2, because they allow for economic choices, and by extension, add variability to gameplay. | ||
0neder
United States3733 Posts
We're talking sending an SCV or two around the map every so often. Not that hard. Noobs can do it. Not a good reason to not have big maps. One thing I don't think he believes is that SMALLER maps are harder for noobs. Once some average guy masters a timing, noobs are screwed no matter what. At least bigger maps feel psychologically safer since there's more space for everyone. | ||
Netsky
Australia1155 Posts
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EtohEtoh
Canada669 Posts
On August 20 2011 07:25 robih wrote: awesome talk the only thing where i was like "wtf?" was when he described the way wc3 and sc2 are played respectively. he says wc3 is more about fighting and losing stuff and rebuilding it because the smaller armies are easier to rebuild. he also states that in sc2 people don't want to take fights, and run away from fights, which they realize are not winnable. imho he totally described wc3 how sc2 is and the other way round. it's way easier to rebuild a 200/200 armyin sc2 except you built it up from two base turteling like a madman. also its a lot more common to not take fights or get away from fights in wc3 since there is a townportal. last but not least you can't afford to "throw away armies" in wc3, since units are waaaaay more valuable than in sc2 i really thought he was messing up and describing the wrong game, but he even had it on his slides so i guess he was serious about it he was talking about the single player game and building the single player around the game mechanics that were largely informed by the game trying to also be an esport | ||
Cuce
Turkey1127 Posts
I kinda like dustin browder now. | ||
Naphal
Germany2099 Posts
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ZenithM
France15952 Posts
On August 20 2011 07:33 Joey Wheeler wrote: Show nested quote + On August 20 2011 06:58 ZenithM wrote: On August 20 2011 06:52 mufin wrote: lol'd so hard at this part Well you can laugh all you want, or maybe you could actually listen to what Browder was saying while showing that... Because it was quite spot on. He's saying micro takes skill and is fun to watch. Forcefields: 1) are not fun to watch 2) do not encourage skill when movement is restricted His real point was that there is various degrees of success for the same action, and that's what creates skill, not that throwing forcefields is a skillful act. For forcefields, it can be overlap, hole in the forcefield wall, letting too many/few units on one side, speed of the casting etc..., and you can have your own opinion about that, but I enjoy watching MC's forcefields, not so much random protoss' ones. That's what he meant by that part. I think his point was clear, and his example quite relevant, albeit controversial. He didn't say "OLOLOLOL I'm gonna spam my F key and show mah skillz, bitches." The following is certainly off topic but: It's quite clear that you can't do anything once forcefielded (or fungal growth'd, or caught by concussive shell or whatever...), I don't know if it's good design or not, but no pro A-move his fucking army against forcefields anymore, that's so 6 months ago. That's skill they acquired I guess, along with using some kind of tech to temper this spell's effect (burrow, medivacs, massive units) | ||
ELA
Denmark4608 Posts
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ShadowDrgn
United States2497 Posts
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psychosis
Sweden107 Posts
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Shaxe
Netherlands590 Posts
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malaan
365 Posts
It's clear to see they have a challenge greater than anyone can imagine to create a game of this standard, and have that equilibrium between all of the races while the meta game constantly changes. It also profoundly touches on how as more time goes by, 'imbalances' tend to be figured out, pondered and eventually overcome by new strategy and ideas rather than nerfs and buffs. The current issues with the game that people cry about (protoss X is op, terran X is op, zerg X is op, etc) are certainly ironning out a lot lately on their own. The huge exposure this game gets with all the streams, tournements, casters and general coverage means theres a lot of people watching and thinking about the game, strategies evolving every day. The design of the game IMO is fantastic, and I think given 2-3 years of updates, patches and expansions we will have a true successor to broodwar in every way. | ||
Twiggs
United States600 Posts
On August 20 2011 07:47 0neder wrote: The point about the ladder maps is valid, but we're not talking micro here. We're talking sending an SCV or two around the map every so often. Not that hard. Noobs can do it. Not a good reason to not have big maps. One thing I don't think he believes is that SMALLER maps are harder for noobs. Once some average guy masters a timing, noobs are screwed no matter what. At least bigger maps feel psychologically safer since there's more space for everyone. I completely agree with you sir. Also my thoughts have always been this: Balance the game and maps around the pro scene. The lower level casual players will not care if there are macro maps on ladder or about a 5% damage increase to X units. It doesn't matter at their level. I wish Blizzard and Browder could just see what everyone here on the this forum sees. XD. Good interview though, loved the presentation. | ||
Joey Wheeler
Korea (North)276 Posts
On August 20 2011 08:06 ZenithM wrote: Show nested quote + On August 20 2011 07:33 Joey Wheeler wrote: On August 20 2011 06:58 ZenithM wrote: On August 20 2011 06:52 mufin wrote: lol'd so hard at this part Well you can laugh all you want, or maybe you could actually listen to what Browder was saying while showing that... Because it was quite spot on. He's saying micro takes skill and is fun to watch. Forcefields: 1) are not fun to watch 2) do not encourage skill when movement is restricted His real point was that there is various degrees of success for the same action, and that's what creates skill, not that throwing forcefields is a skillful act. For forcefields, it can be overlap, hole in the forcefield wall, letting too many/few units on one side, speed of the casting etc..., and you can have your own opinion about that, but I enjoy watching MC's forcefields, not so much random protoss' ones. That's what he meant by that part. I think his point was clear, and his example quite relevant, albeit controversial. He didn't say "OLOLOLOL I'm gonna spam my F key and show mah skillz, bitches." The following is certainly off topic but: It's quite clear that you can't do anything once forcefielded (or fungal growth'd, or caught by concussive shell or whatever...), I don't know if it's good design or not, but no pro A-move his fucking army against forcefields anymore, that's so 6 months ago. That's skill they acquired I guess, along with using some kind of tech to temper this spell's effect (burrow, medivacs, massive units) He makes a valid point, but by midgame the amount of sentries with energy make missing forcefields quite forgiving, therefore using it as a way of showing skill isn't a very good example. | ||
Jimmy Raynor
902 Posts
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pyaar
United States423 Posts
On August 20 2011 16:25 Jimmy Raynor wrote: The thing about warcraft 3 didn't make much sense to me. In wc3 you want to keep every unit alive as long as possible. In sc2 replacing units I think is much easier, and even often times you would not look at the battle but macro instead. Other than that it was a great presentation. was thinking the same thing. you don't throw away units in wc3 like you do in sc(2) | ||
BamBam
745 Posts
Honestly... does anyone really think people were designing the original starcraft to become an E-Sport? Or were they just designing a game that was fun to play. | ||
NoobSkills
United States1598 Posts
On August 21 2011 17:21 Energizer wrote: I got a question; Whats the difference between designing a regular RTS (like starcraft) and making an E-Sport (starcraft 2)? Honestly... does anyone really think people were designing the original starcraft to become an E-Sport? Or were they just designing a game that was fun to play. Well a game that was fun to play hence a game that made them money. Their concentration on making an esport is cool, but they definitely fucked up a bit. | ||
tdt
United States3179 Posts
On August 19 2011 05:15 Demonace34 wrote: Show nested quote + On August 19 2011 02:30 aksfjh wrote: 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. Go watch some of Tyler's Dragoon micro in his courage video early game v T. Getting caught by FF or concussive shells that early in SCII game and no amount of micro can get you out of that. The snowball effect is just too great for a 50/50 upgrade that early in my opinion. I guess I'm just one of those people that want to play BW with better pathing and better graphics. Instead of complaining I guess I should just get used to it though. Play SC2BW (do a map search). I have found new love for the game since doing customs of those mods. | ||
Galleon.frigate
Canada721 Posts
I'm gald to hear the thuoghts about why the story was so hamfisted - I guess I'm hoping against hope that they re-evaluate their choice... it's a little jarring to imagine that felt that had to go action movie over the top in the plot department to make the characters stand out, and make the player feel for the characters in game... | ||
KT s0ng
Korea (South)88 Posts
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RvB
Netherlands6209 Posts
On August 20 2011 10:07 R3demption wrote: Show nested quote + On August 20 2011 07:47 0neder wrote: The point about the ladder maps is valid, but we're not talking micro here. We're talking sending an SCV or two around the map every so often. Not that hard. Noobs can do it. Not a good reason to not have big maps. One thing I don't think he believes is that SMALLER maps are harder for noobs. Once some average guy masters a timing, noobs are screwed no matter what. At least bigger maps feel psychologically safer since there's more space for everyone. I completely agree with you sir. Also my thoughts have always been this: Balance the game and maps around the pro scene. The lower level casual players will not care if there are macro maps on ladder or about a 5% damage increase to X units. It doesn't matter at their level. I wish Blizzard and Browder could just see what everyone here on the this forum sees. XD. Good interview though, loved the presentation. I don't know if lower leagues don't care but fact is that TL is one community and it's certainly not casual, we just don't know how those people ( if you can even put them in 1 group ) feel. hell some people I know even liked steppes of war or DQ, fact is that everyone likes something different and that's why they don't want as much big maps in the ladder they want to have maps for everyone not just the pro players. | ||
wolfe
United States761 Posts
It's easy to point out what was done wrong, but he's done quite a lot right and if you actually listen to him you'll see he's getting better and HotS seems all the more promising. There are quite a few gems in this talk. | ||
413X
Sweden203 Posts
![]() U mad bro? User was warned for this post | ||
hmmm...
632 Posts
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Tegin
United States840 Posts
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RiT4LiN
Netherlands131 Posts
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Cuiu
Germany410 Posts
On August 21 2011 18:27 hmmm... wrote: i really liked the things dustin browder said but i still feel he doesn't do them enough justice. (for example, when he talks about the need to differentiate skill in an esports game, i still think smart casting and the 1-A syndrome are things that should have been taken out). when you have a 200/200 army vs a 100/200 yeah it works but with equal sply i dont see that the 1a player has any advantage over a the player which makes the effort in spreading out his army, to flank,focus fire,drop,kiting so why do you think 1a is so good? 1a dont takes skill away it allows skill "thx4link" | ||
Sighstorm
Netherlands116 Posts
IMHO opinion the four values Dustin Browder describes are translated very well into the game. They are exactly the reasons I state when I explain why I love to watch SC2, and why SC2 is so much better to watch than other games. Blizzard did an excellent job. Sure there are some things that can be improved, but the framework is really strong. | ||
bole
Serbia164 Posts
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XiGua
Sweden3085 Posts
It always seems like Browder knows what he is talking about but then you come to wonder when you see these maps, destructible rocks and useless units in the game. But I realize that it is so hard to balance a game and Blizzard is on the right track. HotS and LotV will probably give us a complete game. | ||
sluggaslamoo
Australia4494 Posts
On August 21 2011 17:34 Galleon.frigate wrote: I soooooo sad to hear that DB feels that e-sports and a mature story for the singleplayers are mutually exclusive... I'm gald to hear the thuoghts about why the story was so hamfisted - I guess I'm hoping against hope that they re-evaluate their choice... it's a little jarring to imagine that felt that had to go action movie over the top in the plot department to make the characters stand out, and make the player feel for the characters in game... That part didn't make sense to me. BW had smaller units and was harder to play, the levels were always the same, yet its campaign was very very good. Browder is completely missing the point, the game art and character design was not what ruined SC2's story, it was the story that ruined SC2's story. He [mengsk] is not a hero. He did what he felt he had to do to unify humanity against its common enemies. However to get there he was willing to kill countless millions of people. He was a fanatic. Sort of like Stalin, think the end justifies the means. However he did unify humanity so that was a good thing, but only under a dictatorship. But everything is not black and white ![]() | ||
Sxcerino
Canada58 Posts
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FreudianTrip
Switzerland1983 Posts
On August 19 2011 15:55 surfinbird1 wrote: Show nested quote + On August 19 2011 07:37 Nimic wrote: 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. 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? He's talking from a games designers perspective, not the players. RTS (ESPECIALLY C&C) went through a period of simplification because everyone was claiming no-one wanted to play RTS's because they were too hard (which was bullshit in the first place but no matter). So yeah, he's right. | ||
The Touch
United Kingdom667 Posts
I do think he has a point, but I think he's missing a real trick, mostly because the map pool is the same for Bronzies as it is for Grandmasters. If what Browder says is true, and different maps are appropriate to different levels of skill, then shouldn't Blizzard have different map pools for different leagues, rather than forcing higher-level players to use low-quality maps if they want to ladder? Blizzard could easily have, say, three map pools, for Bronze/Silver, Gold/Plat, and Diamond+ (or however you think it should be divided). Obviously you wouldn't want to just give lower-level players nothing but rush maps, and there could be substantial overlap between the different map pools, but I'm sure that there's a way of designing maps that are appropriate to player skill level. If the higher-level map pool was all tournament-standard maps, then pro-level players could use the ladder to practice for tournaments if they want to (something they often complain about not being able to do), but it wouldn't affect the lower-level players (like me) for whom simpler maps might be more appropriate. | ||
FieryBalrog
United States1381 Posts
Now add LAN and better custom map support. | ||
Zeaket
United States208 Posts
On August 21 2011 17:11 pyaar wrote: Show nested quote + On August 20 2011 16:25 Jimmy Raynor wrote: The thing about warcraft 3 didn't make much sense to me. In wc3 you want to keep every unit alive as long as possible. In sc2 replacing units I think is much easier, and even often times you would not look at the battle but macro instead. Other than that it was a great presentation. was thinking the same thing. you don't throw away units in wc3 like you do in sc(2) in this case they were referring to the single player, not the multiplayer. | ||
pyaar
United States423 Posts
On August 22 2011 05:35 Zeaket wrote: Show nested quote + On August 21 2011 17:11 pyaar wrote: On August 20 2011 16:25 Jimmy Raynor wrote: The thing about warcraft 3 didn't make much sense to me. In wc3 you want to keep every unit alive as long as possible. In sc2 replacing units I think is much easier, and even often times you would not look at the battle but macro instead. Other than that it was a great presentation. was thinking the same thing. you don't throw away units in wc3 like you do in sc(2) in this case they were referring to the single player, not the multiplayer. oh you're right, forgot ![]() | ||
Truedot
444 Posts
On August 20 2011 07:45 azarat wrote: Show nested quote + On August 20 2011 07:25 robih wrote: awesome talk the only thing where i was like "wtf?" was when he described the way wc3 and sc2 are played respectively. he says wc3 is more about fighting and losing stuff and rebuilding it because the smaller armies are easier to rebuild. he also states that in sc2 people don't want to take fights, and run away from fights, which they realize are not winnable. imho he totally described wc3 how sc2 is and the other way round. it's way easier to rebuild a 200/200 armyin sc2 except you built it up from two base turteling like a madman. also its a lot more common to not take fights or get away from fights in wc3 since there is a townportal. last but not least you can't afford to "throw away armies" in wc3, since units are waaaaay more valuable than in sc2 i really thought he was messing up and describing the wrong game, but he even had it on his slides so i guess he was serious about it The point to take is that the gameplay of WC3 is designed around a specific paradigm, that of small armies with individually more valuable units, and an army management system that signals when you might want to attack. The metagame of WC3 might refine or change those basic principles because of current strategy, but its hard to argue that the game design does not include these elements. SC2, on the other hand, relies on an economic management system that signals when to attack, with larger armies of less individually valuable units. Its no longer the size of the army which is the determining factor, its economics and its relationship with your and your opponent's army. The difference in paradigms are illustrated in the distinct mechanics of WC3 and SC2. The individual Heroes are central to WC3 play and the way in which you engage and use your units. In SC2, its economics. Its no mistake that each race has distinct macro mechanics in SC2, because they allow for economic choices, and by extension, add variability to gameplay. since when is the possibility of being permaforcefielded inside your own base by two sentries not an INCREDIBLY high value unit? Since when is pushing out a colossus at 7 minutes with a handful of zealots to just wtfpwn any early zerg ground army not making the colossus an INCREDIBLY powerful unit? Since when Is NPing a medivac to take heals away from the marines and their stim and giving it to your ultralisk not INCREDIBLY powerful? power of individual unis diminish as more units get fielded, sure. That doesn't mean that at certain stages or with a certain lack of units on the field for either side, many units can be incredibly powerful. | ||
Sanguinarius
United States3427 Posts
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Truedot
444 Posts
On August 21 2011 20:46 Sxcerino wrote: OMG WE AGREEED NR20 THIS IS BULLSHIT lololol Im going to start asking for NR20 on ladder now and if they dont want to say "but end game takes more skill!". | ||
r3SpaVVn
Germany109 Posts
jk sound interesting, gonna watch it this evening before going to bed ![]() | ||
tdt
United States3179 Posts
I don't enjoy watching SC2 near as much with all ins, game changing spells, and it feels so scripted compared to BW. Seems to have taken off in the West a bit though so maybe not a fail but in Korea it's rather benign. | ||
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