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Blizzard GDC: The Game Design of Starcraft II

Forum Index > SC2 General
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typedef struct
Profile Joined January 2011
United States84 Posts
Last Edited: 2011-08-19 13:39:21
August 18 2011 13:15 GMT
#1
Dustin Browder's presentation from the 2011 Game Developer's Conference is available for free now at GDCVault.

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
Profile Joined November 2010
United States4853 Posts
August 18 2011 13:18 GMT
#2
Awesome!
InvictusTT
Profile Joined August 2010
United States47 Posts
August 18 2011 13:55 GMT
#3
Very very insightful.

Anyone interested in game development or wanting to understand esports should watch this
TehForce
Profile Joined July 2010
1072 Posts
August 18 2011 15:08 GMT
#4
very good presentation
NesTea <3
Lom
Profile Joined February 2011
54 Posts
August 18 2011 15:13 GMT
#5
wow, thanks so much for the link, thats pure gold for my current thesis
Eluadyl
Profile Joined May 2010
Turkey364 Posts
Last Edited: 2011-08-18 15:17:01
August 18 2011 15:16 GMT
#6
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.
Not enough energy
Figgy
Profile Joined February 2011
Canada1788 Posts
August 18 2011 15:25 GMT
#7
Amazing presentation. I'm glad we have such an amazing design team at Blizzard.
Bug Fixes Fixed an issue where, when facing a SlayerS terran, completing a hatchery would cause a medivac and 8 marines to randomly spawn nearby and attack it.
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
August 18 2011 15:38 GMT
#8
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.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
August 18 2011 17:21 GMT
#9
Thanks for posting this, very insightful and you can clearly see the change of mind Browder went through.
aksfjh
Profile Joined November 2010
United States4853 Posts
August 18 2011 17:30 GMT
#10
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
Profile Joined July 2011
Sweden353 Posts
August 18 2011 17:42 GMT
#11
This is awesome ty for link!
NASAmoose
Profile Joined May 2011
United States231 Posts
August 18 2011 17:53 GMT
#12
Awesome. Love this guy. I know we may not always agree with his decisions, but you absolutely can't argue that he doesn't care enough or that he's not smart enough.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2011-08-18 18:04:11
August 18 2011 18:02 GMT
#13
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.
age: 84 | location: california | sex: 잘함
Nagano
Profile Blog Joined July 2010
United States1157 Posts
August 18 2011 18:23 GMT
#14
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.
“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”
Merany
Profile Blog Joined February 2011
France890 Posts
August 18 2011 18:57 GMT
#15
Done watching. Although the basic ideas of the presentation are not new (if I remember correctly, there was an article on Gamasutra about it), the full presentation with details was absolutely fascinating. This guy (and the whole team) deserves a ton of respect. Thanks for posting it.
Kalent
Profile Joined March 2011
Canada253 Posts
August 18 2011 19:08 GMT
#16
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.
Korean-Canadian who spends way too much time on Afreeca
kineSiS-
Profile Blog Joined September 2009
Korea (South)1068 Posts
August 18 2011 19:24 GMT
#17
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
Profile Blog Joined February 2010
Germany3947 Posts
August 18 2011 19:29 GMT
#18
I watched the video and respect Dustin Browder even more now. He is aware of a lot of details, and he cares.
You don't choose to play zerg. The zerg choose you.
Treadmill
Profile Joined July 2010
Canada2833 Posts
Last Edited: 2011-08-18 19:36:52
August 18 2011 19:36 GMT
#19
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!
unit
Profile Blog Joined March 2009
United States2621 Posts
August 18 2011 19:40 GMT
#20
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
Profile Joined April 2010
Madagascar1879 Posts
August 18 2011 19:40 GMT
#21
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
Profile Blog Joined December 2010
Netherlands6209 Posts
August 18 2011 19:55 GMT
#22
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
Profile Blog Joined November 2009
Australia4494 Posts
August 18 2011 20:04 GMT
#23
Overall pretty good presentation.

"Wraith, not for esport" Makes me sad though

2 port wraith was possibly the most skillful and fun to watch build in BW.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Kalent
Profile Joined March 2011
Canada253 Posts
August 18 2011 20:09 GMT
#24
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?
Korean-Canadian who spends way too much time on Afreeca
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
Last Edited: 2011-08-18 20:21:43
August 18 2011 20:15 GMT
#25
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.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
aderum
Profile Blog Joined January 2011
Sweden1459 Posts
August 18 2011 20:16 GMT
#26
This is cool as hell. Dustin is such a funny guy
Crazy people dont sit around and wonder if they are insane
ZenithM
Profile Joined February 2011
France15952 Posts
August 18 2011 20:40 GMT
#27
Man, Dustin Browder is fucking cool. (riiiiight?)
Makes me feel cool myself for playing that game and following the pro scene. SC2 is good stuff.
ilbh
Profile Blog Joined May 2007
Brazil1606 Posts
August 18 2011 21:02 GMT
#28
really cool. I hope blizzard is making a new MMO based on ESPORTS!
Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.
surfinbird1
Profile Joined September 2009
Germany999 Posts
August 18 2011 21:25 GMT
#29
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.
life of lively to live to life of full life thx to shield battery
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
August 18 2011 21:52 GMT
#30
suchts a awsome press!!, when did this took place?
The harder it becomes, the more you should focus on the basics.
phrenzy
Profile Joined October 2010
United Kingdom478 Posts
August 18 2011 21:55 GMT
#31
Thanks for posting this, it looks like a real treat
pyaar
Profile Blog Joined August 2010
United States423 Posts
August 18 2011 22:01 GMT
#32
Terrible terrible awesome talk, thanks for posting
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
August 18 2011 22:03 GMT
#33
I dont know anything about programmar/game design etc, but that was awesome to watch, thanks!
no dude, the question
EtohEtoh
Profile Joined May 2011
Canada669 Posts
August 18 2011 22:17 GMT
#34
"for ESPORT" is a very funny phrase
Nimic
Profile Joined September 2010
Norway1360 Posts
August 18 2011 22:37 GMT
#35
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
Profile Joined August 2009
United States7702 Posts
August 18 2011 22:41 GMT
#36
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
Profile Joined January 2011
United Kingdom200 Posts
August 18 2011 22:45 GMT
#37
So awesome! Really enjoyed this. Dustin is such an interesting person to listen to :D A great public speaker.
CrY.
Profile Joined July 2010
Japan97 Posts
August 18 2011 22:46 GMT
#38
Ok the one burning question I have to know is this (and if anyone here actually knows please tell me) : his logic for leaving in 6 pools is to keep players on the edge of their seats..so then why the hell did they force T to make a depot before rax? Following logic the only deducable answer is certain early proxys were too strong for how quickly they came? But 6 pooling on maps where the protoss scouts last and opens like 12 gate expo or some shit is auto loss?

wtf
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
August 18 2011 22:58 GMT
#39
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
Profile Blog Joined May 2009
Netherlands7031 Posts
August 18 2011 23:04 GMT
#40
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.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
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 Ireland25184 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.
RoyalCheese
Profile Joined May 2010
Czech Republic745 Posts
August 19 2011 10:41 GMT
#61
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.
Kennigit: "Chill was once able to retire really young, but decided to donate his entire salary TO SUPPORT ESPORTS"
Aldehyde
Profile Blog Joined March 2010
Sweden939 Posts
Last Edited: 2011-08-19 10:58:52
August 19 2011 10:56 GMT
#62
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
Profile Joined May 2010
Czech Republic745 Posts
August 19 2011 11:02 GMT
#63
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.
Kennigit: "Chill was once able to retire really young, but decided to donate his entire salary TO SUPPORT ESPORTS"
turdburgler
Profile Blog Joined January 2011
England6749 Posts
August 19 2011 12:33 GMT
#64
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
Profile Blog Joined July 2007
United Kingdom1546 Posts
August 19 2011 12:40 GMT
#65
Its funny how they are passionate about it being an Esport however they state that their maps are not designed to be used in tournament play >_<
FlashDave.999 aka Star
Highways
Profile Joined July 2005
Australia6103 Posts
August 19 2011 12:43 GMT
#66
Wait this wasn't last year's GDC?

Wasn't this from March 2011|
#1 Terran hater
Johnzee
Profile Joined April 2011
United States216 Posts
August 19 2011 13:17 GMT
#67
My question @ 52:45! ^_^
“A children's story that can only be enjoyed by children is not a good children's story in the slightest.” - C.S. Lewis
typedef struct
Profile Joined January 2011
United States84 Posts
August 19 2011 13:38 GMT
#68
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
Profile Blog Joined April 2010
United States4411 Posts
August 19 2011 20:29 GMT
#69
Informative, thanks for sharing!
Thank God and gunrun.
Stiluz
Profile Joined October 2010
Norway688 Posts
August 19 2011 20:34 GMT
#70
The presentation was very informative, it seems Blizzard really know what they're doing. I just wish they could have more tournament maps and then more vetoes, or a "pro/tournament ladder" or something where they f. ex always used the newest GSL or MLG mappool. It would probably separate the community a little, but they're already doing that with the current ladder so.
LlamaNamedOsama
Profile Blog Joined July 2010
United States1900 Posts
August 19 2011 20:46 GMT
#71
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...
Dario Wünsch: I guess...Creator...met his maker *sunglasses*
Tsuki.eu
Profile Joined May 2011
Portugal1049 Posts
August 19 2011 20:57 GMT
#72
awsome, realy enjoyed it. i also ended up dl aoe3 and supreme commander, god damnit, starcraft ill love you forever:3
StarStruck
Profile Blog Joined April 2010
25339 Posts
August 19 2011 21:24 GMT
#73
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
Profile Joined May 2010
United States616 Posts
August 19 2011 21:52 GMT
#74
[image loading]

lol'd so hard at this part
I only make 5 actions per minute. But since I use all my time deliberating and planning, my 5 actions are so brutally devastating that children cry out and grown men weep.
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2011-08-19 21:58:55
August 19 2011 21:58 GMT
#75
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
Profile Joined November 2010
United States245 Posts
August 19 2011 22:04 GMT
#76
Damn, I'm famous now, I asked a question at this talk. Not going to say which one I am...

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
Profile Joined September 2010
United States1205 Posts
Last Edited: 2011-08-19 22:06:05
August 19 2011 22:05 GMT
#77
On August 20 2011 06:58 ZenithM wrote:
Show nested quote +
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.

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
Profile Joined September 2010
Austria1086 Posts
August 19 2011 22:25 GMT
#78
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
Joey Wheeler
Profile Joined July 2011
Korea (North)276 Posts
Last Edited: 2011-08-19 22:35:12
August 19 2011 22:33 GMT
#79
On August 20 2011 06:58 ZenithM wrote:
Show nested quote +
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
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
August 19 2011 22:43 GMT
#80
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.
Don't hate the player - Hate the game
azarat
Profile Joined September 2010
Australia155 Posts
August 19 2011 22:45 GMT
#81
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
Profile Joined July 2009
United States3733 Posts
August 19 2011 22:47 GMT
#82
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.
Netsky
Profile Joined October 2010
Australia1155 Posts
August 19 2011 22:49 GMT
#83
Thanks for this - really interesting. It's a shame they don't understand about maps.
EtohEtoh
Profile Joined May 2011
Canada669 Posts
August 19 2011 22:51 GMT
#84
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
Profile Joined March 2011
Turkey1127 Posts
August 19 2011 22:52 GMT
#85
wow really good presentation.

I kinda like dustin browder now.
64K RAM SYSTEM 38911 BASIC BYTES FREE
Naphal
Profile Joined December 2010
Germany2099 Posts
August 19 2011 22:58 GMT
#86
browder is a great guy, i really liked how he said the reaper may be changed in hots, and how the thor may be not as cool as the goliath in retrospective <.<
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2011-08-19 23:07:21
August 19 2011 23:06 GMT
#87
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
Profile Joined April 2010
Denmark4608 Posts
August 19 2011 23:18 GMT
#88
I think this was quite a breath of fresh air coming from the design team - You know, after only hearing them talk about campaigns and story and how they can accomodate new players, this is the first time I think I've heard them say: E-sports is key, our game is about E-sports and we built it around it.
The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
August 19 2011 23:31 GMT
#89
That ESPORT slide he keeps showing has me and a ton of other TL members in it.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
psychosis
Profile Joined November 2006
Sweden107 Posts
August 20 2011 00:00 GMT
#90
This was very interresting. Enjoyed watching that very much. Thanks a lot for posting that link.
Shaxe
Profile Joined February 2011
Netherlands590 Posts
August 20 2011 00:11 GMT
#91
Thanks for posting, really glad to get some insight from Dustin Browder on SC2. He touched on a lot of aspects of the game that did not receive as much spotlight and also showed great vision for the game.
malaan
Profile Joined September 2010
365 Posts
Last Edited: 2011-08-20 01:11:07
August 20 2011 01:07 GMT
#92
seeing this video makes me feel sorry for them when a lot of guys on here bash the balance of the game, and how blizzard go about things when new patches come out.

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
Profile Joined January 2011
United States600 Posts
August 20 2011 01:07 GMT
#93
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.
My life for Auir | FLASH . JD . BISU . HERO . Nony . Incontrol . FIGHTING
Joey Wheeler
Profile Joined July 2011
Korea (North)276 Posts
August 20 2011 03:03 GMT
#94
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
Profile Blog Joined March 2010
902 Posts
August 20 2011 07:25 GMT
#95
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.
pyaar
Profile Blog Joined August 2010
United States423 Posts
August 21 2011 08:11 GMT
#96
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
Profile Blog Joined November 2009
745 Posts
August 21 2011 08:21 GMT
#97
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.
"two is way better than twice as one" - artosis
NoobSkills
Profile Joined August 2009
United States1598 Posts
August 21 2011 08:26 GMT
#98
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
Profile Joined October 2010
United States3179 Posts
August 21 2011 08:28 GMT
#99
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.
MC for president
Galleon.frigate
Profile Blog Joined May 2010
Canada721 Posts
August 21 2011 08:34 GMT
#100
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...
KT s0ng
Profile Blog Joined July 2011
Korea (South)88 Posts
August 21 2011 08:42 GMT
#101
It does seem bizarre that you would bring in someone like Browder to make an eSports game. Like, if that's your sole intention, you would hire on the basis that this person knows eSports. He did pretty well though (*cough*givegoliathreaverlurker*cough*)
RvB
Profile Blog Joined December 2010
Netherlands6209 Posts
August 21 2011 08:54 GMT
#102
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
Profile Joined March 2010
United States761 Posts
August 21 2011 09:05 GMT
#103
Quite a few you guys seem rather keen on bashing Dustin simply because he's nowhere near pro level, but that's just you being an elite snob.

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.
Swift as the wind, felt before noticed.
413X
Profile Joined April 2010
Sweden203 Posts
Last Edited: 2011-08-21 09:12:04
August 21 2011 09:11 GMT
#104
[image loading]

U mad bro?

User was warned for this post
The pro noob
hmmm...
Profile Joined March 2011
632 Posts
August 21 2011 09:27 GMT
#105
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).
Tegin
Profile Joined November 2010
United States840 Posts
August 21 2011 09:34 GMT
#106
Thanks for sharing!
Pain is weakness leaving the body.
RiT4LiN
Profile Joined April 2010
Netherlands131 Posts
August 21 2011 09:34 GMT
#107
Thanks. very good read!
A quote
Cuiu
Profile Joined March 2011
Germany410 Posts
Last Edited: 2011-08-21 10:34:29
August 21 2011 10:34 GMT
#108
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
Profile Joined December 2010
Netherlands116 Posts
August 21 2011 11:01 GMT
#109
Love it! I really enjoy game designers talk about designing strategy games (mostly non-computer games). Although sometimes it makes me a little sad I pursued a different career path (That said... I do love my job).

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
Profile Joined January 2011
Serbia164 Posts
August 21 2011 11:06 GMT
#110
haha FF on ramp is skill nice didnt know that :D
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
August 21 2011 11:33 GMT
#111
Very nice, I watched the whole thing.

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.
ლ(ಠ益ಠლ) APM, Why u make me spam?
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-08-21 11:49:21
August 21 2011 11:44 GMT
#112
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 Thats whats good about SC1 stoyline, its more mature than SC2
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Sxcerino
Profile Joined August 2010
Canada58 Posts
August 21 2011 11:46 GMT
#113
OMG WE AGREEED NR20 THIS IS BULLSHIT


lololol
FreudianTrip
Profile Joined July 2011
Switzerland1983 Posts
August 21 2011 11:58 GMT
#114
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
Profile Joined September 2010
United Kingdom667 Posts
Last Edited: 2011-08-21 18:53:12
August 21 2011 18:42 GMT
#115
What I found significant from that speech was that Browder commented on ladder maps (~47:40 to 49:10 in the vid - in the Shameless section). The main thrust of what he's saying is that lower-level players might play higher-level maps in a gimmicky way (such as just hiding expos on 16-base maps), and that higher-level tournament maps are therefore inappropriate for lower-level players.

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.
You Got The Touch
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
August 21 2011 19:18 GMT
#116
I really liked this talk. It shows the fairly mature thought process behind the scenes.

Now add LAN and better custom map support.
I will eat you alive
Zeaket
Profile Joined June 2011
United States208 Posts
August 21 2011 20:35 GMT
#117
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
Profile Blog Joined August 2010
United States423 Posts
August 21 2011 22:39 GMT
#118
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
Profile Joined August 2011
444 Posts
August 21 2011 23:48 GMT
#119
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.
I used to spend my time not caring about people's language in chat. Until I got hit by blizz. Now I spend my time instigating people to verbal abusive levels, so I can ban them in turn. The circle of life.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
August 21 2011 23:58 GMT
#120
Thanks for posting this. Its a very interesting presentation. If I wasnt doing medicine, I might have gone into game design.... Never know, maybe in a different life.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Truedot
Profile Joined August 2011
444 Posts
August 22 2011 00:01 GMT
#121
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!".
I used to spend my time not caring about people's language in chat. Until I got hit by blizz. Now I spend my time instigating people to verbal abusive levels, so I can ban them in turn. The circle of life.
r3SpaVVn
Profile Joined November 2010
Germany109 Posts
August 22 2011 11:02 GMT
#122
Let me guess: 90% of the presentation were about destructible rocks :D
jk
sound interesting, gonna watch it this evening before going to bed
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-08-23 21:14:50
August 23 2011 21:13 GMT
#123
Funny when you try so hard and fail and hit the e-sport jockpot by accident with BW.

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.

MC for president
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