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Creativity is a lost talent. - Page 6

Forum Index > SC2 General
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dave333
Profile Joined August 2010
United States915 Posts
January 15 2012 18:18 GMT
#101
Creativity comes from mastery.

In order to be really creative (not gimmicky), you need to be a master of the fundamentals first. Whether it's soccer, composing, tennis, math etc. you aren't going to be able to generate true strategies and creative ideas without first mastering the basics and understanding the fundamentals behind what you are doing.
DGpriest
Profile Joined July 2011
Canada74 Posts
January 15 2012 23:17 GMT
#102
Creativity comes from mastery.



The literal definition of "Creativity" is the use of imagination or original ideas. No where in that definition is the term "mastery". Mastery of anything has nothing to do with creativity. You don't have amazing literal skills to come up with a creative novel. How does that makes sense? Thinking of a way to deal with a problem that no one has thought of before has nothing to do with mastery.

In this game, being a masters or grandmaster player is irrelevant when it comes to being creative. If, for example, the norm of a specific build is to build 2 gates, a twilight, another gate, and then a robo for blink stalkers with obs, and i find a way to achieve this build in an order that better suits my goal, is that not being creative?
Ohhhh! Brue Frame Heriooonn!
mrRoflpwn
Profile Blog Joined February 2011
United States2618 Posts
January 16 2012 01:04 GMT
#103
i think it just depends on what you are playing for- playing to get good (like masters) or are you playing for purely fun. For fun no reason not to just do w/e you want and have fun, but if you wanna improve then just focusing on solid strategies and getting good macro is what you should focus on.
Long live the Boss Toss!
Shiori
Profile Blog Joined July 2011
3815 Posts
January 16 2012 01:14 GMT
#104
I feel like creativity is often a euphemism for "lucky win." People like to say that foreigners are creative and Koreans all play the same precise, boring, macro style. And then a foreigner will win and everyone will hype up the "creative play." It's not that it's creative. It's that it's bad and is unstable. I'm not hating on foreigners, by the way, it's just an example, but just because something wins a game or a tournament before getting totally figured out and falling into irrelevancy doesn't mean there was anything meritorious or genius about it. It was just an unrefined style that happened to play on the fact that people don't expect it. As styles become more refined, we'll see fewer weird gimmicky plays and more of the solid style that Koreans tend to love.
NotAPro
Profile Joined January 2012
Canada146 Posts
January 16 2012 01:17 GMT
#105
Creativity is best v Zerg imo due to how vulnerable they are to the unexpected. The other races however are more resistant.
Treva
Profile Blog Joined June 2010
United States533 Posts
Last Edited: 2012-01-16 01:26:34
January 16 2012 01:23 GMT
#106
Beginners in almost everything look at professionals and try to mimic what they do because it is a nice way to learn, it provides them with a nice model of comparison. The beauty is that it does make it easier to learn about mistakes. I am not saying that when you start to learn how to do something that messing around with it on your own is not good, on the contrary it is a great way to discover little things you might now have figured out by watching a professional do it. However if you want to learn how to become better at something then it is almost always a good idea to know what works and what does not, now taking time to figure out why something works or doesn't is always good but there is nothing wrong with a starcraft player for example learning that a 4 port build off 1 base is bad and never trying it out.

The part that comes with learning anything when you're just starting is to have a solid foundation while also exploring and learning from your own mistakes. The problem comes when new players come out of the gate trying really odd things then wondering why they are losing or wondering why they are not progressing at a 'normal' level. That is why new players in starcraft always hear over and over to try to mimic pro player builds, it's because it helps us teach them more effectively.

Think of it like learning how to play the drums. Nothing bad is going to happen if you start by playing the drums without an instructor or by researching aspects of drumming like technique, how to get certain sounds from hitting things a certain way or what have you, but it would probably be in your best interest to learn the basics. Once you know the basics then I personally don't see anything wrong with trying things out on your own and doing things your own way, but it is definitely more helpful to just tell a beginner drummer that playing with drum sticks is the best idea so he doesn't sit there and play with something like carrots :-P.

EDIT: My novel really applies to people who are trying to improve, if you wanna play or do something just for fun then by all means be as creative and as non-conventional as you would like! ^_^
Live it up.
Svenskfella
Profile Joined October 2010
Spain26 Posts
January 16 2012 01:23 GMT
#107
On January 16 2012 08:17 Priestt wrote:
Show nested quote +
Creativity comes from mastery.



The literal definition of "Creativity" is the use of imagination or original ideas. No where in that definition is the term "mastery". Mastery of anything has nothing to do with creativity. You don't have amazing literal skills to come up with a creative novel. How does that makes sense? Thinking of a way to deal with a problem that no one has thought of before has nothing to do with mastery.

In this game, being a masters or grandmaster player is irrelevant when it comes to being creative. If, for example, the norm of a specific build is to build 2 gates, a twilight, another gate, and then a robo for blink stalkers with obs, and i find a way to achieve this build in an order that better suits my goal, is that not being creative?


What he means is, in Starcraft in order to be creative and not gimmicky that is, that the strategy you come up is actually reliable, you must first master the fundamentals, because otherwise you might create a gimmicky build that works if the opponent is playing blindfolded.
Why did he put the trumpets in?
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
Last Edited: 2012-01-16 01:25:53
January 16 2012 01:23 GMT
#108
On January 16 2012 08:17 Priestt wrote:
Show nested quote +
Creativity comes from mastery.



The literal definition of "Creativity" is the use of imagination or original ideas. No where in that definition is the term "mastery". Mastery of anything has nothing to do with creativity. You don't have amazing literal skills to come up with a creative novel. How does that makes sense? Thinking of a way to deal with a problem that no one has thought of before has nothing to do with mastery.

In this game, being a masters or grandmaster player is irrelevant when it comes to being creative. If, for example, the norm of a specific build is to build 2 gates, a twilight, another gate, and then a robo for blink stalkers with obs, and i find a way to achieve this build in an order that better suits my goal, is that not being creative?


9.99/10 if you're lower leveled you're not going to be more efficient than the given "right" build order.
that or you chose the wrong build order/style, or not adapting correctly. also depends on if you have a "correct" goal in mind.

also for thousandth time: your opponent's "playing like shit" mechanics/decision making can lead to false success. (it was more him then you, or a combo of you both fucking up).

we are speaking very broad terms, and games are very complex/delicate at higher levels of thought.

this zombie thread just won't die!!
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
TolEranceNA
Profile Joined April 2011
Canada434 Posts
January 16 2012 01:57 GMT
#109
Its lovely if you try new things out, but make sure it works, cuz thats all it matters, and i seriously doubt any of us can make a much more efficient opening than the pros.
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 16 2012 02:01 GMT
#110
--- Nuked ---
Mortal
Profile Blog Joined November 2010
2943 Posts
January 16 2012 02:15 GMT
#111
if kiwi didn't have mechanics, he would literally never win a game against a real player. you can be creative, but that doesn't mean you're not awful. (please not, i'm not saying kiwi is awful, i'm saying his mechanics in addition to his weird play makes him)
The universe created an audience for itself.
trifecta
Profile Joined April 2010
United States6795 Posts
January 16 2012 02:27 GMT
#112
mastery, or at least high proficiency, is critical to substantive and rapid creativity because you need to know where the current boundary is to step outside of it. You can see this in many different fields such as arts, sports, etc. Look at PvZ in BW, where it you can clearly see the discontinuity between the pre- and post- Bisu build eras. I would also agree that SC2's faster pace leaves smaller windows for creativity. You can brute force creativity through trial and error, but be prepared for a lot of dead ends.
Mothra
Profile Blog Joined November 2009
United States1448 Posts
January 16 2012 02:32 GMT
#113
On January 16 2012 08:17 Priestt wrote:
The literal definition of "Creativity" is the use of imagination or original ideas. No where in that definition is the term "mastery". Mastery of anything has nothing to do with creativity. You don't have amazing literal skills to come up with a creative novel.


You can't express your "creative" ideas in a novel if you refuse to learn grammar first. Sure you can make up your own but no one else will be able to read it. What you're proposing is like saying never read any books because then you can't write creatively.
MichaelJLowell
Profile Blog Joined January 2010
United States610 Posts
January 16 2012 02:59 GMT
#114
I see two divergent philosophies being introduced in this thread: "Playing to win at all costs" and "playing to explore the game mechanics". As much as I love David Sirlin's writing, it seems like he's almost done some of these communities a disservice because tucked in the back of his book on "Playing to Win" is a section explaining that you have to play in order to experiment, play in order to be creative, and play in order to develop context for unexpected situations. You have to do both in order to become a skilled player. (Unless you're IdrA, then you never learn the theory behind the actual units and build orders and never escape the confines of mid-level professional StarCraft.) And yet, all people want to discuss when they parrot his philosophy is the three words perched on the top of the book.

Yes, you'll get much better much more quickly by executing build orders which are considered "strong" in professional play, which are only strong at the time because build orders that counter them have not been developed yet. If a player wants to move past mid-Diamond with that build order and be competitive with players past that point, it's crucial to understand why they do that. And if possible, there's nothing wrong with experimenting and tweaking that build order to more properly suit what occurs in the level of play that player is currently in.

On January 13 2012 18:36 Lakona wrote:
If you're below Masters you should ABSOLUTELY NOT be trying to come up with your own ideas.

I've never heard of Bill Roper being in Master League at any point, and I would take his opinion on StarCraft over just about anyone who has ever posted on this message board.
http://www.learntocounter.com - I'm a "known troll" so please disconnect your kid's computer when I am on the forums.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
January 16 2012 03:05 GMT
#115
anybody can be extremely creative, but when it doesn't win you games, wtf is the point?
plagiarisedwords
Profile Joined November 2010
United Kingdom138 Posts
January 16 2012 10:32 GMT
#116
The biggest argument against creativity is that you will simply create strats that beat bad players. E.g using colossus to counter a marine push in bronze. It is simply easier to learn from pros and to know that the strats you practice will work at all levels of play provided you are good enough at executing it. Think 4gate, it is an amazing build and will kill most plat level players and below if executed correctly. However pros don't do it cause it sucks and better players will stomp it.

True creativity in Starcraft comes from an incredible understanding of the game and in being able to test out builds against a player playing optimally. The amount of time this takes an the need for access to high level players means that creativity will unfortunately come mainly from pro players.

To put it bluntly any original builds you or I come up with are most likely crap we would both just waste our time and shift our style of play into a direction where it will simply run into a wall where it fails when you play against good players
softan
Profile Joined September 2010
Sweden113 Posts
January 16 2012 10:52 GMT
#117
On January 16 2012 12:05 ReignFayth wrote:
anybody can be extremely creative, but when it doesn't win you games, wtf is the point?


Most people can't though. Being creative is actually creating something new. Most people will and only does what they've seen been done before. Creativity isn't a common trait but it exists, otherwise we'd still be in the stone age. But saying that "anybody can be extremely creative" simply isn't true. I agree with the what's the points if it doesn't win you games part though. But I guess people can have different goals in the game. Some play only to have fun. Some play only to win. Some only thinks it's fun to win.
DGpriest
Profile Joined July 2011
Canada74 Posts
January 18 2012 07:23 GMT
#118
I don't believe that. I believe that, yes, some people are more creative than others, but that doesn't mean that most people can't come up with their own ideas. Specifically with/for sc2. If someone were to come up with their own variation of a build, that would be creativity. Creativity in this post generally has a negative connotation. I simply want people to not feel restricted by the "norm". Don't be afraid to try new things. Even if a strategy is out of date, try it out and figure out for yourself why it's out of date. Don't just assume that it's out of date because you've heard that before.

The moral is: Don't be afraid to experiment just because you've been told not to.
Ohhhh! Brue Frame Heriooonn!
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