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Do We Want the Game Harder?

Forum Index > SC2 General
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firehand101
Profile Blog Joined March 2011
Australia3152 Posts
Last Edited: 2012-01-25 11:42:10
January 23 2012 11:54 GMT
#1
All please read: this thread was supposed to be arguing the fact that it is the ease of the game that draws the large crowds, and without it it would be a game for the minority, not the masses. It is not really a discussion on whether or not it should be harder, that is for another thread.

What I'm trying to say is that because BW was so hard, it was very limited to who could actually play the game, but because SC2 is easier many more people can play and that is a big reason why it has shown popularity in the west like it has



As HOTS will be coming out very soon I find it important to address an issue that has been talked about relentlessly amongst the TL forums. Countless threads compare this game to its beautifully established predecessor and find absolutely every negative comparison they can find. Ease of gameplay and just being able to '1A' to victory, rather than selecting 12 units at a time to attack, has sparked a universal debate that will most likely go on for a long time still.

I, for one, am on the side that Starcraft 2 is a much, MUCH easier game than BW after playing both, strategically (most likely due to the time it had to develop) but more importantly, mechanically. Is this bad? This is the question I am asking, and I for one think that it is the most important aspect of the game.

THE CONS
What are the cons of being easy to play? For the sake of professionals, it is almost heartwrenching. Lets face it, the game has a much higher luck rewarding system than BW, and we have seen many top players fall to lesser ones based on just that. The skill ceiling is not as high (yet, in WoL) which puts starcraft in a bad light when being regarded as a sport. If you don't have to work hard to reach the top, then starcraft as a sport looks a bit... 'iffy'.

So being an easy game (relatively) does have its down sides as i listed above (as well as the normal ladder game where someone obviously below your skill level beats you...) but through HOTS and the newer expansions, there will be many more units, as well as more technical units like the lurker and defiler clones for zerg (forgot their names) and the game will inevitably get harder. But the question is, do we really want this? Of course the majority would say yes, but read on...

THE PROS
The biggest pro of all is that you are reading this right now. Yes you! Because the chances are that the person who I am most likely talking to is not a hardcore BW fan that makes up about 5% of the SC2 population, but the other 95% that was drawn into the game, and most importantly, stayed. Why has SC2 overtaken BW by absolute miles and changed the landscape of gaming in the west dramatically (I am excluding SK here)

It is because the relative simplicity of the game has allowed others to join in on the fun. In BW it was a harder game yes, but that forced it to be a game for the minority, not the masses. Not many people played it like they do now, and I believe it is because of the simplicity of the game. TL has grown beyond belief, to the point that threads just get to big to read after a day, and it is because the average person can be hooked on the game and enjoy playing it without having to select workers manually every single god damn time!

The ease of the game has brought the masses, and I think that making it harder will benefit the pros, but decrease the overall player base. What do you think?

TL DR
The game being hard makes it better for the pros, but we owe the success of SC2 in the west compared to BW to its ease of use and accessibility


See this guy gets what i'm on about! thank you
+ Show Spoiler +
On January 24 2012 11:35 AxelTVx wrote:
if you want the game to grow in the western world, then No.

But if you want to see only the best players win (Best Koreans) then the game has to be harder. It's what you want, enlarge e-sports or better quality games.



Poll: Should the game continue to get harder?

Yes the game should continue to become harder (1029)
 
74%

It should stay at around the same level (251)
 
18%

ofc it should get harder, you are dumb (116)
 
8%

1396 total votes

Your vote: Should the game continue to get harder?

(Vote): Yes the game should continue to become harder
(Vote): It should stay at around the same level
(Vote): ofc it should get harder, you are dumb




You know its a good post when you cant even read the whole thing without taking a drink break
+ Show Spoiler +
On January 25 2012 19:39 Big J wrote:
Show nested quote +
On January 25 2012 15:21 iamke55 wrote:
On January 25 2012 06:10 branflakes14 wrote:
It feels like a bit of a trick question. The difficulty in any multiplayer game (co-op aside) isn't the game itself, but your opponent since everything is a common factor between players and thus cancels out. What Starcraft 2 is lacking for me is the ability to control what's happening to any great extent. Everything's too one dimensional. Just like Day9 said a while ago, Starcraft 2 is like playing with a ball, there's only so much you can do with it until it just becomes a case of how accurately you can throw it.

Although Starcraft 2's lower skill requirements make it like playing with a ball, there are still many who defend it by arguing that you can always throw a ball more accurately.


Honestly... I don't like that comparison. Look at ballsports: Everyone plays with the same rules (no "race" principle), everyone plays on the same pitch (no "map" principle), everyone plays with a ball.
Yet I would argue that at least in some ballgames the skilldifference between players/teams does matter at least the same as in in SC2 or BW or frisbee games.
Based on those indicators:
-) market value differences of players/teams
-) winrates (e.g: FC Barcelona had a 79% winrate in 2010/11 in spain - no KO-sytem, which would "artificially" raise the winrate of a team to 100% if they became champion!)

But I get what Day9 tried to argue with it, but I also remember the part in which he said: "right now, it feels like this, but this may change with the metagame" and the other part where he said "in BW this was because the units did not do what you wanted them to do, unless you were babysitting them".


Also because I don't want to be always the guy who just says: "you are looking at the wrong things when you try to find ways to improve SC2", I'd like to give my opinion on what (in my eyes) could be done to further improve SC2 without breaking with fundamental game mechanics, or changing the game to broodwar 2.0:

a) slow down macro:
-) larva injects should go down by 25-50% in efficientness
-) mules (or Terran mineral units) should be nerfed (not removed: mule/scan duality is awesome)
-) If the Nexus gets more powerful in HotS, they should also increase it's cost
-) higher warpgate cooldowns and production cooldowns on Terran/Protoss unit production
-) more "stepping stones" for low-mid tier units (possibly for small costs): like roach, roach+burrow, roach+speed, roach+burrow movement, or marine, marine+shield, marine+stim, marine+medivac; all without buffing the "endversion" of those units:
e.g: mutalisk glaive worm upgrade, sentry guardian shield upgrade, T2 Adrenalin Glands for zerglings (combined with less larva), hellion battleform upgrade

b) Unit buffs/nerfs
-) (very) small speednerfs and firespeed nerfs on most units
-) (very) small buffs/upgrades for units that are hard to mass

c) strengthen micro abilities:
-) more micro abilities like blink and burrow or lift, instead of raw firepower/health/speed/range balancing.
-) burrow to T1, if it doesn't break the balance too much; better burrow regeneration for roaches, maybe a similar hydralisk upgrade/ability
-) better methods to targetfire. (Maybe something like "shift+a"-attack on a unit forces all your units to fire at the next unit of that type, with all its consequences: overkill, units running towards the enemy line to attack the next such target - but on the other end the reward for being able to make your marauders shoot only stalkers and your marines shoot only zealots while kiting.)

d) other stuff:
-) smaller detection radius - single dts/banshees and infestors and few roaches are just not worth the risk right now
-) more timing interactions like zealots+1 vs zergling+0, marines with stim vs banelings without speed etc. - a little bit of additional brain tools to fool around with
-) maybe more "morphs" for zerg, so that small amounts of units have more value
-) better scouting options - if I know better what my opponent is doing, I can be more sure of wether I want to engage/harass or not.

What should that stuff do?
a): Mostly to take money out of the game and to give players more time to work with the units they have (more poking and multitasking). Also to make the forming of huge armies a little harder overall. If only 16zerglings pop out at once instead of 20, I can poke more. If only 8drones pop out at once, the time until he can afford units again is longer. If a nexus costs more, expansions are later and Protoss has to work with less money. (same for mules)
Stepping stones take out more money as well and force more complex builds, while not influencing the general unit balancing too much.
I also think that taking out money takes out reactivness, therefore rewards the player that actively finds ways to trade efficiently.

b) slower units with less firepower means longer combats means more time to reposition. But I'm talking VERY small changes (like 1%).
Hard to mass units (Ultralisk, Broodlord, Carrier/BC/Tempest, Mothership, Raven) are a little too limited by passive costs. 20min broodlords if and only if my opponent allows me to play in this way are just too late to really base a concrete gameplan around. But if half of the broodlords at 16min would already be a useful tool, people could experiment with smaller broodlord attacks of less bases. (or just implement an extra raven etc.)

c) I think that speaks for itself. Due to the AI of SC2 being good, the basic stuff doesn't need so much babysitting anymore. Instead there should be more rewarding "babysitting" options... But without just being an extra APM-consuming tool, like "just make hardened shields an activated ability, so you have to spam it". I'm thinking stuff like blink (not just pure combat strenghtening and even in combat somewhat optional: you don't want to blink micro too hard, if you need your blink to chase opponents, and you don't want to blink everything into marauders...). Maybe some "flash out" ability to protect protoss casters, but with the downside of them not being useable for the next X seconds. Maybe some form of viking transformation "abuse" to avoid shots. Maybe an egg upgrade, that makes zerg units hide in highly armored eggs and block movement, when on creep.

d) explanations given

Final note: Of course everything has to be balanced out. But with HotS having a beta and a volatile phase anyways, there would be room for such changes without influencing WoL or professional play.

The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
Lysenko
Profile Blog Joined April 2010
Iceland2128 Posts
January 23 2012 11:58 GMT
#2
That there are GSL Code S players who win two thirds or more of their games tells me there's no skill cap that matters in SC2.
http://en.wikipedia.org/wiki/Lysenkoism
-stOpSKY-
Profile Joined September 2010
Canada498 Posts
January 23 2012 12:01 GMT
#3
I would definitely like the see the game increase in difficulty and involve more skill. I mean you can make it into mid level masters just on pure macro ability alone. You dont even need any form of micro or high sustained APM and multi tasking skill.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
January 23 2012 12:03 GMT
#4
SC2 is more accessible than BW for sure, but I don't think the skill cap is as low as everyone makes it out to be. Not at all.
mongmong
Profile Joined November 2011
Korea (South)1389 Posts
January 23 2012 12:05 GMT
#5
I like the way it is now LOL
어헣 ↗ 어헣 ↗
Angelbelow
Profile Joined September 2010
United States3728 Posts
January 23 2012 12:06 GMT
#6
I'd love to see an increase in difficulty without messing the games interface. For example, I think its too late to disable MBS or having no limit to grouping units.

Therefore, I would love to see more micro intensive unit or tasks. The inject mechanic is a cool one, the warp prism is another neat one.
You may delay, but time will not. Current Music obsession: Opeth
MassacrisM
Profile Joined November 2010
United Kingdom149 Posts
January 23 2012 12:07 GMT
#7
This game is in terrible need of becoming harder.
" One of the painful things about our time is that those who feel certainty are stupid, and those with any imagination and understanding are filled with doubt and indecision " - Bertrand Russell
Thug[ro]
Profile Joined October 2005
Romania340 Posts
January 23 2012 12:07 GMT
#8
Yes we do need the game to be harder.....atm it's noob friendly, really really easy from my point of view. Maybe it's just me as i've been playing BW for like 10+ years ^_^ so mechanics and everything it's just something natural and familiar...
ampson
Profile Blog Joined January 2011
United States2355 Posts
January 23 2012 12:10 GMT
#9
When some random code B player beats MVP in a BO5 you can tell me that the skillcap is too low.
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
Last Edited: 2012-01-23 12:13:56
January 23 2012 12:11 GMT
#10
The hardness of the game is all that matters to me.

Yes, oh, yes.... I want this game to be hard. All I want to be able to feel its hardness. I wish to sense it as I grasp my mouse and feel its sinewy cord and its coarse texture pads. I need to know it's hard as I gently brush my fingertips across my slick black keyboard. I yearn to press against the hardness of the high skill ceiling as I ladder. I love to feel it pushing me down. I need to feel the hardness inside me as I become hard like the game, as it hardens me and makes me a better gamer. I want to feel the hardness pound away at me and make me gosu.

I like it hard.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
DeepBlu2
Profile Blog Joined April 2004
United States975 Posts
January 23 2012 12:12 GMT
#11
Adding things like automine and smartcast significantly lower the skillcap, yet don't make the game more fun, so I can't understand why they would add it.
u gotta sk8
winthrop
Profile Blog Joined December 2010
Hong Kong956 Posts
January 23 2012 12:16 GMT
#12
when you got into code S you can say this.
Incredible Miracle
MVTaylor
Profile Blog Joined October 2011
United Kingdom2893 Posts
January 23 2012 12:17 GMT
#13
I wish people would stop making Brood War out to be the utter pinnacle of everything that SC2 can in no way ever compare to.

Let's think of a few other reasons besides "skill cap" and "difficulty" that BW isn't as popular...

Gaming was not as popular back when BW was released as it is now, I don't think I'm going out on a limb by saying gaming has become more mainstream between BW and SC2. Second to that I don't remember any occasions, ever, where people have en masse gone out and bought a game that was released ten years ago. As an extra to that I don't think people these days are too enthralled by a game whose graphics look so utterly dated.

Yes starcraft players may understand what's going on and be able to get more from it but a casual person looking at BW is going to think, wow, this hasn't aged well.

Now, on to the "lack of skill" in SC2... BW has been out for a decade, that has given the game so much time to develop and become what it is today. SC2 has had nowhere near as much time but even then you only need to compare the games from GSL open seasons to the Blizzard Cup and GSL November finals to see how far the game has advanced in that relatively short time.

Being able to have your whole army on one hotkey may make one big battle easier but it still doesn't make multitasking easier. You still see players who are able to handle three or four engagements at once (such as MVP dropping multiple places simultaneously while fighting) be able to come out ahead of those who aren't able to multitask so well.

Given more time the skill shown in SC2 will only get higher and higher and until someone plays a 40 minute or so "perfect" game I don't think people can talk of a cap. Yes BW is "harder" due to no auto mining and 12 units to a hotkey max but it's also harder as it's been out for so long and has had strategies developed for it so completely. It's not like cheese and build order wins don't exist only in SC2...
@followMVT
Bobbias
Profile Blog Joined March 2008
Canada1373 Posts
January 23 2012 12:17 GMT
#14
What EVERYONE seems to ignore is that SC2 needs a very long time to mature. These comparisons are WAY too early in the game's life to matter.

I've been saying this for ages and nobody seems to listen. Just because the mechanics are easier does not mean that the skill ceiling is lower. In fact, it can allow for more strategic play.

Think about this: When protoss players started in the beta, it was basically "rush 1 base to colossus because colossus rapes everything". The game was quite simple even compared to now, and it took far less skill to 1 base colossus rush than it takes to play a competent build such as the FFE now.

The game needs time to progress and players need to work out how to use the new mechanics to their fullest potential because I can guarantee that 1aing an army into a payer who flanks you, FFs you just right, and uses warp prism micro to save units as well as warp reinforcements into the battle itself will NOT work. Sure, nobody has pulled a play of that caliber yet, but it's not impossible.

All the changes that make the game "easier" (Which I'd consider more as "more easily accessible") also make it easier to go beyond what unit control is possible in BW. The fact that we still collectively think that BW players can do things better than SC2 player just shows how far away we are from hitting that sort of skill level.

Giving players more direct influence in a game, that is, removing arbitrary barriers to that control, only opens things up for the truly genius players to find ways to take advantage of the new ability to more directly influence events, but we have yet to see players truly take advantage of that.
mongmong
Profile Joined November 2011
Korea (South)1389 Posts
January 23 2012 12:17 GMT
#15
Actually if the game was made harder, itd b worse for the newbs to start starcraft 2 This "noob" friendly user interface has

helped a lot of newbs to settle into starcraft.
어헣 ↗ 어헣 ↗
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
Last Edited: 2012-01-23 12:20:31
January 23 2012 12:20 GMT
#16
On January 23 2012 20:54 firehand101 wrote:
TL DR
The game being hard makes it better for the pros, but we owe the success of SC2 in the west compared to BW to its ease of use and accessibility


It's not proven that the SC2 success in the west comes from that. It's most likely just the fact it has been marketed on a larger scale as a game and eSport, and since we are way more superficial than asians we think graphic matters a lot. We can just make speculations but my eyes bleed whenever somebody take for granted that SC2 success is most likely given by the fact the game is easier than SCBW.
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
S2Lunar
Profile Joined June 2011
1051 Posts
Last Edited: 2012-01-23 12:22:44
January 23 2012 12:21 GMT
#17
On January 23 2012 21:20 aTnClouD wrote:
Show nested quote +
On January 23 2012 20:54 firehand101 wrote:
TL DR
The game being hard makes it better for the pros, but we owe the success of SC2 in the west compared to BW to its ease of use and accessibility


It's not proven that the SC2 success in the west comes from that. It's most likely just the fact it has been marketed on a larger scale as a game and eSport, and since we are way more superficial than asians we think graphic matters a lot. We can just make speculations but my eyes bleed whenever somebody take for granted that SC2 success is most likely given by the fact the game is easier than SCBW.


I agree with everything cloud posted.
Dimon87
Profile Joined January 2011
Sweden218 Posts
January 23 2012 12:22 GMT
#18
I think the players are and needs to be pushing the game harder not to change the game itself, yes you have the deathballs and easier macro but there are still some macro players that can just WOW you and not moving around in a deathball is more often then not a better choice. I don't think anyone is nowhere near the "skill cap" of this game and to change it radically to make it harder seems way to early for me.
Mellon
Profile Joined October 2010
Sweden917 Posts
January 23 2012 12:26 GMT
#19
Depends on what you mean. Harder by making units pathing bad, or harder by having a terrible UI, like SC:BW had, would completely suck. They obviously didn't want to make a BW:2, they wanted a new game which is still familiar to people having followed the BW scene. We are talking about this before even 1 of the 2 expansions have arrived. Should we discuss how balanced SC was before BW hit?

It's like comparing bigger muscles a fully grown man has compared to a baby, well almost u get the point )). SC2 is way more fun to watch, and thats alot due to the UI and information given to observers. Sure bw is fun to watch since it's so refined, but obviously SC2 will get more and more refined aswell.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
January 23 2012 12:26 GMT
#20
On January 23 2012 21:20 aTnClouD wrote:
Show nested quote +
On January 23 2012 20:54 firehand101 wrote:
TL DR
The game being hard makes it better for the pros, but we owe the success of SC2 in the west compared to BW to its ease of use and accessibility


It's not proven that the SC2 success in the west comes from that. It's most likely just the fact it has been marketed on a larger scale as a game and eSport, and since we are way more superficial than asians we think graphic matters a lot. We can just make speculations but my eyes bleed whenever somebody take for granted that SC2 success is most likely given by the fact the game is easier than SCBW.

Where does that come from?
VERY FRAGILE, LIKE A BABY PANDA EGG
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