On May 01 2012 06:26 NeMeSiS3 wrote:Show nested quote +On May 01 2012 06:21 Day[9] wrote:
Oh dude that segment was awesome! A+ :D.
Pretty nifty history on the sentry too. I barely remember when it was called the nullifier, and I would personally love to be able to lift units w/ the sentry LOL. I wonder if you could go zealot sentry all game long in PvZ hahaha :D.
I wish I could go back and alter the way I posted it, it wasn't that the entire show wasn't good... I suppose you're the expert on everything eSport, what is your take on the specific portion of build discussion and how it relates to lower level players? Most people have generally said that, it is fine for low leagues, but I still hold my reservations especially from wtaching enough of your dailies way back in BW when I went from D- to B in a matter of months, where you said the biggest problem was getting a build order when your learning (or at least a major issue) and having no execution or endgoal (midgame) to look at, which is what was given.
So I suppose, what is your take on the build discussion.
I think Soe did an appropriate job w/ her presentation, but I understand how you might have apprehension. Fortunately, in answering your question, I can shed some light on the problems that commentators have to solve w/ their word choice!
In commentary, you have to be super aware of what you're actually trying to do in any cast, or at any moment within that cast. This will greatly color the way the commentator speaks. For example:
Situation A Terran player opens with an aggressive attacking play vs an early expoing protoss. He needs to finish his warpgate research so his 3gates can get an extra warpin of 3 stalkers to defend the push. Suppose that, with this particular build, if Protoss chronos 4 times on his warp gate, he'll finish the warpgates just in time to defend the push. In the game, warpgate is half done, Protoss has already spent 2 chronos on the warpgate, and Protoss sees the push gathering at the Terran front.
Case 1 - I'm doing an educational daily: My goal is to be educating people. As someone who's played StarCraft competitively for 12 years, I know that a 5 second window can actually be plenty of time. I want my viewers to know that so they can feel comfortable doing it too.
In this circumstance, I can say "Ok Protoss needs to spend 4 chrono on warpgate total to defend this push. So, as long as he uses this stalker to delay the push by 10 seconds, he'll get the warpgate finished + stalkers warped in with 5 seconds to spare." If I can point out this particular issue (the 4chrono on the warpgate), tons of players who chrono probes too much are now able to defend early pushes. Moreover, they'll be able to spot situations where they can devote that chrono to probes instead. Huzzah!
Case 2 - I'm casting a major tournament: My goal is to be a storyteller and to build excitement. A 5 second window might be enough for a pro to feel safe, but 5 seconds is a REALLY short amount of time!!! It would be a HUGE error to say "oh this is going to be no problem at all. He just chrono boosts twice and warps in with 5 seconds to spare." That would kill all tension immediately. If Protoss lands the 2 chrono boosts, nobody would ever realize it was a close call. Worse, in the circumstance that Protoss misses the 2 chronos and loses, I'm now in a weird corner. The only thing that makes sense is to say "well Protoss messed that up." Though true, that makes the Protoss look bad, doesn't give due credit to the Terran, and the viewer is left kinda going "oh I guess that guy made a dumb mistake."
A much smarter play is to say "Oh man this is going to be razor close. He needs to get that warp gate chronoboosting NOW if he wants to hold up in time!!" Suddenly, the audience can sense that tension. They may have never known that there's a 5 second window with 4 chronos on the warpgate, but they feel excitement with me saying things like "It's going to come down to seconds!!"
I
could share that information about the 4 chrono boosts on the warpgate and look knowledgeable, but that's not my job. The cast isn't about me dropping knowledge bombs at every opportunity. Sure dropping SOME knowledge helps make for a cleaner show, but you have to consider the case you're in.
Relating back to Soe's bit, consider what she's producing and where it's being placed. It's clearly a bit more broadly focused. Should she be going into heavy in depth information? Probably not. The content that flanks her show is game casting, content littered with in depth information from Gretorp, FrodaN, Bitterdam etc. If she did too much in depth stuff, the overall NASL look would be fairly one dimensional. So, it seems pretty reasonable to say it's more broad, introductory SC2 type stuff, or just "miscellaneous" type content. Moreover, with the time limitation, there can only be so much that's stated. What to do now?
Soe smartly accounts for this by having a simple topic "the sentry," and then breaks it into two halves: history + gameplay. I think anyone would appreciate the history stuff (I didn't know any of the info she mentioned). So, let's examine the gameplay stuff (I'll pick just the PvZ portion n' whatnot) in the same way I did before.
Situation: Soe wants to present the basic idea that immortal+sentry is a key core composition in PvZ midgame. Stalkers + upgrades round off the mixture to be pretty deadly, particularly vs roaches. Our target is the non-core SC2 players.
Possibility 1 - Speak in generalities: I could say "a few immortals" and "a lot of sentries" but a non-core player might not have any clue what this means. Sure, most players know that "a few immortals" is 2-4 and "a lot of sentries" is ~7-12 for a normal midgame, but the non-core player might not know that. He might only play 4v4 games and might attack with 15 immortals at a time. It's not clear enough.
Possibility 2 - Speak in ranges: I could say "2-4 immortals" and "7-12 sentries" and it may work pretty decently. But, if you use too many numbers/ranges, it distracts from the core goal. You're trying to highlight immortal+sentry as a strong composition, not nail down the exact ranges. It can sound clunky. Just say this sentence out loud: "2 to 3 potatoes, 4 to 6 leeks, 1 to 5 sticks of celery, 1 to 2 cups of creme." Now say "2 potatoes, 4 leeks, 3 sticks of celery, and 1 cup of creme." Notice how in the first instance, you can
hear how much more emphasis is on the numbers and in the second case, it ends up being on the ingredients (for potato leek soup no less xD). I'm not saying that the "range way" is bad, but I have a personal preference to steer clear from it unless it's super relevant.
Possibility 3 - Give some exact(ish) numbers: It sounds the cleanest to say "3 immortals and 10 sentries," but does this break our goal? We want a non-core player to understand the basic composition of immortal+sentry in approximately the correct proportions. I would argue that this
does satisfy our original goal by considering the different possibilities. If Naniwa performed a 2 immortal, 8 sentry push, would the non-core player think to himself "This must be a completely different attack than Soe was talking about" ?? Probably not. The non-core player would probably think "Oh, this must be kinda like what that Soe girl was talking about." I mean, hell, think about how
YOU first got into StarCraft. You probably heard all kinds of stuff that you processed, thought about, considered when you saw slightly different spots etc. The average viewer is pretty damn smart about translating and building understanding.
So, all in all, I really commend Soe for how she presented it. Nothing she said was particularly deep from a "oh shit I didn't know that" perspective. But, consider how brilliantly it's stated to both be true to core strategy, but also be understandable to someone who is a non-core player. It's funny to remember that Soe has been commentating for about 3 years longer than I have. And, she's done a huge variety of games to a huge variety of audiences. Cool to see her apply her knowledge to SC2!
Oh and her drawings are cute xD