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On September 27 2013 01:51 MrLion wrote: The reason I stopped playing is the game's too much reliance on spamming keys and clicks (what is referred as macro). This limits the audience to people who like spamming keys and a little bit of tactics/strategy on top of it. I was a diamond reaching low masters, and it was really stupid how furiously you have to keep spamming keys to keep up with the opponents. This is not a battle of wits or intelligence.
Recently, I rediscovered chess. You just 1 or 2 apm to play chess, yet its complexity of tactics and strategy is orders of magnitude above sc2. I'm really enjoying playing it. The difference in not being able to copy a gm in chess and sc2 is that in chess, you simply cannot think deep enough or just don't understand why a higher level player is making such moves. In sc2 it's cause I haven't practiced spamming buttons for hours everyday.
Not comparing LoL and chess, but in LoL too there is more "thinking" in 1 LoL game than 10 sc2 games combined, without spamming buttons. You just need one click to go from mid lane to bottom/top, but the question is should you go to top or bottom? Or just stay mid and farm? or are you expecting the enemy jungler to gank a lane and go and help them? There's some mechanics of last hitting, but there's a huge reliance on knowledge of different factors. Again emphasizing, a scrub and a top player in LoL has around the same apm, yet their gameplay is worlds apart.
There needs to be more depth in tactics and strategy in sc2.
I totally agree. I was only plat in sc2 so I never really understood the click spamming. I just never did it. I'd hate to think that was why I never got better.
But I did get the sense that it was 95% execution and maybe 5% strategy. Pros just practice their builds and pre-selected tactics so much that they just execute them flawlessly at 200-300 APM. A lot of pros don't even scout, as I saw in many WCS matches.
Pros in LoL have about the same APM as a silver player, but what separates them is their deep understanding of game strategy. They know all the strengths/weaknesses of the 100+ champions, how to itemize, how to balance between fighting and taking objectives, etc.
It's definitely a more strategy based game than an APM based one.
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On September 27 2013 01:51 MrLion wrote: The reason I stopped playing is the game's too much reliance on spamming keys and clicks (what is referred as macro). This limits the audience to people who like spamming keys and a little bit of tactics/strategy on top of it. I was a diamond reaching low masters, and it was really stupid how furiously you have to keep spamming keys to keep up with the opponents. This is not a battle of wits or intelligence.
Recently, I rediscovered chess. You just 1 or 2 apm to play chess, yet its complexity of tactics and strategy is orders of magnitude above sc2. I'm really enjoying playing it. The difference in not being able to copy a gm in chess and sc2 is that in chess, you simply cannot think deep enough or just don't understand why a higher level player is making such moves. In sc2 it's cause I haven't practiced spamming buttons for hours everyday.
Not comparing LoL and chess, but in LoL too there is more "thinking" in 1 LoL game than 10 sc2 games combined, without spamming buttons. You just need one click to go from mid lane to bottom/top, but the question is should you go to top or bottom? Or just stay mid and farm? or are you expecting the enemy jungler to gank a lane and go and help them? There's some mechanics of last hitting, but there's a huge reliance on knowledge of different factors. Again emphasizing, a scrub and a top player in LoL has around the same apm, yet their gameplay is worlds apart.
There needs to be more depth in tactics and strategy in sc2. I think destiny used to say this as well. For a strategy game, it feels kinda weird that SC2 is lacking in this department.
The strategic player just gets overshadowed by a superior mechanical player, unless your name is nestea. There are so many matchups in SC2 are determined by better mechanics alone, Taeja with the better ghost control in TvP, innovation with his TvZ multi tasking etc.
A lot of the strategic value only comes from pre game planning, such as build order or a prepared sniper build. I often complain that while TvZ in WoL drops are more strategic in terms of controlling Zerg's army movement, forcing more spines and spores, limiting fungal energy etc. Hots drops are more dealt because they can just make a superior mechanical player break a weaker mechanical player.
I guess if TvZ and TvP are both less stale, then the strategic value will be higher. ZvP for example is less about being able to press quicker, but have a lot of real time strategic decision making: how to forcefield how to move roach hydra to balance out the forcefield what to transition/tech switch etc flanking snipe a hatch then recall back out
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On September 27 2013 02:34 SpeghettiJoe wrote:Show nested quote +On September 27 2013 01:51 MrLion wrote: The reason I stopped playing is the game's too much reliance on spamming keys and clicks (what is referred as macro). This limits the audience to people who like spamming keys and a little bit of tactics/strategy on top of it. I was a diamond reaching low masters, and it was really stupid how furiously you have to keep spamming keys to keep up with the opponents. This is not a battle of wits or intelligence.
Recently, I rediscovered chess. You just 1 or 2 apm to play chess, yet its complexity of tactics and strategy is orders of magnitude above sc2. I'm really enjoying playing it. The difference in not being able to copy a gm in chess and sc2 is that in chess, you simply cannot think deep enough or just don't understand why a higher level player is making such moves. In sc2 it's cause I haven't practiced spamming buttons for hours everyday.
Not comparing LoL and chess, but in LoL too there is more "thinking" in 1 LoL game than 10 sc2 games combined, without spamming buttons. You just need one click to go from mid lane to bottom/top, but the question is should you go to top or bottom? Or just stay mid and farm? or are you expecting the enemy jungler to gank a lane and go and help them? There's some mechanics of last hitting, but there's a huge reliance on knowledge of different factors. Again emphasizing, a scrub and a top player in LoL has around the same apm, yet their gameplay is worlds apart.
There needs to be more depth in tactics and strategy in sc2. I totally agree. I was only plat in sc2 so I never really understood the click spamming. I just never did it. I'd hate to think that was why I never got better. But I did get the sense that it was 95% execution and maybe 5% strategy. Pros just practice their builds and pre-selected tactics so much that they just execute them flawlessly at 200-300 APM. A lot of pros don't even scout, as I saw in many WCS matches. Pros in LoL have about the same APM as a silver player, but what separates them is their deep understanding of game strategy. They know all the strengths/weaknesses of the 100+ champions, how to itemize, how to balance between fighting and taking objectives, etc. It's definitely a more strategy based game than an APM based one.
You only need as much execution as your opponent, and then it's all strategy.
But the higher up you rank, the better your execution should be.
At top level play execution almost becomes meaningless since everyone executes perfectly almost always.
But that is not true in low level play.
Which is why strats like mass voidray works in bronze, but not in GM.
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Russian Federation40186 Posts
On September 27 2013 02:40 Thieving Magpie wrote:
Which is why strats like mass voidray works in bronze, but not in GM.
*Cough* sOs and Alicia *cough*
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On September 27 2013 02:42 lolfail9001 wrote:Show nested quote +On September 27 2013 02:40 Thieving Magpie wrote:
Which is why strats like mass voidray works in bronze, but not in GM.
*Cough* sOs and Alicia *cough*
You obviously don't understand what bronze level mass void play is
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On September 27 2013 02:46 Thieving Magpie wrote:Show nested quote +On September 27 2013 02:42 lolfail9001 wrote:On September 27 2013 02:40 Thieving Magpie wrote:
Which is why strats like mass voidray works in bronze, but not in GM.
*Cough* sOs and Alicia *cough* You obviously don't understand what bronze level mass void play is 
If anyone needs a demonstration, I will gladly cannon rush you then build voidrays behind a walled in 1-2 base, for my mid game 1A voidray attack. I happen to be a proffesional bronze league player.
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On September 27 2013 04:46 nottapro wrote:Show nested quote +On September 27 2013 02:46 Thieving Magpie wrote:On September 27 2013 02:42 lolfail9001 wrote:On September 27 2013 02:40 Thieving Magpie wrote:
Which is why strats like mass voidray works in bronze, but not in GM.
*Cough* sOs and Alicia *cough* You obviously don't understand what bronze level mass void play is  If anyone needs a demonstration, I will gladly cannon rush you then build voidrays behind a walled in 1-2 base, for my mid game 1A voidray attack. I happen to be a proffesional bronze league player.
I've got my BGH build order memorized son!
Pylon Forge 5 cannons Pylon Another 5 cannons Pylon Gateway Double gas More cannons into 1stargate mass carrier!
Hunters the shit man
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4713 Posts
I can't believe some of you are actually even downplaying the depth of a SC2. 10 more things to think about in a LoL game then in a SC2 game? Get real, if you think that you have obviously never watched a high level GSL or listened to Artosis analyze in depth how a build will pan out from the subtleties of a game.
There are tons of things you need to take into consideration when playing SC2. Did he open GW first or quick Nexus? Did he take 1 gas or 2? How many probes does he have in each gas? How many pylons does he have in his base, where are the pylons placed? When did he expand? Is he making tech or GWs? Does he have many sentries?
These lead to a huge number of permutations and possible strategies, they can lead to economical and greedy play in the form of double forge, robo tech or twilight tech with later GWs, they can lead into timings or pressures of different kinds or they can go into all-ins straight up.
Against zerg, did he open pool first or hatch first? Did he take gas? How long has he harvested from the gas? Has he gotten a 3rd at a normal time? Did he get additional tech, how many queens does he have? Did he get additional gases?
I also dare not touch ZvP because the number of possible questions that need to be asked by a pro player, as well as the number of possible permutations in possible strategies, economical, tech or timing or all-in from both sides with all the possible follow ups.
You are either naive or a blind hater if you truly believe LoL has more depth then SC2. The shear number of possibilities available to all races, the subtleties of reading into all of them coupled with the number of follow ups that you need to take into account are truly vast. I guess its kind of easy to just write off the game as having little to no depth when you as an observer can see everything, and its easy to overlook all the subtleties that need to be read into to make a proper assessment of the situation and be able to adapt to it.
And don't even dare to bring mechanics into this discussion. Its exactly this difference in mechanics between players that makes this game exciting and its what made BW one of the greatest games ever. Even if the game is figured out and even if you have standardized strategies, it is still exciting to watch games to see how the players execute said strategies, you had a sense of wonder, nothing is completely set in stone, you still see upsets like Soulkey losing to True, MC losing to Thorzain etc.
You are only getting the illusion of lack of depth because you see opponents of vast skill differences fighting each other and one coming out ahead by a wide margin, so you draw the incorrect assumption that mechanics is all that matters. However when opponents are very close together in skill and in particular at the highest level of play, then they are so close in mechanical skill that they need other skills to differentiate themselves.
What I'm saying is, mechanics are important, but only up until a certain level, after that though, other factors start mattering more. And this, in my opinion, is great and its just as it should be, because, even if you want to do an a 14 min SCV pull timing against a protoss, if you don't have the mechanics to macro properly, then you can't even think about hitting said timing, or if you don't have the micro you can't even contemplate executing a PartinG soul push.
TLDR Mechanics do matter, but only up until a certain threshold, beyond which its very hard to improve further mechanically, after that other factors start to matter much more, and here is where you can see the true beauty of RTS games like SC2, the vast depth of strategies and the infinite ebb and flow between them. You are severely depreciating SC2 if you believe LoL has more depth then it, and you should consider watching some truly high level games to capture its magic. Don't let low level games with huge skill gaps between players influence your opinion on the game.
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On September 27 2013 06:17 Destructicon wrote: I can't believe some of you are actually even downplaying the depth of a SC2. 10 more things to think about in a LoL game then in a SC2 game? Get real, if you think that you have obviously never watched a high level GSL or listened to Artosis analyze in depth how a build will pan out from the subtleties of a game.
There are tons of things you need to take into consideration when playing SC2. Did he open GW first or quick Nexus? Did he take 1 gas or 2? How many probes does he have in each gas? How many pylons does he have in his base, where are the pylons placed? When did he expand? Is he making tech or GWs? Does he have many sentries?
These lead to a huge number of permutations and possible strategies, they can lead to economical and greedy play in the form of double forge, robo tech or twilight tech with later GWs, they can lead into timings or pressures of different kinds or they can go into all-ins straight up.
Against zerg, did he open pool first or hatch first? Did he take gas? How long has he harvested from the gas? Has he gotten a 3rd at a normal time? Did he get additional tech, how many queens does he have? Did he get additional gases?
I also dare not touch ZvP because the number of possible questions that need to be asked by a pro player, as well as the number of possible permutations in possible strategies, economical, tech or timing or all-in from both sides with all the possible follow ups.
You are either naive or a blind hater if you truly believe LoL has more depth then SC2. The shear number of possibilities available to all races, the subtleties of reading into all of them coupled with the number of follow ups that you need to take into account are truly vast. I guess its kind of easy to just write off the game as having little to no depth when you as an observer can see everything, and its easy to overlook all the subtleties that need to be read into to make a proper assessment of the situation and be able to adapt to it.
And don't even dare to bring mechanics into this discussion. Its exactly this difference in mechanics between players that makes this game exciting and its what made BW one of the greatest games ever. Even if the game is figured out and even if you have standardized strategies, it is still exciting to watch games to see how the players execute said strategies, you had a sense of wonder, nothing is completely set in stone, you still see upsets like Soulkey losing to True, MC losing to Thorzain etc.
You are only getting the illusion of lack of depth because you see opponents of vast skill differences fighting each other and one coming out ahead by a wide margin, so you draw the incorrect assumption that mechanics is all that matters. However when opponents are very close together in skill and in particular at the highest level of play, then they are so close in mechanical skill that they need other skills to differentiate themselves.
What I'm saying is, mechanics are important, but only up until a certain level, after that though, other factors start mattering more. And this, in my opinion, is great and its just as it should be, because, even if you want to do an a 14 min SCV pull timing against a protoss, if you don't have the mechanics to macro properly, then you can't even think about hitting said timing, or if you don't have the micro you can't even contemplate executing a PartinG soul push.
TLDR Mechanics do matter, but only up until a certain threshold, beyond which its very hard to improve further mechanically, after that other factors start to matter much more, and here is where you can see the true beauty of RTS games like SC2, the vast depth of strategies and the infinite ebb and flow between them. You are severely depreciating SC2 if you believe LoL has more depth then it, and you should consider watching some truly high level games to capture its magic. Don't let low level games with huge skill gaps between players influence your opinion on the game.
He was not talking about SC2 lacking depth, he was talking about emphasis.
None of the depth in SC2 and BW is relevant to people who don't have the hand speed to execute them.
LoL does not have as high of skill-wall preventing players from groking it allowing them to immediately go into the strategic smart play style of game that he is describing.
His example of chess is revealing because he focused on the low apm requirement of chess as a plus while most SC2/BW loyalists wants for there to be APM tax to differentiate the skilled from the unskilled.
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On September 27 2013 06:36 Thieving Magpie wrote:Show nested quote +On September 27 2013 06:17 Destructicon wrote: I can't believe some of you are actually even downplaying the depth of a SC2. 10 more things to think about in a LoL game then in a SC2 game? Get real, if you think that you have obviously never watched a high level GSL or listened to Artosis analyze in depth how a build will pan out from the subtleties of a game.
There are tons of things you need to take into consideration when playing SC2. Did he open GW first or quick Nexus? Did he take 1 gas or 2? How many probes does he have in each gas? How many pylons does he have in his base, where are the pylons placed? When did he expand? Is he making tech or GWs? Does he have many sentries?
These lead to a huge number of permutations and possible strategies, they can lead to economical and greedy play in the form of double forge, robo tech or twilight tech with later GWs, they can lead into timings or pressures of different kinds or they can go into all-ins straight up.
Against zerg, did he open pool first or hatch first? Did he take gas? How long has he harvested from the gas? Has he gotten a 3rd at a normal time? Did he get additional tech, how many queens does he have? Did he get additional gases?
I also dare not touch ZvP because the number of possible questions that need to be asked by a pro player, as well as the number of possible permutations in possible strategies, economical, tech or timing or all-in from both sides with all the possible follow ups.
You are either naive or a blind hater if you truly believe LoL has more depth then SC2. The shear number of possibilities available to all races, the subtleties of reading into all of them coupled with the number of follow ups that you need to take into account are truly vast. I guess its kind of easy to just write off the game as having little to no depth when you as an observer can see everything, and its easy to overlook all the subtleties that need to be read into to make a proper assessment of the situation and be able to adapt to it.
And don't even dare to bring mechanics into this discussion. Its exactly this difference in mechanics between players that makes this game exciting and its what made BW one of the greatest games ever. Even if the game is figured out and even if you have standardized strategies, it is still exciting to watch games to see how the players execute said strategies, you had a sense of wonder, nothing is completely set in stone, you still see upsets like Soulkey losing to True, MC losing to Thorzain etc.
You are only getting the illusion of lack of depth because you see opponents of vast skill differences fighting each other and one coming out ahead by a wide margin, so you draw the incorrect assumption that mechanics is all that matters. However when opponents are very close together in skill and in particular at the highest level of play, then they are so close in mechanical skill that they need other skills to differentiate themselves.
What I'm saying is, mechanics are important, but only up until a certain level, after that though, other factors start mattering more. And this, in my opinion, is great and its just as it should be, because, even if you want to do an a 14 min SCV pull timing against a protoss, if you don't have the mechanics to macro properly, then you can't even think about hitting said timing, or if you don't have the micro you can't even contemplate executing a PartinG soul push.
TLDR Mechanics do matter, but only up until a certain threshold, beyond which its very hard to improve further mechanically, after that other factors start to matter much more, and here is where you can see the true beauty of RTS games like SC2, the vast depth of strategies and the infinite ebb and flow between them. You are severely depreciating SC2 if you believe LoL has more depth then it, and you should consider watching some truly high level games to capture its magic. Don't let low level games with huge skill gaps between players influence your opinion on the game. He was not talking about SC2 lacking depth, he was talking about emphasis. None of the depth in SC2 and BW is relevant to people who don't have the hand speed to execute them. LoL does not have as high of skill-wall preventing players from groking it allowing them to immediately go into the strategic smart play style of game that he is describing. His example of chess is revealing because he focused on the low apm requirement of chess as a plus while most SC2/BW loyalists wants for there to be APM tax to differentiate the skilled from the unskilled.
I don't think the chess example holds.
How much of a chance do you actually stand in chess with no training against an experienced player? Chess is just as much a game of rote memorization, of studying and of training. There's lots of "boring" aspects of chess you have to get through in order to become decently competitive at it.
But sure, maybe chess is a more "relaxing" game when you're matched up with other players of your calibre. Though I sort of have my doubts about that as well. There honestly shouldn't be too much of a difference between battling it out in bronze league and noob level chess.
And if you're a diamond-master level player in SC2, I'd say the corresponding level in chess would likely also put pressure and stress on you. Especially when facing a superior and more knowledgeable opponent.
I don't think a game's depth necessarily has much to do with its accessability. The negative form of depth, though, is often labelled in game design as "complexity". Those are the so called pointless hurdles that players have to overcome to actually have a chance at playing the game. You have to have some degree of complexity in your game to be able to have depth. The trick is to squeeze as much depth as possible out of the available complexity.
The fact that chess is incredibly deep at the top levels, the fact that you have to train, study and grind for thousands upon thousands of hours of "boringly complex" books, board positions and opponents to become the best at chess really resembles the mechanical side of Starcraft. This "depth" does not mean that either Chess or Starcraft has to be boring for players of lower levels. Where Starcraft has burdens of mechanical execution, Chess has just as much of a burden of knowledge and of mental execution. You can always discuss which game is more complex ad infinitum without agreeing. I'll just end this with saying I don't think chess is the best example here. There are plenty of games with simpler, more straight forward rules that are more popular.
Personally I think SC2 should embrace its mechanical side. 1v1 multiplayer popularity is hardly going to be adversely affected by increasing mechanical strain at the top levels. The bronze leaguers willing to learn the rules of the game will be just as terrible and far removed from that aspect of the game as before, just as novice chess players will continue to be far removed from the complex/deep parts of chess upon starting out.
I certainly think SC2 traded away a good portion of its depth needlessly, but I'll address that at a different time.
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On September 27 2013 07:08 LaLuSh wrote:Show nested quote +On September 27 2013 06:36 Thieving Magpie wrote:On September 27 2013 06:17 Destructicon wrote: I can't believe some of you are actually even downplaying the depth of a SC2. 10 more things to think about in a LoL game then in a SC2 game? Get real, if you think that you have obviously never watched a high level GSL or listened to Artosis analyze in depth how a build will pan out from the subtleties of a game.
There are tons of things you need to take into consideration when playing SC2. Did he open GW first or quick Nexus? Did he take 1 gas or 2? How many probes does he have in each gas? How many pylons does he have in his base, where are the pylons placed? When did he expand? Is he making tech or GWs? Does he have many sentries?
These lead to a huge number of permutations and possible strategies, they can lead to economical and greedy play in the form of double forge, robo tech or twilight tech with later GWs, they can lead into timings or pressures of different kinds or they can go into all-ins straight up.
Against zerg, did he open pool first or hatch first? Did he take gas? How long has he harvested from the gas? Has he gotten a 3rd at a normal time? Did he get additional tech, how many queens does he have? Did he get additional gases?
I also dare not touch ZvP because the number of possible questions that need to be asked by a pro player, as well as the number of possible permutations in possible strategies, economical, tech or timing or all-in from both sides with all the possible follow ups.
You are either naive or a blind hater if you truly believe LoL has more depth then SC2. The shear number of possibilities available to all races, the subtleties of reading into all of them coupled with the number of follow ups that you need to take into account are truly vast. I guess its kind of easy to just write off the game as having little to no depth when you as an observer can see everything, and its easy to overlook all the subtleties that need to be read into to make a proper assessment of the situation and be able to adapt to it.
And don't even dare to bring mechanics into this discussion. Its exactly this difference in mechanics between players that makes this game exciting and its what made BW one of the greatest games ever. Even if the game is figured out and even if you have standardized strategies, it is still exciting to watch games to see how the players execute said strategies, you had a sense of wonder, nothing is completely set in stone, you still see upsets like Soulkey losing to True, MC losing to Thorzain etc.
You are only getting the illusion of lack of depth because you see opponents of vast skill differences fighting each other and one coming out ahead by a wide margin, so you draw the incorrect assumption that mechanics is all that matters. However when opponents are very close together in skill and in particular at the highest level of play, then they are so close in mechanical skill that they need other skills to differentiate themselves.
What I'm saying is, mechanics are important, but only up until a certain level, after that though, other factors start mattering more. And this, in my opinion, is great and its just as it should be, because, even if you want to do an a 14 min SCV pull timing against a protoss, if you don't have the mechanics to macro properly, then you can't even think about hitting said timing, or if you don't have the micro you can't even contemplate executing a PartinG soul push.
TLDR Mechanics do matter, but only up until a certain threshold, beyond which its very hard to improve further mechanically, after that other factors start to matter much more, and here is where you can see the true beauty of RTS games like SC2, the vast depth of strategies and the infinite ebb and flow between them. You are severely depreciating SC2 if you believe LoL has more depth then it, and you should consider watching some truly high level games to capture its magic. Don't let low level games with huge skill gaps between players influence your opinion on the game. He was not talking about SC2 lacking depth, he was talking about emphasis. None of the depth in SC2 and BW is relevant to people who don't have the hand speed to execute them. LoL does not have as high of skill-wall preventing players from groking it allowing them to immediately go into the strategic smart play style of game that he is describing. His example of chess is revealing because he focused on the low apm requirement of chess as a plus while most SC2/BW loyalists wants for there to be APM tax to differentiate the skilled from the unskilled. I don't think the chess example holds. How much of a chance do you actually stand in chess with no training against an experienced player? Chess is just as much a game of rote memorization, of studying and of training. There's lots of "boring" aspects of chess you have to get through in order to become decently competitive at it. But sure, maybe chess is a more "relaxing" game when you're matched up with other players of your calibre. Though I sort of have my doubts about that as well. There honestly shouldn't be too much of a difference between battling it out in bronze league and noob level chess. And if you're a diamond-master level player in SC2, I'd say the corresponding level in chess would likely also put pressure and stress on you. Especially when facing a superior and more knowledgeable opponent. I don't think a game's depth necessarily has much to do with its accessability. The negative form of depth, though, is often labelled in game design as "complexity". Those are the so called pointless hurdles that players have to overcome to actually have a chance at playing the game. You have to have some degree of complexity in your game to be able to have depth. The trick is to squeeze as much depth as possible out of the available complexity. The fact that chess is incredibly deep at the top levels, the fact that you have to train, study and grind for thousands upon thousands of hours of "boringly complex" books, board positions and opponents to become the best at chess really resembles the mechanical side of Starcraft. This "depth" does not mean that either Chess or Starcraft has to be boring for players of lower levels. Where Starcraft has burdens of mechanical execution, Chess has just as much of a burden of knowledge and of mental execution. You can always discuss which game is more complex ad infinitum without agreeing. I'll just end this with saying I don't think chess is the best example here. There are plenty of games with simpler, more straight forward rules that are more popular. Personally I think SC2 should embrace its mechanical side. 1v1 multiplayer popularity is hardly going to be adversely affected by increasing mechanical strain at the top levels. The bronze leaguers willing to learn the rules of the game will be just as terrible and far removed from that aspect of the game as before, just as novice chess players will continue to be far removed from the complex/deep parts of chess upon starting out. I certainly think SC2 traded away a good portion of its depth needlessly, but I'll address that at a different time.
I agree, hence why I mentioned that his emphasis on the low apm nature of chess is revealing.
Chess is VERY hard, like ludicrously hard. You can, in essence, lose the game in just one move and you can't do anything about it. And if you're not a good player, you don't even know that you've been losing the last 5 moves and be "surprised" by the actual checkmate when you had lost a LONG time prior to the checkmate.
He probably greatly enjoys thinking about chess, studying chess, and learning about chess. He probably thinks that these mental exercises are more "legitimate" than the mechanical exercises needed for an RTS game.
And really, in the end, any discussion on which of two things is better hinges on the idea of what "tedious" aspect of one being more legitimate than the tedious aspects of the other.
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4713 Posts
While you may be correct in that LoL might be closer to chess, since strategy has a greater emphasis then mechanics, I say that LoL is poorer for it. Chess has a greater emphasis placed on strategy and tactics due to its resource, turns, while LoL uses the same resource as BW or SC2, time, but chooses to use it in a way that marginalizes mechanics more then BW or SC2, and this, in my opinion impacts LoL negatively.
If there are less things to do in a certain time frame, that could impact the outcome of the game, then it stands to reason there are less correct things to do, and thus there are less ways to spend time on, and, ultimately, this leads to there being less ways to distinguish between great players and truly brilliant ones.
You say LoL is better because it has more emphasis on strategy, I say nay, because time and strategy interlocked, RTS is the management of time in a strategical and tactical context, you can't have one without the other, and thus LoL is poorer for it, because there are less ways for good players to distinguish between each other, given that there are less things to juggle in a certain time frame.
And while this may come as a contradiction, it doesn't mean that one game can be more enjoyable then another, or that one game is strictly better, fun is a subjective matter, some people may not want to have to juggle several tasks at once, they prefer a more slow paced game. However, LoL is akin more to an action game, which it actually is, a 5 man action team game, and not a real RTS, because the heart and soul of a true RTS, that which makes it shine brightest, was, is and always will be, the management of time and material resources, and a strategical and tactical context.
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I just wanted to say that I've really enjoyed your last two posts, Destructicon. It gripes me no end when I see the "argument" that SC2 lacks strategical and tactical depth. I have to wonder if these people play or watch the game, or if they do, that they really know what they are doing or watching. The assertion that SC2 is a RTA is the worst of the lot. Complete bullshit.
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There are too many people justifying and excusing themselves in this thread, as though somehow their latent strategical genious were resticted by the mechanical difficulty of SC2.
Bullshit. Just as sure as fuck as you don't become a chess grandmaster from playing casually and infrequently with little or no effort put into studying the game (i.e. going through the boring and repetitive portions of what makes a competitive chess player competitive), just as sure could one say that you don't become a SC2 GM without putting in the same kind of effort.
You don't even need 200-300 apm to be a progamer. But you need to at least have studied the game long and deep, and grinded your ass off with the deliberate intent of learning and getting better. None of which, I can guarantee, any of you did.
So what if 200-300 apm is needed to be the best of the best in the world? Thousands upon thousands of hours of study, analysis and memorization is likewise needed to be the best of the best at Chess. Too many people in this thread acting like "strategy" manifests itself in a radically different manner in chess. Like you could become good at chess without having to put in just as much deliberate effort as you would do in Starcraft.
Get real. You would all have quit playing Chess for the same exact reasons you quit playing SC2 ("I have to study le books to stand a chance at moving up through the ranks? How unfair, where's the strategy in that?!")
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On September 27 2013 08:08 Destructicon wrote: While you may be correct in that LoL might be closer to chess, since strategy has a greater emphasis then mechanics, I say that LoL is poorer for it. Chess has a greater emphasis placed on strategy and tactics due to its resource, turns, while LoL uses the same resource as BW or SC2, time, but chooses to use it in a way that marginalizes mechanics more then BW or SC2, and this, in my opinion impacts LoL negatively.
If there are less things to do in a certain time frame, that could impact the outcome of the game, then it stands to reason there are less correct things to do, and thus there are less ways to spend time on, and, ultimately, this leads to there being less ways to distinguish between great players and truly brilliant ones.
You say LoL is better because it has more emphasis on strategy, I say nay, because time and strategy interlocked, RTS is the management of time in a strategical and tactical context, you can't have one without the other, and thus LoL is poorer for it, because there are less ways for good players to distinguish between each other, given that there are less things to juggle in a certain time frame.
And while this may come as a contradiction, it doesn't mean that one game can be more enjoyable then another, or that one game is strictly better, fun is a subjective matter, some people may not want to have to juggle several tasks at once, they prefer a more slow paced game. However, LoL is akin more to an action game, which it actually is, a 5 man action team game, and not a real RTS, because the heart and soul of a true RTS, that which makes it shine brightest, was, is and always will be, the management of time and material resources, and a strategical and tactical context.
I like this post very much. And I like that you bring up management of time being a fundamental aspect of RTS. Very much true. Thanks for pointing it out, very relevant to the discussion, I may steal this argument in the future.
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On September 27 2013 08:12 LaLuSh wrote: There are too many people justifying and excusing themselves in this thread, as though somehow their latent strategical genious were resticted by the mechanical difficulty of SC2.
Bullshit. Just as sure as fuck as you don't become a chess grandmaster from playing casually and infrequently with little or no effort put into studying the game (i.e. going through the boring and repetitive portions of what makes a competitive chess player competitive), just as sure could one say that you don't become a SC2 GM without putting in the same kind of effort.
You don't even need 200-300 apm to be a progamer. But you need to at least have studied the game long and deep, and grinded your ass off with the deliberate intent of learning and getting better. None of which, I can guarantee, any of you did.
So what if 200-300 apm is needed to be the best of the best in the world? Thousands upon thousands of hours of study, analysis and memorization is likewise needed to be the best of the best at Chess. Too many people in this thread acting like "strategy" manifests itself in a radically different manner in chess. Like you could become good at chess without having to put in just as much deliberate effort as you would do in Starcraft.
Get real. You would all have quit playing Chess for the same exact reasons you quit playing SC2 ("I have to study le books to stand a chance at moving up through the ranks? How unfair, where's the strategy in that?!")
As someone whose won my fair share of chess tournaments, I have to agree that too many people don't realize how physically difficult it is to keep up with being a good chess player...
It doesn't need fast hands, but it needs a fuck tonne of mental practice.
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On September 21 2013 03:40 Xeris wrote: What's the problem: StarCraft 2 is too personality driven. There is no longevity here because a player's career is short lived.
The "esports" structure of SC is very personality driven. The fact that it is guided by personality over skill has created a situation where there are no replacements for today's big names. When they go, so goes the popularity of the game. This has been exacerbated by Blizzard (and everyone) not putting a lot of emphasis on teams and rather focusing on purely individual events. I know SC is unlike a MOBA and it's not a 'team' game, but you can have team events in SC. Who will replace Stephano as the badass European that can challenge the best in the world? Who can replace IdrA or White-Ra or Sheth? There is no crop of players who people care about that is 'up and coming' to fill the void when these prominent personalities leave the competitive scene: and the reason they're leaving is in large part because they don't really enjoy the game. Sure people like IdrA and White-Ra are still around, but their relevance will diminish over time the farther removed they are from being competitors. Relying on casters/hosts to drive viewership is not a good long term model.
If there was more focus and emphasis placed on teams this problem would be alleviated.
A major LoL team like TSM could lose TheOddOne and suffer a momentary dip in popularity, but they would eventually replace him, and as long as his skill was world-class, he would develop a following and the team's net popularity would remain the same.
I agree that StarCraft 2 is personality driven. Though, that's not necessarily a bad thing. It's just natural. It's human nature. It's up to us to figure out a way to adapt to it.
For me, the biggest reason why I stopped watching SC2 was the lack of personality that the pros have. One can compare it to the state of Brood War in its waning years when all of the players like BoxeR and Yellow either decline in skill or retired. The players that remained in the scene were almost robots that resembled humans. It wasn't exactly the most fulfilling viewing experience.
It's human nature for people to be drawn towards charismatic or at least personable people. Even in LoL the most popular players are the most charismatic players. The reason why it's able to live through team changes is because LoL is inherently a team game. Like it or not StarCraft is not a team game. Maybe in the Proleague, it's a team effort to win a match but each game is played individually. Inevitably, individual players with a high level of skill will attain the spotlight whether on purpose or not. Your idea to focus on teams instead of players is essentially what Brood War was. Although that scene lasted ten years, in its waning years (before the release of SC2) it was an a steady decline in popularity (even in Korea) due to the biggest personalities having left the scene long ago.
I'd also like to pin some blame on the "witch hunters" or the "white knights" in this scene. I see them as one of the reasons why this game is declining in popularity. Their way of thinking which is to weed out any personality or behavior they deem as unacceptable has ended many careers. Unfortunately, those players that were weeded out were also some of the most popular names in the scene. These players, though controversial, undoubtedly brought in crowds, many wanting to see them fail, many wanting to see them rage, etc. When these players left, the popularity of the overall game inevitably decreased as their fanbases (and even their haters) left with them. Like it or not, people are drawn to these polarizing players just by human nature, we can't control it and it's a waste of time to try to control it. While some of the things these players have done are clearly unacceptable, from what I've seen no one has ever committed a sin so bad as to warrant the fate they were eventually dealt.
And what was the benefit of even weeding them out? To make the game "professional?" "Professional" gaming will always be a little "unprofessional." We're video gamers anyway. We just like having fun. And what's so bad about being A LITTLE unprofessional? In fact, that's one of the reasons I'm drawn to it. Because it's a little unprofessional, I know that pro gamers are not (as) fake as professional athletes. I know that pro gamers are still personable as I can see them as human beings do what they love and interact with their fans everyday and not just ungodly deities that I would never meet. Unfortunately in the "white knights" attempts to "professionalize" the scene and elevate the pro gamer to a level far above their actual value, we have essentially rid the scene of any sense of personality, realness, or originality. And if there is personality anymore, it's merely the same garden-variety "I'll do my best for my fans." or "I love my fans." lines and that's it. Nothing more. Nothing less. There is no originality anymore. Nothing surprises the viewers anymore. Seriously, why on earth would a casual player keep watching a player that says the same thing every single time on his stream?
Of course we can live in a fantasy world and pretend that skill is all humans care about. Maybe to the hardcore that care about skill, they're content with watching some great tournaments and matches just for skill. However, to the layman--the man who only plays StarCraft casually or maybe even the guy who never played the game and is looking to see if it's worth it--there's no one to root for. Everyone has the same personality. They can't readily differentiate a great player from an OK player. All they could differentiate is the person they LIKE and the person that they don't know (or don't like; though, there's not even a person to root against anymore. And we all know villains attract viewers.)
I say we be more open to personality and invite the newer players to open themselves up a bit. Allow them to reveal themselves as the human beings they are, in all their flaws and transgressions, and not the deities we like to pretend they are. Give us a reason why we should follow you besides the fact you're good. There's over a thousand other players just as good, if not better than you. Separate yourself from the rest. I'm not saying we should encourage people to act like douchebags, but at least when a douchebag comes, we can just hate him from a distance and not try to end his career every single chance we get.
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On September 26 2013 22:44 Drlemur wrote: Just about eSports -- if you want a big, professional scene (e.g., to support up-and-comers), you need a big watching fanbase.
Who is actually out there working to build the SC2 esports watching fanbase?
Xeris is, through the CSL, but I honestly don't see any other personalities out there trying to build up the number of SC2 esports viewers. A lot of focus goes on Blizzard about the game and building up the number of players, but that is going to have limited effectiveness. SC2 is a hard game and not everybody likes 1v1 or PvP games. If you want a big audience, you need people watching who aren't regular players.
That means 2 key things that I don't see in current SC2 esports: 1. Casting the game has to be aimed at a broader, less knowledgeable audience. More accurate play-by-play, less predictions about the build. Story lines that are accessible are about the players, tournaments, etc. and need less focus on the subtleties of gas timings on 4-gate variations (unless you can do that without interfering with the play-by-play). Watch some traditional sports sometimes and then compare to SC2 casting how much play-by-play they do. It's very different.
I love watching pro SC2, but whenever I'm tempted to try to get my casual playing friends to watch, I listen to the casting for awhile and realize there is no way they could follow the casting and I don't bother.
This is probably the MOST relevant (read practical) point and suggestion that I have seen regarding the growth of SC2 that I have seen after reading all these threads. (so much so that I logged in for the first time in forever to comment on it)
I remember back in 2011 when I was really into SC2, I made it to high Diamond and could practically taste Masters league; I was grinding. I used to stay up late as hell to watch Code S and even some Code A and I was a huge IdrA fanboy.
I remember one of by good friends and fraternity brothers at the time would often sit behind me at the computer just to watch me play. He found the first person view really interesting because he could share and experience the same intensity that I did as I got nervous, frustrated, or ecstatic. Even though he didn't necessarily understand the game past my basic explanations of economy vs. aggression and map awareness or opportunity cost etc.,
Inspired by this, I had him watch some competitive matches with me (cant remember which, possibly NASL or IPL or whatever) and basically, he was just bored as hell. The casters kept going on about gas timings and specific unit counters and my friend just had no idea what was going on. With the exception of a few big explosions and battles, his reaction was just "meh".
I now realize there was very little effort to draw someone like him in. And i'm not talking about catering to huge noobs and explaining things unit by unit. The comparison to Basketball and Football is great. The casters can do more to hype player stories and rivalries. Also, they should get big and excited about smaller plays. Think about how hyped everyone gets by one great 3-pointer or a slam dunk even though it could represent only 2% of the actual game outcome. Imagine that every drop or small engagement in a SC2 match is played up like a huge deal. This is also a role for the spectator controller to zoom in on every drop and for the play-by-play to start getting excited for killing 5 drones rather than brushing it off and watching or talking about nothing but the next to drop tech structure. I remember GSL would do some really great zoom-in effects and clear the screen for almost every bit of damage dealt (this also lets you see the micro in greater detail and makes even the most negligible event seem more dramatic). Not to mention those Korean casters go bananas over everything. Maybe that's why it gets such a better viewership over there.
The caster's excitement and play calling is what draws in the audience with them. I get really depressed when I watch the MLG casts (not intended to be too critical of those guys, I realize they are seriously working day in and day out and watching tons of games). But when they go off rambling or telling horrible jokes or filler story, all I can think is "wtf are these guys talking about" and close the stream.
Casters have a really hard job. I don't think I could do it, but I think a lot of them have lost focus on how extremely important their role is in establishing a viewership. It's not just about catering to the basement dwelling neckbeards that already tune in for every cast and actually squirt their juice out of their nose when they hear some horrible rambling joke. It's about making your product accessible to potential NEW fans and new viewers. ESPECIALLY the ones that happen to tune in for a moment from their LoL or Dota tournament. I am sure that the majority of them have the same reaction I do when a lame caster is telling a dumb story instead of talking about the game they are trying to watch; turn it off.
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i remember tasteless when he said: "it sucks...the game plays it for you"
1) gamedesign
2) communication
3) colaboration...while theres a gsl match ogn plays 1 yr old lol replays...thats the 3 points why it failed
well done blizz
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i think one of the biggest problem is, when it comes to decission making there is mostly only one right but too many wrong decissions you can choose from. which makes the game too much predictable.
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