Starbow - Page 283
Forum Index > SC2 General |
Deleted User 97295
1137 Posts
| ||
nkr
Sweden5451 Posts
| ||
WarpTV
205 Posts
There is a huge learning curve with SB, helping new player get over that is what is going to grow SB. | ||
Beef Noodles
United States937 Posts
On April 04 2014 02:51 MasterOfPuppets wrote: I think you make some valid points, but some of the things you say are also a bit naive when it comes to why games get big. I think it's worth addressing that, although bear in mind I won't make any suggestions or statements in general as to what StarBow should/could do in order to become big, whether or not it can even become big in the first place etc. That is not the purpose of my post and I don't know your intentions as a playerbase / the intentions of the devs. You say SC2 didn't become big by itself. True. In fact, quite the opposite is the case. SC2 was not small, and became big, it was birthed big, grew for a short while, then gradually began to decline for various reasons (which I'll discuss just a tad bit later). So why was it big from the very outset? I can think of at least three reasons. 1. Blizzard's reputation back then was much more pristine, only tarnished perhaps in the eyes of the most hardcore of WoW players (who were feeling that new expansions weren't quite up to par). But for the rest of us, for many RTS fans and most likely Diablo players as well, Blizzard was a company that had made nothing but fantastic games. That is why people had been looking forward to SC2 ever since its announcement way, way back. 2. Demand for RTS. Despite the fact that Brood War and Warcraft 3 were pretty bloody huge as "esports", RTS as a genre has been on the decline for a very long time now when compared with the entirety of the PC gaming market. This has to do with more people getting into gaming, and games becoming more casual in attempts to appeal to a lower and lower common denominator. When SC2 came out, there were lots of people who were just aching to see what this new RTS game would entail, and also people who had never played an RTS before but were captivated by the notion and the hype. RTS games tend to be a lot more complex than most gamers nowadays tend to bother with, and that's not even counting the notions that competitive player are familiar with, like micro tricks beyond just "select spellcaster; use spell" , good macro, good timing (or indeed the idea of timing in and of itself) etc. Sad as it sounds, that's the reality, most RTS games tend to involve far more decision making than most games (except for other Strategy genres), and to top it all off you have to make them on the fly, in real time. For us who are more old school or at least competitive in nature, that's fine, we can learn build orders and grind out games until we develop good gamesense, but most gamers these days would find it very difficult to know when to do anything, and what to do in a given situation. The reason BW and WC3 lasted for as long as they did as played - not just watched - games has a lot to do with custom maps. You could play with friends, and you could enjoy something that is not only fresh and interesting compared to the base game (or perhaps, more laid-back and casual fun if we're talking about stuff like BGH) but also much more limited in scope. 3. Marketing. Blizzard spent an enormous amount of money and effort hyping SC2 up and keeping it going, most of all targeting the aforementioned demographic, people who had not played BW/WC3 or abandoned them long before, people who weren't super hardcore RTS players. In other words, most of the market. And us, the BW diehards, did most of the pre-beta release work for them, since most of us were extremely hyped for it (I know I was ^^), and through the power of the internet we did a lot (knowingly or not) to promote it. SC2 was a resounding success in terms of sales I'd say, but it's worth noting that most people only bought it for the singleplayer campaign. This has to do with point #2, if you've not guessed. And as we should well know by now, despite this huge initial success and a staggering growth in the "esports" / viewership area, the multiplayer playerbase has been on the decline for most of the game's lifespan. Whether it has to do with people getting bored, perceived balance issues, perceived game design issues or the absolutely garbage custom games system, many people stopped caring. In terms of DotA, no, it most certainly did not become big overnight. In fact, that's the thing that most people overlook when they talk about DotA 2. The original DotA has for the longest time had a huge playerbase between China and Eastern Europe. Quite literally hundreds of thousands, if not millions of players. Why is that exactly? Well, it was a fun custom map that you could play if you owned WarCraft 3, which is already a huge bonus since WarCraft 3 was quite big. Compared to WarCraft 3, it was easier to get into, easier to understand, and more fun to play casually (again, fewer decisions to make and more intuitive decisions overall). On top of that, WarCraft 3 ran well and was extremely easy to *ahem* obtain for free and get going, much like other big games of that age (Counter-Strike, Brood War ). So all DotA 2 really did was make it a standalone game on a new, shiny engine, polish it up a bit for newer potential players and announce it to people who weren't aware of its existence, without fucking with the actual game too much. It certainly also helps that VALVe are a huge name, perhaps more reputable and trust-worthy than Blizzard as of late, and Steam has gotten very big indeed. Hype can only bring you attention. Attention helps, there is no doubt about that whatsoever. But how you convert attention into a stable playerbase is a different thing entirely. Many of us think the reason SC2 failed to maintain so many of its initial players is because of SC2 as a particular game. Starbow is an attempt to remedy that by making the game more challenging and interesting at the same time. It's a very valiant attempt indeed, but at the end of the day it comes from the perspective of the hardcore, the competitive... the minority, sadly. Again, I have no intention of discussing how well Starbow is doing/can do/will do, or what you should do for X to happen. But it seems to me that what we're experiencing with SC2 and Starbow is not so much a symptom of the games themselves, but of the RTS genre as a whole in relation to the current gaming market, or the unified gaming community if we were to assume such a thing exists. I think you understand what I'm trying to get at here. It's the market, it's what gaming is, what gaming has become, not so much how good this game or that is. Hell, if you want to look at the broader picture, you can even say it's what entertainment in general has become, between music, film, "reality TV" and even websites and the Internet (look at how popular Reddit and Reddit culture are, etc.) So, to conclude my rambling I personally don't think it's feasible to push a complex, competitive-oriented game anymore, unless you have a staggering amount of support behind you, both monetary and fan-wise, and even if you do succeed, there's a good likelihood of it petering out fairly fast. But again, I don't intend to make any predictions about Starbow or indeed pretend that that is what you want to have happen. But I felt like, since you've opened this discussion, a bit more perspective was needed. Hopefully you don't feel like reading this was a waste of your time. ^^ I'll just end with saying that I respect Starbow as a project and I hope you are happy with it as well. Whether being happy means simply having a good game to play, or managing to capture a wider audience, I wish you best of luck and best of success, and if there's any more high profile tournaments with Korean pros in them I'll definitely tune in for that. ^^ Great read, but I think you are committing a logical error. You say that competitive games are too niche to catch on (your exact words being "I personally don't think it's feasible to push a complex, competitive-oriented game anymore"), but your evidence is that the average person doesn't like complexity. The logical error I see is that a game doesn't need to attract the average person. There are millions of nerds/competitive gamers/complexity lovers out there. Look at Eve Online. Hell, even look at League of Legends. Even though the Starcraft community likes to look down on Dota and League for being easier to play, there is a REDICULOUS amount of memorization and game experience needed to play both of those games. They are not simple by any means, and in fact contain a huge amount of complexity (even if the decisions you make in those games are more straight forward). I disagree that complexity doesn't sell. I just think that companies choose different strategies. Companies decide: do we cater to the average person, or do we cater to a specific demographic (like competitive gamers)? Clearly the former has the potential to sell more games, but the later is also economically viable. Look at Path of Exile. That is a game where the dev's specifically say they are designing for competitive hardcore gamers, and even with a free to play model, they have said that they are making substantial profit. Competitive/complex games aren't a thing of the past. I think it's more an issue of competitive games no longer being the norm. Companies that used to make competitive games (Blizzard) are now catering to the masses and dumbing down their product. So what does this mean for Starbow? It means of course spread the word. Build up a healthy amount of hype. For every 10 casual gamers that hear about the game and decide to pass, 1 gamer will like the complexity and maybe decide to join the community. Marketing Starbow will undoubtably grow the game. (I may have misunderstood your point, but you made it sound like spreading the word is mostly useless because gamers don't like those kinds of games anymore, which I fundamentally disagree with). Anyway, cheers. | ||
Xiphias
Norway2222 Posts
http://www.twitch.tv/sc2_starbow/ | ||
Xiphias
Norway2222 Posts
https://www.youtube.com/playlist?list=PLyCGb0pwEr_TUmkGFSOTR5BGq3xofTI_c From April fools map-pool switch, in case you missed it. | ||
HeyImFinn
United States250 Posts
| ||
Xiphos
Canada7507 Posts
People appreciate complicated shit. If you really want to appease to the new fan, you can always have this 10 seconds trailer to display the ability of a certain unit as a production value when the units first get mentioned (when nothing is going on). Its VERY easy to market a complex game. The point is to make a game WORTHY to be played in terms of enjoyment. | ||
Uvantak
Uruguay1381 Posts
On April 06 2014 19:38 Xiphias wrote: Playlist of games from the Stardoge maps: https://www.youtube.com/playlist?list=PLyCGb0pwEr_TUmkGFSOTR5BGq3xofTI_c From April fools map-pool switch, in case you missed it. Oh my, so you like to do casting while naked? oh kinky little Xiphias. | ||
The_Red_Viper
19533 Posts
On April 07 2014 06:34 Xiphos wrote: LoL + DotA2 are WAY more complicated knowledge-wise than BOTH SCs and people still manage to find attraction in them. People appreciate complicated shit. If you really want to appease to the new fan, you can always have this 10 seconds trailer to display the ability of a certain unit as a production value when the units first get mentioned (when nothing is going on). Its VERY easy to market a complex game. The point is to make a game WORTHY to be played in terms of enjoyment. I don't agree with your first sentence at all, but that isn't really the point here. It doesn't matter if game is complex or anything, the whole point is that a game needs to be accessible. You can be the worst lol player of all time and still get some kills/assists and feel that you had some sort of success. The same isn't true for the rts games we speak of, either you win or you lose, nobody thinks "yeah i killed 10 marines there". You just can't start playing a rts game and don't know the hotkeys for example, this issue is nonexistant in mobas. People appreciate complicated shit I am not sure why you would think that, lol and dota aren't complicated on the basic lvl where 90% of all people play, i mean we talk about the average gamer here no? | ||
Beef Noodles
United States937 Posts
On April 07 2014 07:04 The_Red_Viper wrote: I don't agree with your first sentence at all, but that isn't really the point here. It doesn't matter if game is complex or anything, the whole point is that a game needs to be accessible. You can be the worst lol player of all time and still get some kills/assists and feel that you had some sort of success. The same isn't true for the rts games we speak of, either you win or you lose, nobody thinks "yeah i killed 10 marines there". You just can't start playing a rts game and don't know the hotkeys for example, this issue is nonexistant in mobas. I am not sure why you would think that, lol and dota aren't complicated on the basic lvl where 90% of all people play, i mean we talk about the average gamer here no? Do you play LoL? The "bottom levels" are filled with people making new accounts to crush noobs. If you are bad, you don't get kills or assists, you get destroyed. Riot had to work on better bots so that new players wouldn't flat out quit, because they were getting trashed. The learning curve is just as steep if not steeper in lol, because in MOBAs it's more fun to crush noobs than it is in Starcraft. I have tons of trouble getting my friends to play lol because they hate going 0 and 20. But my point is, LoL succeeded nonetheless. Clearly something about that game has people coming back, and many of the people that play LoL do love the knowledge, complexity, and fun involved. LoL is simpler than Starcraft, but it is FAR from being a simple game. | ||
SolidSMD
Belgium408 Posts
| ||
The_Red_Viper
19533 Posts
On April 07 2014 07:36 Beef Noodles wrote: Do you play LoL? The "bottom levels" are filled with people making new accounts to crush noobs. If you are bad, you don't get kills or assists, you get destroyed. Riot had to work on better bots so that new players wouldn't flat out quit, because they were getting trashed. The learning curve is just as steep if not steeper in lol, because in MOBAs it's more fun to crush noobs than it is in Starcraft. I have tons of trouble getting my friends to play lol because they hate going 0 and 20. But my point is, LoL succeeded nonetheless. Clearly something about that game has people coming back, and many of the people that play LoL do love the knowledge, complexity, and fun involved. LoL is simpler than Starcraft, but it is FAR from being a simple game. I don't say lol is simple or anything, i just don't see how the complex parts in the higher leagues are an indicator that people like "complex games". I mean it is quite simple in mobas imo, you pick a hero and kill stuff with flashy skills, that is the fun part for the average joe, it's the same reason people play diablo (kinda), you have one unit you can identify with and this unit gets stronger over the time. I don't deny that there are people who enjoy the strategy part of the game too, but the average guy who thinks he is in "bronze hell" cause he gets only noobs in his team and the enemies "3vs1 him all the time", nah cmon... Again i don't say that lol is inferior to starcraft, i just think it is a lot easier to have fun in lol cause you don't need more than 4-6 keys for the start, you won't lose in the first 5 minutes (at least not visible), etc. RTS games are unfun games per se, you don't have quick success typically. And let's be honest, what is more fun, getting fed and destroy the enemie team cause of that or "luckily" have more units after "15 mins no rush" and win after the first fight cause of that. The mechanical barrier is just way too big for the casual audience imo. edit: I didn't adress the new accounts at all, well i think you should be able to get to the right mmr after a few games, no? On April 07 2014 08:13 SolidSMD wrote: Oh wow, it shifted from starcraft players shitting on LoL to LoL players shitting on starcraft players, funny change. I don't try to "shit on lol", i just don't agree that the complexity which lol has on a high enough lvl is the reason it is successful at all, there is literally no real strategy on lower lvls (that is true for every game) | ||
WolfintheSheep
Canada14127 Posts
It's either fun or it's not. And if it's fun it has players. And if it has enough players, then it's successful. Complexity is just a single factor, and a rather arbitrary one at that. | ||
RampancyTW
United States577 Posts
On April 07 2014 09:01 WolfintheSheep wrote: I was a 60-APM Zerg player for a while. Some of my friends saw me playing one time and were like "wow dude, you're so fast!" Most of my opponents had 150+ APM. I was going 40% of the speed of the average player at my level and my friends were already turned off by the mechanical requirement based on watching me play. SC2 requires far more focus and effort even when not particularly good at the game than does LoL, which can lower its fun factor significantly for people.Complexity is never a reason for success. It's either fun or it's not. And if it's fun it has players. And if it has enough players, then it's successful. Complexity is just a single factor, and a rather arbitrary one at that. | ||
404AlphaSquad
839 Posts
| ||
Xiphias
Norway2222 Posts
http://www.twitch.tv/sc2_starbow | ||
TelecoM
United States10610 Posts
On April 07 2014 06:34 Xiphos wrote: LoL + DotA2 are WAY more complicated knowledge-wise than BOTH SCs . What ? Have you ever tried to play BroodWar at a relatively high level at all? | ||
rebuffering
Canada2436 Posts
On April 08 2014 13:18 GGzerG wrote: What ? Have you ever tried to play BroodWar at a relatively high level at all? Well, he said knowledge wise, not mechanically, so i would agree. Ive played about the same amount of SC2 as Dota 2, around 1800 hrs or so. Yes SC BW and SC2 are mechanically more difficult, but Dota especially, requires knowledge of over 100 heroes, where to lane them, how to build them item wise, how to build them skill/stat wise, not to mention what items are good for different situations, what skills counter or negate other skills, etc. Learning builds and and playing all 3 races is difficult of course, but i dont think you need the same amount of "knowledge" as something like Dota. | ||
Beef Noodles
United States937 Posts
On April 08 2014 13:18 GGzerG wrote: What ? Have you ever tried to play BroodWar at a relatively high level at all? It's pretty useless to argue. Everyone will say the game they know best requires more knowledge because they know more about it. But we are talking about new players, so lets look at what new players focus on: SC: new players have to memorize all the buildings, units, what the units do, hotkeys, map layouts, and let's throw in a few build orders in there as well. This is a simplified version of SC no doubt, but this is still more than I except a new player to memorize. In total, lets estimate everything at ~75 buildings for all three races, 50 units total, 30 hotkeys, 10 maps in a current map pool, an ~40 important steps in a really we thought out build order, and lets say they learn 3 build orders for a total of 120 steps. All in all this is about 285 things for a new player to remember. Now what does a new league player need to memorize? Over 100 champions, each have 4 moves and 1 passive skill (with a few champions actually having 7 moves and 1 passive skill), 1 map that most people play (Summoner's Rift), well over 100 items, and 5 main roles to play (top, mid, jungler, support, and attack damage carry). Let PRETEND that you can play every champion in every role and roles don't matter. Let's also say that items and item builds don't matter, buffs don't matter, etc etc. A new player still has to remember all of the champions and their move sets. If they don't know this, a champion could destroy them with a crazy move at anytime. So ignoring tons of other aspects of League of Legends, new players still have to memorize WELL over 500 new things, probably closer to 600 new things. This is over double Starcraft's number of "things." Starcraft, in my opinion, is a much harder game and requires more strategy. But does not have nearly the knowledge barrier that LoL does. | ||
| ||