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+ Show Spoiler +On February 17 2014 12:29 WolfintheSheep wrote:Show nested quote +On February 17 2014 08:21 Xiphos wrote:On February 17 2014 07:51 Paperplane wrote:On February 17 2014 07:45 pure.Wasted wrote:On February 17 2014 07:37 Paperplane wrote:On February 17 2014 07:27 pure.Wasted wrote:On February 17 2014 06:42 mnck wrote: Lol is popular as a spectator sport because everyone plays it. Not everyone plays SC2 cause it's fucking hard and unforgiving. If sc2 was easy and casual like LoL it might have a massive player base but it would also be just as interesting as LoL in terms of strategic depth. Also, DOTA 2 wont have nearly the same impact as LoL since it is also unforgiving for new players (which league isn't at all).
LoL doesn't have many viewers because of how the game is presented but because of how many players play the game. I have given LoL an honest chance as a spectator sport many times, and even as a DOTA veteran who has watched dota 1 since long before LoL even existed and even I still have a very hard visually seeing what is happening because the graphics in that game and the way its presented during any LCS live cast terrible. Yet I understand that if I had played it myself I would understand anything that goes on because no matter how complex it is visually you will learn to see through it as a player, thats part of what kill MOBA players have. This is not a critique of LoL specifically because I'm sure it's the same for completely new players watching DOTA (even tho my personal opinion is that DOTA is far better presented than League both in terms of ingame graphics as well as outgame graphics during production)
Whether SC2 suffers from this complexity as well I cannot say, since I have played the game since before I saw my first tournament, but one thing for sure, its not even NEARLY as popular as a game compared to LoL so no way it will have a similar viewerbase. If SC2 was more fun for the bad players as well, then I'm sure it would have been a huge success. I said this on the previous page and I'll say it again, if that's really true, why did WoW Arenas fail so spectacularly as an esport? Certainly not for lack of players. Only a small part of the whole playerbase actually played arenas. And only a small part of BW's playerbase played BW, but people still watched the game because it was a fun game to watch. Surely if WoW were more fun to watch, WoW players wouldn't have let "I don't play 2v2" stand in the way of their watching 2v2. So what if BW's playerbase didn't play BW because it was too hard for them? That means they'd still be interested in BW even though they cannot play it 'properly' themselves. It seems very logical to me that wow players who are not interested in arena will not watch an arena tournament. It's not like they stopped watching because it wasn't entertaining enough they just never started because they didn't care about arenas at all. 90% of BW's playerbase DIDN'T play BW competively, they only played BGH, UMS, Tower Defense (and IdrA striptease  ) . But just by playing the game casually for like a day or two, people would understand the difficulty and herculean tasks to do what the pros are able to accomplish. BW was attracted enough in the casual level as well as the hardcore one. But the vast majority of BW viewers were Koreans who played at PC Bangs, which had cloned BW copies installed. Which meant you basically only had LAN melee maps. Show nested quote +On February 17 2014 12:10 Roswell wrote:+ Show Spoiler +On February 17 2014 11:08 Daray wrote:Show nested quote +On February 17 2014 10:02 NoobSkills wrote:On February 17 2014 07:32 Daray wrote:On February 17 2014 07:27 pure.Wasted wrote:On February 17 2014 06:42 mnck wrote: Lol is popular as a spectator sport because everyone plays it. Not everyone plays SC2 cause it's fucking hard and unforgiving. If sc2 was easy and casual like LoL it might have a massive player base but it would also be just as interesting as LoL in terms of strategic depth. Also, DOTA 2 wont have nearly the same impact as LoL since it is also unforgiving for new players (which league isn't at all).
LoL doesn't have many viewers because of how the game is presented but because of how many players play the game. I have given LoL an honest chance as a spectator sport many times, and even as a DOTA veteran who has watched dota 1 since long before LoL even existed and even I still have a very hard visually seeing what is happening because the graphics in that game and the way its presented during any LCS live cast terrible. Yet I understand that if I had played it myself I would understand anything that goes on because no matter how complex it is visually you will learn to see through it as a player, thats part of what kill MOBA players have. This is not a critique of LoL specifically because I'm sure it's the same for completely new players watching DOTA (even tho my personal opinion is that DOTA is far better presented than League both in terms of ingame graphics as well as outgame graphics during production)
Whether SC2 suffers from this complexity as well I cannot say, since I have played the game since before I saw my first tournament, but one thing for sure, its not even NEARLY as popular as a game compared to LoL so no way it will have a similar viewerbase. If SC2 was more fun for the bad players as well, then I'm sure it would have been a huge success. I said this on the previous page and I'll say it again, if that's really true, why did WoW Arenas fail so spectacularly as an esport? Certainly not for lack of players. Because it wasn't meant to be an esport and blizzard didn't support it at all and it was impossible for anyone else to hold tournaments. Wrong. Blizzard didn't support SCBW and it did just fine. To a casual (myself at least with WoW arena) that shit was boring as FUCK and you don't really understand the player's movements and because of that you cannot determine what is amazing and decide it is boring. Also how long it took for something to die was an issue in WoW arena which might be a part of the reason for the lack of success for Warcraft. I think im writing this shit to empty walls since im repeating myself here. Blizzards first priority was PVE so it was balanced from PvE stand point first, there was no spectator tool for the public, players were divided on their on servers and battle groups, there was no "lobby" that you could join and have people spectate the game and there were no replays. You have to be a wizard of some sorts to make a working esport from that shit... there's just no way. I watched a game of LoL just now and i didn't really understand the player's movements and i couldn't tell what was amazing so it was boring as fuck. hey man dont make fun of LoL they right click alot to move their one unit around. In all seriousness the biggest problem that the community can fix overnight is the problem with prize distribution. Having a tournament with 100 thousand dollars winner takes all, will be more exciting for sure, but at the cost of not rewarding our players we love so much. someone made this point a while ago, but in SC2 we have... 1st 20,000 2nd 10,000 3rd 5,000 4th 2,000 5th 1,000 6th 500 7th 400 etc.... While in Golf they have 1st 13,000 2nd 11,000 3rd 8,000 4th 6,000 5th 4,000 6th 2,000 7th 1,000 etc.... Im not sure their actual percentage but its a hell of a lot more forgiving and lets people actually win SOMETHING, and not spend an entire weekend doing really well, but getting 8th place and coming home with 300 bucks. which probably will not cover the travel expenses. The real difference between SC2 and Golf is that the Championship winners in SC2 make what the 70th place finishers do in Golf. Unless it's a WCS Grand Final, and then the winner makes about the same as the 20th... Thats truly silly. I'm comparing and pointing out how broken our current prize pools work out, not in how much cash flow is being injected into SC2. We should never have a 100k winner takes all tourney. Alls it will do is make one exciting tourney, and might pump up the viewers by a decent margin, at the expense of not paying and rewarding the other players we love to watch.
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On February 17 2014 10:02 NoobSkills wrote:Show nested quote +On February 17 2014 07:32 Daray wrote:On February 17 2014 07:27 pure.Wasted wrote:On February 17 2014 06:42 mnck wrote: Lol is popular as a spectator sport because everyone plays it. Not everyone plays SC2 cause it's fucking hard and unforgiving. If sc2 was easy and casual like LoL it might have a massive player base but it would also be just as interesting as LoL in terms of strategic depth. Also, DOTA 2 wont have nearly the same impact as LoL since it is also unforgiving for new players (which league isn't at all).
LoL doesn't have many viewers because of how the game is presented but because of how many players play the game. I have given LoL an honest chance as a spectator sport many times, and even as a DOTA veteran who has watched dota 1 since long before LoL even existed and even I still have a very hard visually seeing what is happening because the graphics in that game and the way its presented during any LCS live cast terrible. Yet I understand that if I had played it myself I would understand anything that goes on because no matter how complex it is visually you will learn to see through it as a player, thats part of what kill MOBA players have. This is not a critique of LoL specifically because I'm sure it's the same for completely new players watching DOTA (even tho my personal opinion is that DOTA is far better presented than League both in terms of ingame graphics as well as outgame graphics during production)
Whether SC2 suffers from this complexity as well I cannot say, since I have played the game since before I saw my first tournament, but one thing for sure, its not even NEARLY as popular as a game compared to LoL so no way it will have a similar viewerbase. If SC2 was more fun for the bad players as well, then I'm sure it would have been a huge success. I said this on the previous page and I'll say it again, if that's really true, why did WoW Arenas fail so spectacularly as an esport? Certainly not for lack of players. Because it wasn't meant to be an esport and blizzard didn't support it at all and it was impossible for anyone else to hold tournaments. Wrong. Blizzard didn't support SCBW and it did just fine. To a casual (myself at least with WoW arena) that shit was boring as FUCK and you don't really understand the player's movements and because of that you cannot determine what is amazing and decide it is boring. Also how long it took for something to die was an issue in WoW arena which might be a part of the reason for the lack of success for Warcraft. I've never really liked when Khaldor made these types of videos because his opinion seems very basic usually. There are a bunch of factors why SC2 isn't extremely popular his "opinion" doesn't begin to explain why the game isn't that popular. Just to list a few. Blizzard's constant patching changing meta game which delays what happened is Broodwar where a full developed meta game allowed players to make/design builds to counter said metagame. Blizzard's WCS system splitting up the best players in the world into 3 regions delaying the progression of the metagame in Korea and weakening the GOM tournament. How spread out players and teams are delays the improvement and refinement of players and their strategies. The lack of SC2 being played in PC bongs for one reason or another, decreasing the fan base. The delayed solid UMS/casual play of the game also deterred people from playing casually. Honestly if Blizzard just made the game and didn't touch it the esports side of the game would be much improved. Maybe perhaps in a situation of a metagame that was truly boring in one matchup or another change the game to modify that aspect, but other than that do nothing. After that SC2 will do great as far as attracting fans, being popular, ect. It might not overtake Dota or LoL, but I think the fans/player base will increase greatly.
And that is just YOUR opinion? Not sure why you would post about it if you feel Khaldor shouldn't be making a video...
First of all, a lot of the NA/EU koreans are still playing in Korea on KR ladder, so the meta develops fine. If all the Koreans was just in WCS Korea, you would see a lot more retirements from KR pros since you can't support that many players with one tournament (and PL). So overall, you would have less korean pros playing and wouldn't that slow the meta farther?
As for the balancing and meta is BW, I think that has been overplayed. A lot of BW balancing came down to maps, imagine if the map pool didn't change for 3 years, you would see a lot more imbalances.
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On February 17 2014 12:29 WolfintheSheep wrote:Show nested quote +On February 17 2014 08:21 Xiphos wrote:On February 17 2014 07:51 Paperplane wrote:On February 17 2014 07:45 pure.Wasted wrote:On February 17 2014 07:37 Paperplane wrote:On February 17 2014 07:27 pure.Wasted wrote:On February 17 2014 06:42 mnck wrote: Lol is popular as a spectator sport because everyone plays it. Not everyone plays SC2 cause it's fucking hard and unforgiving. If sc2 was easy and casual like LoL it might have a massive player base but it would also be just as interesting as LoL in terms of strategic depth. Also, DOTA 2 wont have nearly the same impact as LoL since it is also unforgiving for new players (which league isn't at all).
LoL doesn't have many viewers because of how the game is presented but because of how many players play the game. I have given LoL an honest chance as a spectator sport many times, and even as a DOTA veteran who has watched dota 1 since long before LoL even existed and even I still have a very hard visually seeing what is happening because the graphics in that game and the way its presented during any LCS live cast terrible. Yet I understand that if I had played it myself I would understand anything that goes on because no matter how complex it is visually you will learn to see through it as a player, thats part of what kill MOBA players have. This is not a critique of LoL specifically because I'm sure it's the same for completely new players watching DOTA (even tho my personal opinion is that DOTA is far better presented than League both in terms of ingame graphics as well as outgame graphics during production)
Whether SC2 suffers from this complexity as well I cannot say, since I have played the game since before I saw my first tournament, but one thing for sure, its not even NEARLY as popular as a game compared to LoL so no way it will have a similar viewerbase. If SC2 was more fun for the bad players as well, then I'm sure it would have been a huge success. I said this on the previous page and I'll say it again, if that's really true, why did WoW Arenas fail so spectacularly as an esport? Certainly not for lack of players. Only a small part of the whole playerbase actually played arenas. And only a small part of BW's playerbase played BW, but people still watched the game because it was a fun game to watch. Surely if WoW were more fun to watch, WoW players wouldn't have let "I don't play 2v2" stand in the way of their watching 2v2. So what if BW's playerbase didn't play BW because it was too hard for them? That means they'd still be interested in BW even though they cannot play it 'properly' themselves. It seems very logical to me that wow players who are not interested in arena will not watch an arena tournament. It's not like they stopped watching because it wasn't entertaining enough they just never started because they didn't care about arenas at all. 90% of BW's playerbase DIDN'T play BW competively, they only played BGH, UMS, Tower Defense (and IdrA striptease  ) . But just by playing the game casually for like a day or two, people would understand the difficulty and herculean tasks to do what the pros are able to accomplish. BW was attracted enough in the casual level as well as the hardcore one. But the vast majority of BW viewers were Koreans who played at PC Bangs, which had cloned BW copies installed. Which meant you basically only had LAN melee maps. Show nested quote +On February 17 2014 12:10 Roswell wrote:+ Show Spoiler +On February 17 2014 11:08 Daray wrote:Show nested quote +On February 17 2014 10:02 NoobSkills wrote:On February 17 2014 07:32 Daray wrote:On February 17 2014 07:27 pure.Wasted wrote:On February 17 2014 06:42 mnck wrote: Lol is popular as a spectator sport because everyone plays it. Not everyone plays SC2 cause it's fucking hard and unforgiving. If sc2 was easy and casual like LoL it might have a massive player base but it would also be just as interesting as LoL in terms of strategic depth. Also, DOTA 2 wont have nearly the same impact as LoL since it is also unforgiving for new players (which league isn't at all).
LoL doesn't have many viewers because of how the game is presented but because of how many players play the game. I have given LoL an honest chance as a spectator sport many times, and even as a DOTA veteran who has watched dota 1 since long before LoL even existed and even I still have a very hard visually seeing what is happening because the graphics in that game and the way its presented during any LCS live cast terrible. Yet I understand that if I had played it myself I would understand anything that goes on because no matter how complex it is visually you will learn to see through it as a player, thats part of what kill MOBA players have. This is not a critique of LoL specifically because I'm sure it's the same for completely new players watching DOTA (even tho my personal opinion is that DOTA is far better presented than League both in terms of ingame graphics as well as outgame graphics during production)
Whether SC2 suffers from this complexity as well I cannot say, since I have played the game since before I saw my first tournament, but one thing for sure, its not even NEARLY as popular as a game compared to LoL so no way it will have a similar viewerbase. If SC2 was more fun for the bad players as well, then I'm sure it would have been a huge success. I said this on the previous page and I'll say it again, if that's really true, why did WoW Arenas fail so spectacularly as an esport? Certainly not for lack of players. Because it wasn't meant to be an esport and blizzard didn't support it at all and it was impossible for anyone else to hold tournaments. Wrong. Blizzard didn't support SCBW and it did just fine. To a casual (myself at least with WoW arena) that shit was boring as FUCK and you don't really understand the player's movements and because of that you cannot determine what is amazing and decide it is boring. Also how long it took for something to die was an issue in WoW arena which might be a part of the reason for the lack of success for Warcraft. I think im writing this shit to empty walls since im repeating myself here. Blizzards first priority was PVE so it was balanced from PvE stand point first, there was no spectator tool for the public, players were divided on their on servers and battle groups, there was no "lobby" that you could join and have people spectate the game and there were no replays. You have to be a wizard of some sorts to make a working esport from that shit... there's just no way. I watched a game of LoL just now and i didn't really understand the player's movements and i couldn't tell what was amazing so it was boring as fuck. hey man dont make fun of LoL they right click alot to move their one unit around. In all seriousness the biggest problem that the community can fix overnight is the problem with prize distribution. Having a tournament with 100 thousand dollars winner takes all, will be more exciting for sure, but at the cost of not rewarding our players we love so much. someone made this point a while ago, but in SC2 we have... 1st 20,000 2nd 10,000 3rd 5,000 4th 2,000 5th 1,000 6th 500 7th 400 etc.... While in Golf they have 1st 13,000 2nd 11,000 3rd 8,000 4th 6,000 5th 4,000 6th 2,000 7th 1,000 etc.... Im not sure their actual percentage but its a hell of a lot more forgiving and lets people actually win SOMETHING, and not spend an entire weekend doing really well, but getting 8th place and coming home with 300 bucks. which probably will not cover the travel expenses. The real difference between SC2 and Golf is that the Championship winners in SC2 make what the 70th place finishers do in Golf. Unless it's a WCS Grand Final, and then the winner makes about the same as the 20th...
1. From what I recall Koreans didn't play "clones" they played the full game nothing excluded. I played against many of Korean on Iccup and they didn't have any trouble with the maps or multiplayer. 2. There isn't really a need to compare the money. It isn't relevant to much of what the video is about. Again the players who win a tournament and live for free in a team house probably aren't struggling. And even still the ones at the bottom who are starving have something to strive for, but in either scenario even if I'm wrong it doesn't affect the popularity of SC2
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On February 17 2014 13:46 vthree wrote:Show nested quote +On February 17 2014 10:02 NoobSkills wrote:On February 17 2014 07:32 Daray wrote:On February 17 2014 07:27 pure.Wasted wrote:On February 17 2014 06:42 mnck wrote: Lol is popular as a spectator sport because everyone plays it. Not everyone plays SC2 cause it's fucking hard and unforgiving. If sc2 was easy and casual like LoL it might have a massive player base but it would also be just as interesting as LoL in terms of strategic depth. Also, DOTA 2 wont have nearly the same impact as LoL since it is also unforgiving for new players (which league isn't at all).
LoL doesn't have many viewers because of how the game is presented but because of how many players play the game. I have given LoL an honest chance as a spectator sport many times, and even as a DOTA veteran who has watched dota 1 since long before LoL even existed and even I still have a very hard visually seeing what is happening because the graphics in that game and the way its presented during any LCS live cast terrible. Yet I understand that if I had played it myself I would understand anything that goes on because no matter how complex it is visually you will learn to see through it as a player, thats part of what kill MOBA players have. This is not a critique of LoL specifically because I'm sure it's the same for completely new players watching DOTA (even tho my personal opinion is that DOTA is far better presented than League both in terms of ingame graphics as well as outgame graphics during production)
Whether SC2 suffers from this complexity as well I cannot say, since I have played the game since before I saw my first tournament, but one thing for sure, its not even NEARLY as popular as a game compared to LoL so no way it will have a similar viewerbase. If SC2 was more fun for the bad players as well, then I'm sure it would have been a huge success. I said this on the previous page and I'll say it again, if that's really true, why did WoW Arenas fail so spectacularly as an esport? Certainly not for lack of players. Because it wasn't meant to be an esport and blizzard didn't support it at all and it was impossible for anyone else to hold tournaments. Wrong. Blizzard didn't support SCBW and it did just fine. To a casual (myself at least with WoW arena) that shit was boring as FUCK and you don't really understand the player's movements and because of that you cannot determine what is amazing and decide it is boring. Also how long it took for something to die was an issue in WoW arena which might be a part of the reason for the lack of success for Warcraft. I've never really liked when Khaldor made these types of videos because his opinion seems very basic usually. There are a bunch of factors why SC2 isn't extremely popular his "opinion" doesn't begin to explain why the game isn't that popular. Just to list a few. Blizzard's constant patching changing meta game which delays what happened is Broodwar where a full developed meta game allowed players to make/design builds to counter said metagame. Blizzard's WCS system splitting up the best players in the world into 3 regions delaying the progression of the metagame in Korea and weakening the GOM tournament. How spread out players and teams are delays the improvement and refinement of players and their strategies. The lack of SC2 being played in PC bongs for one reason or another, decreasing the fan base. The delayed solid UMS/casual play of the game also deterred people from playing casually. Honestly if Blizzard just made the game and didn't touch it the esports side of the game would be much improved. Maybe perhaps in a situation of a metagame that was truly boring in one matchup or another change the game to modify that aspect, but other than that do nothing. After that SC2 will do great as far as attracting fans, being popular, ect. It might not overtake Dota or LoL, but I think the fans/player base will increase greatly. And that is just YOUR opinion? Not sure why you would post about it if you feel Khaldor shouldn't be making a video... First of all, a lot of the NA/EU koreans are still playing in Korea on KR ladder, so the meta develops fine. If all the Koreans was just in WCS Korea, you would see a lot more retirements from KR pros since you can't support that many players with one tournament (and PL). So overall, you would have less korean pros playing and wouldn't that slow the meta farther? As for the balancing and meta is BW, I think that has been overplayed. A lot of BW balancing came down to maps, imagine if the map pool didn't change for 3 years, you would see a lot more imbalances.
Yes, it is my opinion that Khaldor has very basic thoughts and puts them on youtube. I would post because I feel like his opinion is lacking and TL users gobble any post from someone in the scene like it is golden.
The playing on Korean ladder is not the same as playing in team houses and developing strategy. Play Iccup back in the day? I never got gosu cheesed by any top player because they didn't show those strategies in public. There was a whole new level to the metagame which was the hidden gameplay and strategy development behind the scene. The ladder is not the place for this practicing with the very best is.
I don't want all Koreans anywhere. I don't even care about one off events. It isn't about where they play it is where they practice. And to your point no you're wrong. If we lose the 20-40% if lower tier players it would not slow down the development of the game as much as the current system does. The amount of pros playing doesn't develop a meta. The quality of their play and the improvement of that play does. There are a lot of people very good at video games who can copy builds and execute them well enough but their existence in the system does nothing for the meta. When the next season of GSL/gomexp or w/e comes out do you think that the same number of protoss will be in it? I don't. Why? Because there are protoss who simply eliminated equal players by blink rushing meanwhile there are others in the same event that are truly talented. I'm not saying anything about balance there I'm talking about the individual choice. One player copies a build and executes it well meanwhile there are others who may use the same build, but are capable of more and stronger play.
Balance in BW was based off maps yes. My post had nothing to do with balance because nothing is actually "imba" unless it cannot be beaten. The protoss had the worst path in BW taking the fewest titles, but they were right there at the top as well too. I feel like the other races in BW though had tip top players that found their stride in the game and it took longer for other players to outmatch them.
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I think that the poster who suggested making team games viable had the best post so far. There should be a version of SC2 that is optimized for 4v4, if it means taking out units or changing the game dramatically I think it should be done. (NOTE we can bring back the units for 1v1) People would really get hyped for that I think.
Second issue with SC2 was that the culture of RTS here wasn't ready for primetime. What I think sucks is that players who NA players followed religiously and got them into SC2 in the first place, ended up sucking in SC2 on a world stage. If they just played amongst themselves we would see a much different scene I think.
I would love to see guys like Husky, Day9, Destiny, Idra, the guys who got us all addicted to SC2 back in the beta, carry through and be our eSports heroes. If Day9 played Idra in the first WCS NA championship the viewers would be unbelievable because its who we all grew up with. Then imagine guys like Minigun, Major, Scarlett all vying to take the crown from these guys in WCS NA season 2. Its that name recognition with casuals that we love.
For example, In LOL and DoTA2 we continue to root for teams who stay similar for long periods. I am personally a Na'Vi fan and love following Puppey and Xboct (Havost) because they are some of the best, charming guys and been so for awhile. In SC2 I get crushing disappointments every year because I follow some guys and they are always out pre-32 round because they are cool but not up to random Korean FOTM. Will the winner be San, StarDust or herO (not the cool TL Hero but this other herO you've never seen before!) wow I can't waaaaaait to find out!
So players are a big part. Also the lack of actual entertainment but no shortage of drama based on bullshit imported Korean standards of conduct that don't fit a Western paradigm really make the game boring. If say X player talked shit about Y player, you would see a 100 page TL thread but it only leads to pitchforks and apologies. People got afraid to say anything. So then all players were trained by fire to become bland robots except Stephano of course. <3
In sports there are controversies don't get me wrong but it seems like there are always enough supporters to make it entertaining. Like the Richard Sherman rant which had Seahawks fans defending him. In TL nobody would defend any shittalker. So really its just sad in the end.
Besides culture and local scene, I think the game needs to remove everything that is not useful to making the game cool to watch. Creep should just grow off buildings infinitely until they die and chronoboosts should just be random procs and MULES random as well. Or remove them. I dunno.
The game should be more linear. Getting a Battlecruiser should be hard requiring a long 20min game but a 'OH SHIT' moment like you get a nervous pit in your stomach because you know cool shit is about to go down. It could even be Terran's "Hero Unit" like in WC3 able to micro a lot better, and use more Yamatos and maybe have scouting abilities and stuff. Then you as a casual viewer know that every unit gets bigger and more badass and that is a good thing.
Now its just like small pathetic units are actually the best lol. As a casual fan it must be weird, you see a guy make his best unit, the other guy has a bunch of marines, the marines win? It gets confusing for them.
I think people see a badass unit they want to cheer as the guy actually made it happen.
Finally, I think people want to see plays and understand them. Maybe a GG brings a cool moment in the game replay immediately like in COD. The thing with MOBA is that big plays are easily recognized. I think the only way to show off big plays to n00bs in SC2 would be something like BIG TEXTS that give some cool idea. Like when kill streaks happen show a 10 KILL STREAK above the unit in rainbow color font. BADASS KILL when a lesser unit micros a larger unit down and so on and so forth. Flashy colors for the plebs to enjoy.
Those are my thoughts.
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On February 16 2014 00:13 lastshadow wrote: 60 year olds who didn't play the game could see finess in SC1 micro situations if given a broad concept of how stuff worked in the game. Silly to hear opinions like this claiming flashiness is needed. Dota is pretty ugly to the non-trained eye, horrible aesthetics, terrible looking characteristics, but yet is one of the largest games because you can sorta(if untrained eye) still see the finess in everything. Starbow already has shown it looks much better in every way compared to SC2 when it comes to just "seeing" skill(opinion of course), and yet this game is "slowed down".
Dota 2 has wonderful graphics. some people prefer the low quality Anime type of graphics which is in League of Legends (terrible eye bleeding for my personal taste.) Dota 2 has a big following because of Warcraft 3 as well. I respect and agree with your opinion. But sadly todays younger generation prefers brainless flashiness to be entertained.
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On February 17 2014 06:24 LaLuSh wrote:Response to your second video about macro vs micro: You're someone who undoubtedly was very familiar with WC3, but (correct me if I'm totally wrong) don't seem as familiar with BW. I say this because, personally, I hold the belief that SC2 is closer to WC3 than it is to BW in terms of game flow and in its emphasis of micro versus macro. To clarify what I mean: the amount of time you spend in SC2 controlling and moving your army about versus doing actual base/macro management makes SC2 a closer relative to WC3 than it ever was of BW. If, in BW, you spent as much time staring at your army as you do in these games you'd be floating 5k minerals already in the midgame. Classifying SC2 as a macro heavy/focused game is just buying into the propaganda surrounding the game ever since its unveiling. Macro <- - - BW - - - - - - - | - SC2 - - - - - WC3 - - -> Micro Anyway. With that said: I don't disagree with you about a hero focused RTS being more intuitive to understand if it's a micro focused game. I just think that SC2 has always had something of a split identy disorder. It tries hard to portray itself as a macroesque swarmy game, even marketing itself as thus, but in reality it's really more about army control/movement/harass/drops. Your prowess with the aforementioned army control methods then creates the illusion of there being differences in macro performance between players. In reality, all pro players in SC2 can achieve near perfect macro and pretty much always are achieving near perfect macro relative to and depending on the choices they make in a game. What I mean more specifically with that statement: It's not the difficulty of macro itself in SC2 that accounts for economy differences, but rather the imperfect choices players make in relation to safe/greedy play and in relation to their micro performance (losing workers to drops). This is very different from BW where the difficulty of perfect base/macro management itself accounted for meaningful performance differences between players. In SC2, it may look like one player has significantly better macro, but really it's mostly because of and a result of decision making. The player with a lesser economy in an an SC2 game is rarely at that economy disadvantage because they macroed imperfectly, but rather because they made the decision to play too safe. They still had near perfect macro relative to their chosen safe play. So to tie back into why I agree with you in regards to a hero based RTS being more intuitive when it comes to WC3 vs SC2: because SC2 is mostly about army movement & control. All players in SC2 macro near perfectly relative to their decision making in a given game. If you have 2 micro based competitive games where doing stuff with your army is what will differentiate you from an opponent: then yes, the hero based approach makes more sense. Creates something to care about in the fights. A hero in a way is a third resource, as the xp system gives incentives to attack and gives feedback as to the success/progress made. Maybe I give off the impression of overstating the differences between BW and SC2. But I really personally do hold this belief that SC2 is a BW-WC3-hybrid rather than a BW successor. BW was a game where you managed bases full time and intermittently checked in on your army. In SC2, conversely, you manage your army full time and intermittently check in on your bases. The later into a game you get the more true this SC2 vs BW split becomes. In that sense, and from that perspective, I would agree a hero design would benefit something like SC2 (which is not a macro game in the truest sense). In thinking and arguing SC2 is a macro based game you're, in my opinion, misrepresenting what a real macro esports RTS title would look and behave like. It wouldn't be one where people stare and micromanage their armies with the level of obsession that they do in SC2. A macro based RTS by my definition is one where there's simply not enough time to both manage bases/economy and to micro an army. In a macro based RTS you are forced to allocate your time to either one or the other. And after the choice the effect of neglecting one of them should be palpable. I simply don't think that it is true in SC2 once you get about halfway through a game and have your core bases and production set up. TL;DR: Don't treat SC2 as a good example of a macro game. It's more of a hybrid micro-macro game that's confused about its identity and its "orientation". I haven't really disproven your point with this argument -- I've only really had myself a rant on using SC2 as an example of a macro based RTS. I don't really think WC3 was much of the esports juggernaut you portray it as when compared to contemporary titles like Counterstrike. And if I'd make an argument to try and disprove your point, I'd base that argument on that it's likely wholly other factors that decide the success of an RTS esport than their supposed casual spectator appeal. I think social connectivity and cultural permeation were more important factors for both the success of BW and WC3. And in both cases it likely had little to do with the quality or casual accessability of the RTS itself, but rather that WC3 gained familiarization and cultural permeation from DotA; and likewise the stars aligned for BW in Korea with UMS/money maps/4v4s/3v3s and the PCBang culture.
You are basically saying SC2 is not about macro, because there is a game in which you spend even more time on macro... In SC2 you spend 90% of your time macroing. The emphasis is clearly on macro. It's rather like that:
Macro <BW - -SC2 - - - -- - - - | - - WC3 - - - - -- -WiC> Micro
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On February 17 2014 13:56 NoobSkills wrote:Show nested quote +On February 17 2014 12:29 WolfintheSheep wrote:On February 17 2014 08:21 Xiphos wrote:On February 17 2014 07:51 Paperplane wrote:On February 17 2014 07:45 pure.Wasted wrote:On February 17 2014 07:37 Paperplane wrote:On February 17 2014 07:27 pure.Wasted wrote:On February 17 2014 06:42 mnck wrote: Lol is popular as a spectator sport because everyone plays it. Not everyone plays SC2 cause it's fucking hard and unforgiving. If sc2 was easy and casual like LoL it might have a massive player base but it would also be just as interesting as LoL in terms of strategic depth. Also, DOTA 2 wont have nearly the same impact as LoL since it is also unforgiving for new players (which league isn't at all).
LoL doesn't have many viewers because of how the game is presented but because of how many players play the game. I have given LoL an honest chance as a spectator sport many times, and even as a DOTA veteran who has watched dota 1 since long before LoL even existed and even I still have a very hard visually seeing what is happening because the graphics in that game and the way its presented during any LCS live cast terrible. Yet I understand that if I had played it myself I would understand anything that goes on because no matter how complex it is visually you will learn to see through it as a player, thats part of what kill MOBA players have. This is not a critique of LoL specifically because I'm sure it's the same for completely new players watching DOTA (even tho my personal opinion is that DOTA is far better presented than League both in terms of ingame graphics as well as outgame graphics during production)
Whether SC2 suffers from this complexity as well I cannot say, since I have played the game since before I saw my first tournament, but one thing for sure, its not even NEARLY as popular as a game compared to LoL so no way it will have a similar viewerbase. If SC2 was more fun for the bad players as well, then I'm sure it would have been a huge success. I said this on the previous page and I'll say it again, if that's really true, why did WoW Arenas fail so spectacularly as an esport? Certainly not for lack of players. Only a small part of the whole playerbase actually played arenas. And only a small part of BW's playerbase played BW, but people still watched the game because it was a fun game to watch. Surely if WoW were more fun to watch, WoW players wouldn't have let "I don't play 2v2" stand in the way of their watching 2v2. So what if BW's playerbase didn't play BW because it was too hard for them? That means they'd still be interested in BW even though they cannot play it 'properly' themselves. It seems very logical to me that wow players who are not interested in arena will not watch an arena tournament. It's not like they stopped watching because it wasn't entertaining enough they just never started because they didn't care about arenas at all. 90% of BW's playerbase DIDN'T play BW competively, they only played BGH, UMS, Tower Defense (and IdrA striptease  ) . But just by playing the game casually for like a day or two, people would understand the difficulty and herculean tasks to do what the pros are able to accomplish. BW was attracted enough in the casual level as well as the hardcore one. But the vast majority of BW viewers were Koreans who played at PC Bangs, which had cloned BW copies installed. Which meant you basically only had LAN melee maps. On February 17 2014 12:10 Roswell wrote:+ Show Spoiler +On February 17 2014 11:08 Daray wrote:Show nested quote +On February 17 2014 10:02 NoobSkills wrote:On February 17 2014 07:32 Daray wrote:On February 17 2014 07:27 pure.Wasted wrote:On February 17 2014 06:42 mnck wrote: Lol is popular as a spectator sport because everyone plays it. Not everyone plays SC2 cause it's fucking hard and unforgiving. If sc2 was easy and casual like LoL it might have a massive player base but it would also be just as interesting as LoL in terms of strategic depth. Also, DOTA 2 wont have nearly the same impact as LoL since it is also unforgiving for new players (which league isn't at all).
LoL doesn't have many viewers because of how the game is presented but because of how many players play the game. I have given LoL an honest chance as a spectator sport many times, and even as a DOTA veteran who has watched dota 1 since long before LoL even existed and even I still have a very hard visually seeing what is happening because the graphics in that game and the way its presented during any LCS live cast terrible. Yet I understand that if I had played it myself I would understand anything that goes on because no matter how complex it is visually you will learn to see through it as a player, thats part of what kill MOBA players have. This is not a critique of LoL specifically because I'm sure it's the same for completely new players watching DOTA (even tho my personal opinion is that DOTA is far better presented than League both in terms of ingame graphics as well as outgame graphics during production)
Whether SC2 suffers from this complexity as well I cannot say, since I have played the game since before I saw my first tournament, but one thing for sure, its not even NEARLY as popular as a game compared to LoL so no way it will have a similar viewerbase. If SC2 was more fun for the bad players as well, then I'm sure it would have been a huge success. I said this on the previous page and I'll say it again, if that's really true, why did WoW Arenas fail so spectacularly as an esport? Certainly not for lack of players. Because it wasn't meant to be an esport and blizzard didn't support it at all and it was impossible for anyone else to hold tournaments. Wrong. Blizzard didn't support SCBW and it did just fine. To a casual (myself at least with WoW arena) that shit was boring as FUCK and you don't really understand the player's movements and because of that you cannot determine what is amazing and decide it is boring. Also how long it took for something to die was an issue in WoW arena which might be a part of the reason for the lack of success for Warcraft. I think im writing this shit to empty walls since im repeating myself here. Blizzards first priority was PVE so it was balanced from PvE stand point first, there was no spectator tool for the public, players were divided on their on servers and battle groups, there was no "lobby" that you could join and have people spectate the game and there were no replays. You have to be a wizard of some sorts to make a working esport from that shit... there's just no way. I watched a game of LoL just now and i didn't really understand the player's movements and i couldn't tell what was amazing so it was boring as fuck. hey man dont make fun of LoL they right click alot to move their one unit around. In all seriousness the biggest problem that the community can fix overnight is the problem with prize distribution. Having a tournament with 100 thousand dollars winner takes all, will be more exciting for sure, but at the cost of not rewarding our players we love so much. someone made this point a while ago, but in SC2 we have... 1st 20,000 2nd 10,000 3rd 5,000 4th 2,000 5th 1,000 6th 500 7th 400 etc.... While in Golf they have 1st 13,000 2nd 11,000 3rd 8,000 4th 6,000 5th 4,000 6th 2,000 7th 1,000 etc.... Im not sure their actual percentage but its a hell of a lot more forgiving and lets people actually win SOMETHING, and not spend an entire weekend doing really well, but getting 8th place and coming home with 300 bucks. which probably will not cover the travel expenses. The real difference between SC2 and Golf is that the Championship winners in SC2 make what the 70th place finishers do in Golf. Unless it's a WCS Grand Final, and then the winner makes about the same as the 20th... 1. From what I recall Koreans didn't play "clones" they played the full game nothing excluded. I played against many of Korean on Iccup and they didn't have any trouble with the maps or multiplayer. 2. There isn't really a need to compare the money. It isn't relevant to much of what the video is about. Again the players who win a tournament and live for free in a team house probably aren't struggling. And even still the ones at the bottom who are starving have something to strive for, but in either scenario even if I'm wrong it doesn't affect the popularity of SC2
IIRC, Iccup came long after BW boomed onto the scene. And by "clone", I meant the built-in clone option that would create a LAN only version of the game. Something very appealing for any PC Bang owner that didn't want to buy dozens of copies of a game...and wanted to keep everything legal.
Iccup was also pirate friendly, and Battle.net was not, so anyone without a legal copy couldn't just hop over to play a find a UMS lobby (not to mention that being on Iccup at all already made you a non-casual).
Point is basically that people playing BGH, Tower Defenses, and other UMSes really didn't care about professional Brood War. They probably didn't even know it existed. The difference in Korea is that the situation that drove people to PC Bangs is also what restricted them (mostly) from playing a lot of the casual maps that the rest of the world flocked to.
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@ Big J
SC2 is very macro intensive the first half of a game. It's probably closer to your macro-micro scale than mine in that period.
My definition of this is more: Can top players regularly perform near-optimal macro in relation to their decision making? I mean most BW top players could also perform near optimally the first 6-8 minutes of a game, regardless of there not existing automining and such.
But I definitely think that the latter half of a SC2 game slips more and more into the micro-macro scale I used. And that's because the intensity/difficulty/time requirement for macro doesn't increase in a meaningful way once you move into the later parts of an SC2 game. If you make a relative macro-micro scale, BW just moved a whole lot further to the left relatively speaking because of how insanely the mechanical requirements scale up with increased production.
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On February 17 2014 06:24 LaLuSh wrote: I don't really think WC3 was much of the esports juggernaut you portray it as when compared to contemporary titles like Counterstrike. And if I'd make an argument to try and disprove your point, I'd base that argument on that it's likely wholly other factors that decide the success of an RTS esport than their supposed casual spectator appeal.
You misunderstood me, I didn't try to say WC3 is better. I don't care for which game is "better" or "worse". At the end of the day I'm the guy watching SC2 for several hours.
Only thing I'm saying is that I feel in the long run RTS has to develop into something that has a stronger focus on micro. Heroes are an extreme to that. To motivate a player to micro you have to make microing worth his while. Meaning you need to make the individual unit worth more. A hero takes that to an extreme.
I didn't want to say game A is better than game B or that one genre is superior to another. I'm just seeing the development and the shift in ESports and was trying to add something to the discussion. Thanks for your post though, there have been a lot of good points in this thread. I actually enjoyed the discussion in here quite a lot, so thx for all your thoughts
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On February 17 2014 20:07 LaLuSh wrote: @ Big J
SC2 is very macro intensive the first half of a game. It's probably closer to your macro-micro scale than mine in that period.
My definition of this is more: Can top players regularly perform near-optimal macro in relation to their decision making? I mean most BW top players could also perform near optimally the first 6-8 minutes of a game, regardless of there not existing automining and such.
But I definitely think that the latter half of a SC2 game slips more and more into the micro-macro scale I used. And that's because the intensity/difficulty/time requirement for macro doesn't increase in a meaningful way once you move into the later parts of an SC2 game. If you make a relative macro-micro scale, BW just moved a whole lot further to the left relatively speaking because of how insanely the mechanical requirements scale up with increased production.
Ok, I get what you say and I think it makes sense. Still I think you undervalue SC2's macro aspect. At least as Zerg I think most of the mid-lategame still comes down to reproducing the right units (and building the according tech/upgrades), spreading creep/injecting and setting up the right amount of defenses. I know, same thing is even more important in Broodwar, but having (very casually for some) played lots of other RTS games (from CnC RA2 to CnC RA3, SupCom, WC3, World in Conflict, DoW, OpenRA...) I still feel like SC2 is on the left of most of them. Just the fact that economy and production is so continuous (compare it to something like CnCs where you usually build your 1-3 refineries in an area and then you are often done building up economy; or you built that one barracks, factory and whatever-the-name-of-the-Starport-was in CnC and you are done building your infrastructure) makes you spend so much time on macro. Not to mention the whole principle of supply and how little one depot provides (though there are equivalents like "power" in many other games).
The thing is, I'm not sure we even want it to be further to the left of the scale than it is currently. Like, even the people who do prefer BW over SC2 (which I don't belong to) usually refer to BWs strengths in terms of microabilities and mostly talk about the implications to strategy when talking about economy. I think having complicated macro is great (--> strategical implications), but it should be action/attentionlight and I do think it is a good thing if proplayers and regular players can both reach similar setups in their games. Imo the difference should be what you make of that setup, which I relate to the positional/compositional decisions and the unit control/multitasking - which are the most tense/fun parts of the game. And I definitely believe that another big RTS could be improved in that aspect compared to Starcraft (both).
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Its strange, because personally I find mobas really hard to understand, while I found Starcraft really simple straight from the beginning. I guess it comes from growing up with RTS, I've played them all my life (including chess/other board games) and honestly its one of the simplest concepts in gaming. Get resources, build an army, crush opponent. Mobas with their million different heroes, weird combinations, and spastic casting is almost impossible to understand unless you've played them, at least in my experience.
Khaldor is 100% right about hero units getting the viewers attention however, it was that aspect which made warcraft 3 huge for sure. Truth is, the broodwar style of rts has never been massively popular outside of Korea, Starcraft 2 is in some ways the biggest one we've seen.
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4713 Posts
I agree with you on the micro aspect Khaldor. However I don't think a potential SC3 can't be made successfully as long as some of the lessons learned from BW, WC3 and SC2 are applied to it.
First, SC3 doesn't need hero units, what it does need is a game speed just right so that the players have ample time to properly micro their units. The HP to damage ration in WC3, or the pathfinding + game speed of BW combined to make battles in those games last longer and have a lot more potential for great micro, SC2 sorely lacks that.
Another issue in SC2 is deathballing, due to certain game mechanics the best way to play most of the time is to just have all your units in once place and attack in one big shove. The DPS density, game speed and shear firepower in these huge clashes means the battles often end in a couple of seconds, depriving players of the time to really react and pull off crazy feats of micro, and thus they leave us, the spectators wanting.
I believe that, if you switch to another economic model one that encourages taking and defending multiple bases, coupled with a different unit design, one where the primary fighting units are self sufficient + some sort of proper defenders advantage, then you could have the same micro excitement in SC3 as you had in WC3.
The most different element however in a SC3 vs a WC4, is that, instead of the emphasis being put on one hero, as in being concentrated, the attention would be scattered and divided across the map with players trying to juggle and multi-task several armies, the focus would be a bit more split up, but, if done properly, I believe it could be just as exciting as following one single hero unit.
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On February 17 2014 22:24 Khaldor wrote:Show nested quote +On February 17 2014 06:24 LaLuSh wrote: I don't really think WC3 was much of the esports juggernaut you portray it as when compared to contemporary titles like Counterstrike. And if I'd make an argument to try and disprove your point, I'd base that argument on that it's likely wholly other factors that decide the success of an RTS esport than their supposed casual spectator appeal.
You misunderstood me, I didn't try to say WC3 is better. I don't care for which game is "better" or "worse". At the end of the day I'm the guy watching SC2 for several hours. Only thing I'm saying is that I feel in the long run RTS has to develop into something that has a stronger focus on micro. Heroes are an extreme to that. To motivate a player to micro you have to make microing worth his while. Meaning you need to make the individual unit worth more. A hero takes that to an extreme. I didn't want to say game A is better than game B or that one genre is superior to another. I'm just seeing the development and the shift in ESports and was trying to add something to the discussion. Thanks for your post though, there have been a lot of good points in this thread. I actually enjoyed the discussion in here quite a lot, so thx for all your thoughts
Yea the only thing I oppose really in your argument is that I think you equate the development of the MOBA/ARTS scene too much with the RTS genre. And there's really not much evidence to go by in the RTS scene. We have SC1, we have WC3, we have SC2, and some smaller games (supreme commander). Realistically speaking the 1v1 esports modes of all these games were pretty small.
Even if you make an RTS very micro focused, if you put in heroes (or not), I don't think it will make much of a difference. The only way I see it making a difference would be if you'd make an RTS so micro focused and so MOBA-like that even casuals wouldn't be stressed out by playing it. But then you wouldn't get the respect of the RTS community, and by definition I don't think what you created would be an esports RTS, but more something like a commercial RTS (world in conflict etc).
Fundamentally I think esports RTS games just have too high barriers for the majority of casuals (whether it be micro or macro focused ones). I know your argument centers more around the spectator friendliness of the games, and you may have a point here, but in the grand scheme of things I don't think that's what decides whether an RTS blows up or not.
Hard to address your arguments since I don't think we have much to go on aside from a trend in the MOBA genre possibly transfering over to RTS games. But whether it translates... hard to say. I don't think the evolution of SC/WC3/SC2 provides an answer to that.
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Also I agree RTS games need more micro focus to incentivize attacking and "making moves", otherwise I wouldn't be making all these threads 
In a way I can see how your micro-argument makes sense in the context of SC2 and BW. In BW, the advanced micro tricks were really mostly and pretty much only used in the first 10 minutes of a game.
Muta-micro, corsair/wraith/vulture moving shots were really only used when the game was still low-econ and when spending a lot of time and attention on micro still made a difference and a dent in the enemy's progression to a developed economy.
Once you got to the midgame and lategame in BW, nobody bothered to muta-micro with the same precision or vulture micro to evade zealots/zerglings in every fight. The importance of every single individual unit drops in a macro-focused game, and the macro-scale movements and orders become more important.
If SC2 had reliable moving-shot micro tricks, I still fear the game pace of SC2 is so fast that there would only be a very narrow window where it would be worth it to utilize this kind of micro. So in that sense I think your argument holds some ground. And the best kind of RTS I think would be one where there were distinct build-up stages where small micro tricks were encouraged, but also fully develoepd stages with huge massive strategic battles.
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On February 16 2014 01:58 FFW_Rude wrote:Show nested quote +On February 15 2014 23:31 Saumure wrote: Chess does not provide flashy visual stuff. Neither do old movies, yet they are better most of the time. There is no other point you 'developped' to give thoughts on ... Yet there is no one watching chess on TV or on the internet. It's a small population. Also old movies are good for people that where there at the time. Take a 15yo kid and make him watch predator or alien... or conan. He will say to you that you have shitty taste in movie. Also those bashing comments without making point is a pain to read 
Though lots of TL users seem to have followed vishy vs carlsen a whole lot. I think that comparing RTS to Moba is basically impossible. MOBAs might have their origin as RTS mods, but developed into a completely different game. Thing is, RTS games do seldomly have the "Hero" thingy, MOBAs live from that. Those genres can ofc coexist, but can't really be compared. The only thing to compare is "why does LoL get more viewers?" and I think the answer to that is simply "more action, less game understanding needed, teamgame providing more entertainment than 1on1 because of emotions and feelings"
(simplified post because of not much time)
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On February 18 2014 00:12 Big J wrote:Show nested quote +On February 17 2014 20:07 LaLuSh wrote: @ Big J
SC2 is very macro intensive the first half of a game. It's probably closer to your macro-micro scale than mine in that period.
My definition of this is more: Can top players regularly perform near-optimal macro in relation to their decision making? I mean most BW top players could also perform near optimally the first 6-8 minutes of a game, regardless of there not existing automining and such.
But I definitely think that the latter half of a SC2 game slips more and more into the micro-macro scale I used. And that's because the intensity/difficulty/time requirement for macro doesn't increase in a meaningful way once you move into the later parts of an SC2 game. If you make a relative macro-micro scale, BW just moved a whole lot further to the left relatively speaking because of how insanely the mechanical requirements scale up with increased production. Ok, I get what you say and I think it makes sense. Still I think you undervalue SC2's macro aspect. At least as Zerg I think most of the mid-lategame still comes down to reproducing the right units (and building the according tech/upgrades), spreading creep/injecting and setting up the right amount of defenses. I know, same thing is even more important in Broodwar, but having (very casually for some) played lots of other RTS games (from CnC RA2 to CnC RA3, SupCom, WC3, World in Conflict, DoW, OpenRA...) I still feel like SC2 is on the left of most of them. Just the fact that economy and production is so continuous (compare it to something like CnCs where you usually build your 1-3 refineries in an area and then you are often done building up economy; or you built that one barracks, factory and whatever-the-name-of-the-Starport-was in CnC and you are done building your infrastructure) makes you spend so much time on macro. Not to mention the whole principle of supply and how little one depot provides (though there are equivalents like "power" in many other games). The thing is, I'm not sure we even want it to be further to the left of the scale than it is currently. Like, even the people who do prefer BW over SC2 (which I don't belong to) usually refer to BWs strengths in terms of microabilities and mostly talk about the implications to strategy when talking about economy. I think having complicated macro is great (--> strategical implications), but it should be action/attentionlight and I do think it is a good thing if proplayers and regular players can both reach similar setups in their games. Imo the difference should be what you make of that setup, which I relate to the positional/compositional decisions and the unit control/multitasking - which are the most tense/fun parts of the game. And I definitely believe that another big RTS could be improved in that aspect compared to Starcraft (both).
I think you make a great point at the end where you say complicated macro is great for strategical reasons. A complex macro system creates more strategical play, where you make sweeping moves and don't care too much about controlling stuff in detail.
I think you saw examples of this in BW, where the advanced forms of micro (moving shots, reaver-shuttle micro) were mostly used in the earlier stages of a game. There was no physical restriction put on using these techniques later in a game, but players generally opted not to (because they favored the broader strategical plays with complex and fully developed economies).
This is one of the reasons why I think SC2 should switch to a design that more suits its 200 supply cap. As it is, SC2 skips through much of the build-up phase where for example stuff like warp prism-colossus drops could be effective. It's not that players wouldn't want to warp prism-colossus micro, it's more that the game is so god damned fast that warp-prism colossus shenanigans wouldn't make a dent in an opposing pro player's economy.
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I actually think RTS is much easier to follow and understand and has wider appeal. RTS is far more simple to appreciate, it's pretty to understand that Flash doing 5 things at once is really impressive and you can appreciate that skill. You have be really good at League of Legends to really understand and appreciate what makes players, Faker doesn't seem all that impressive because what you're looking at in LoL doesn't appear difficult even if it is. People just don't watch games they don't play, only like 20% of the playerbase of NA/EU watches LCS, but SC2 is probably closer to 60 or 70 for major tournaments.
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lol Khaldor lost me @2mins when he basically said that you dont need much knowledge about the game to enjoy spectating a teamfight in a MOBA. I have roughly 1.5k games in dota2 and I still have no idea whats going on when I occasionally tune in to a LoL stream. And thats not going to change unless I pour in something like 50 hours into LoL before I learn the core set of heroes and their abilities.
BS video and opinion of someone who has zero idea about 'MOBA' games. and dont even get me on the casting part, during the WoL days when I was still following the game there wasnt a single caster who knew T builds and gamestyle, mainly because those said casters could play the race in platinum league at best.
such hypocrisy
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SC2 style RTS is too hard for casual players to be different (or decent).
People have fun trying different things (food, clothing, activities, games etc) Hero MOBA's have a lot of variety for the player(items, skills, team combos)
You can be bad at a MOBA and still play a game out trying something new to you.
Difficulty wise War3 and SC2 have similar barriers when compared to casual MOBA. DOTA took players from the War3 scene as an easier Hero game (only controlling 1 unit instead of full army).
Ease of use, varied user experience, and team play make MOBA games that much more appealing.
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