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Keep "my game is better than yours"-slapfights out of this. If the discussion devolves into simple bashing, this thread will be closed. |
On May 26 2014 14:36 Xiphos wrote:Show nested quote +On May 26 2014 14:29 Plansix wrote:On May 26 2014 14:17 Xiphos wrote:On May 26 2014 14:15 Plansix wrote:On May 26 2014 13:43 Xiphos wrote:On May 26 2014 13:23 WolfintheSheep wrote:On May 26 2014 10:44 JimmyJRaynor wrote:On May 26 2014 09:15 WolfintheSheep wrote: ...way to argue a point that was never said... i'll make it more concise for you On May 26 2014 05:46 Plansix wrote:but the majority of people think that is because Korea is weird i do not think Korea is weird nor is Madison Wiscounsin and the Tecmo Super Bowl. same shit, different genre. k thx. Brood War, like NHL '94 and Tecmo Bowl are timeless classics whose sequels never recreated the same magic. Again, point completely missed. Actually, no. Thanks for proving the point. I don't care about NHL '94 or Tecmo Bowl. I don't even have a clue what those games are. Never liked sports games anyway. If I played the sequels, I wouldn't care in the slightest about the "magic" of the originals. And that's what most people think about BW. Was fun for campaigns, fun for the custom maps, fun for goofing around with friends with 20-minute-no-rush. And Korea was a wacky place that had a video game as a national sport. Newer games came out, people moved on. Korea's BW scene is still booming :S Just like SC2 isn't a dead game or in the death spiral. People should just watch the games they enjoy and stop worrying about which game is or is not in decline. Also: If there are ways to bring a game out of decline, no reason to not do that. Yeah, they should really do a graphics update for BW, that game looks like trash. They really should make SC2's graphic more clear, can't distinguish anything apart.
I didn't realize marines and siege tanks looked too alike...
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On May 26 2014 14:38 Thieving Magpie wrote:Show nested quote +On May 26 2014 14:36 Xiphos wrote:On May 26 2014 14:29 Plansix wrote:On May 26 2014 14:17 Xiphos wrote:On May 26 2014 14:15 Plansix wrote:On May 26 2014 13:43 Xiphos wrote:On May 26 2014 13:23 WolfintheSheep wrote:On May 26 2014 10:44 JimmyJRaynor wrote:On May 26 2014 09:15 WolfintheSheep wrote: ...way to argue a point that was never said... i'll make it more concise for you On May 26 2014 05:46 Plansix wrote:but the majority of people think that is because Korea is weird i do not think Korea is weird nor is Madison Wiscounsin and the Tecmo Super Bowl. same shit, different genre. k thx. Brood War, like NHL '94 and Tecmo Bowl are timeless classics whose sequels never recreated the same magic. Again, point completely missed. Actually, no. Thanks for proving the point. I don't care about NHL '94 or Tecmo Bowl. I don't even have a clue what those games are. Never liked sports games anyway. If I played the sequels, I wouldn't care in the slightest about the "magic" of the originals. And that's what most people think about BW. Was fun for campaigns, fun for the custom maps, fun for goofing around with friends with 20-minute-no-rush. And Korea was a wacky place that had a video game as a national sport. Newer games came out, people moved on. Korea's BW scene is still booming :S Just like SC2 isn't a dead game or in the death spiral. People should just watch the games they enjoy and stop worrying about which game is or is not in decline. Also: If there are ways to bring a game out of decline, no reason to not do that. Yeah, they should really do a graphics update for BW, that game looks like trash. They really should make SC2's graphic more clear, can't distinguish anything apart. I didn't realize marines and siege tanks looked too alike...
Hey I can't tell the difference huehuehue. But actually there is some validity to this, SC2 graphics feel cluttered and too much. That's why everyone plays on lower graphics settings (but the ingame/obs that we get to see is generally set to higher graphics setting). Big fights on max graphics, on certain maps, with creep. etc. look like messy blobs. This wasn't a problem with BW because it was 2D and had that "worn out" graphics look. Obviously graphics isn't the reason why SC2 is having such difficulties.
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On May 26 2014 14:56 Thrillz wrote:Show nested quote +On May 26 2014 14:38 Thieving Magpie wrote:On May 26 2014 14:36 Xiphos wrote:On May 26 2014 14:29 Plansix wrote:On May 26 2014 14:17 Xiphos wrote:On May 26 2014 14:15 Plansix wrote:On May 26 2014 13:43 Xiphos wrote:On May 26 2014 13:23 WolfintheSheep wrote:On May 26 2014 10:44 JimmyJRaynor wrote:On May 26 2014 09:15 WolfintheSheep wrote: ...way to argue a point that was never said... i'll make it more concise for you On May 26 2014 05:46 Plansix wrote:but the majority of people think that is because Korea is weird i do not think Korea is weird nor is Madison Wiscounsin and the Tecmo Super Bowl. same shit, different genre. k thx. Brood War, like NHL '94 and Tecmo Bowl are timeless classics whose sequels never recreated the same magic. Again, point completely missed. Actually, no. Thanks for proving the point. I don't care about NHL '94 or Tecmo Bowl. I don't even have a clue what those games are. Never liked sports games anyway. If I played the sequels, I wouldn't care in the slightest about the "magic" of the originals. And that's what most people think about BW. Was fun for campaigns, fun for the custom maps, fun for goofing around with friends with 20-minute-no-rush. And Korea was a wacky place that had a video game as a national sport. Newer games came out, people moved on. Korea's BW scene is still booming :S Just like SC2 isn't a dead game or in the death spiral. People should just watch the games they enjoy and stop worrying about which game is or is not in decline. Also: If there are ways to bring a game out of decline, no reason to not do that. Yeah, they should really do a graphics update for BW, that game looks like trash. They really should make SC2's graphic more clear, can't distinguish anything apart. I didn't realize marines and siege tanks looked too alike... Hey I can't tell the difference huehuehue. But actually there is some validity to this, SC2 graphics feel cluttered and too much. That's why everyone plays on lower graphics settings (but the ingame/obs that we get to see is generally set to higher graphics setting). Big fights on max graphics, on certain maps, with creep. etc. look like messy blobs. This wasn't a problem with BW because it was 2D and had that "worn out" graphics look. Obviously graphics isn't the reason why SC2 is having such difficulties.
That's really more to do with how tightly units are packed and how zoomed in the screen is. It has less to do with the graphics and more to do with the presentation.
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On May 26 2014 15:18 Thieving Magpie wrote:Show nested quote +On May 26 2014 14:56 Thrillz wrote:On May 26 2014 14:38 Thieving Magpie wrote:On May 26 2014 14:36 Xiphos wrote:On May 26 2014 14:29 Plansix wrote:On May 26 2014 14:17 Xiphos wrote:On May 26 2014 14:15 Plansix wrote:On May 26 2014 13:43 Xiphos wrote:On May 26 2014 13:23 WolfintheSheep wrote:On May 26 2014 10:44 JimmyJRaynor wrote: [quote] i'll make it more concise for you
[quote]
i do not think Korea is weird nor is Madison Wiscounsin and the Tecmo Super Bowl. same shit, different genre. k thx.
Brood War, like NHL '94 and Tecmo Bowl are timeless classics whose sequels never recreated the same magic. Again, point completely missed. Actually, no. Thanks for proving the point. I don't care about NHL '94 or Tecmo Bowl. I don't even have a clue what those games are. Never liked sports games anyway. If I played the sequels, I wouldn't care in the slightest about the "magic" of the originals. And that's what most people think about BW. Was fun for campaigns, fun for the custom maps, fun for goofing around with friends with 20-minute-no-rush. And Korea was a wacky place that had a video game as a national sport. Newer games came out, people moved on. Korea's BW scene is still booming :S Just like SC2 isn't a dead game or in the death spiral. People should just watch the games they enjoy and stop worrying about which game is or is not in decline. Also: If there are ways to bring a game out of decline, no reason to not do that. Yeah, they should really do a graphics update for BW, that game looks like trash. They really should make SC2's graphic more clear, can't distinguish anything apart. I didn't realize marines and siege tanks looked too alike... Hey I can't tell the difference huehuehue. But actually there is some validity to this, SC2 graphics feel cluttered and too much. That's why everyone plays on lower graphics settings (but the ingame/obs that we get to see is generally set to higher graphics setting). Big fights on max graphics, on certain maps, with creep. etc. look like messy blobs. This wasn't a problem with BW because it was 2D and had that "worn out" graphics look. Obviously graphics isn't the reason why SC2 is having such difficulties. That's really more to do with how tightly units are packed and how zoomed in the screen is. It has less to do with the graphics and more to do with the presentation.
Apart from this kind of fuck
![[image loading]](http://i.imgur.com/6d5HJqN.jpg) caused by the obnoxious air behaviour and colossi to share space I don't have any problems in SC2. Compared to Subcom and many other RTS games, or the flashing lights that is the whole Moba genre, I think starcraft does a very clean job.
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On May 26 2014 15:37 Big J wrote:Show nested quote +On May 26 2014 15:18 Thieving Magpie wrote:On May 26 2014 14:56 Thrillz wrote:On May 26 2014 14:38 Thieving Magpie wrote:On May 26 2014 14:36 Xiphos wrote:On May 26 2014 14:29 Plansix wrote:On May 26 2014 14:17 Xiphos wrote:On May 26 2014 14:15 Plansix wrote:On May 26 2014 13:43 Xiphos wrote:On May 26 2014 13:23 WolfintheSheep wrote: [quote] Again, point completely missed.
Actually, no. Thanks for proving the point. I don't care about NHL '94 or Tecmo Bowl. I don't even have a clue what those games are. Never liked sports games anyway. If I played the sequels, I wouldn't care in the slightest about the "magic" of the originals.
And that's what most people think about BW. Was fun for campaigns, fun for the custom maps, fun for goofing around with friends with 20-minute-no-rush. And Korea was a wacky place that had a video game as a national sport. Newer games came out, people moved on. Korea's BW scene is still booming :S Just like SC2 isn't a dead game or in the death spiral. People should just watch the games they enjoy and stop worrying about which game is or is not in decline. Also: If there are ways to bring a game out of decline, no reason to not do that. Yeah, they should really do a graphics update for BW, that game looks like trash. They really should make SC2's graphic more clear, can't distinguish anything apart. I didn't realize marines and siege tanks looked too alike... Hey I can't tell the difference huehuehue. But actually there is some validity to this, SC2 graphics feel cluttered and too much. That's why everyone plays on lower graphics settings (but the ingame/obs that we get to see is generally set to higher graphics setting). Big fights on max graphics, on certain maps, with creep. etc. look like messy blobs. This wasn't a problem with BW because it was 2D and had that "worn out" graphics look. Obviously graphics isn't the reason why SC2 is having such difficulties. That's really more to do with how tightly units are packed and how zoomed in the screen is. It has less to do with the graphics and more to do with the presentation. Apart from this kind of fuck + Show Spoiler +caused by the obnoxious air behaviour and colossi to share space I don't have any problems in SC2. Compared to Subcom and many other RTS games, or the flashing lights that is the whole Moba genre, I think starcraft does a very clean job.
Deathball vs Deathball battles- where you don't know the fuck is going on and who's going to win.
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On May 26 2014 17:21 Thrillz wrote:Show nested quote +On May 26 2014 15:37 Big J wrote:On May 26 2014 15:18 Thieving Magpie wrote:On May 26 2014 14:56 Thrillz wrote:On May 26 2014 14:38 Thieving Magpie wrote:On May 26 2014 14:36 Xiphos wrote:On May 26 2014 14:29 Plansix wrote:On May 26 2014 14:17 Xiphos wrote:On May 26 2014 14:15 Plansix wrote:On May 26 2014 13:43 Xiphos wrote: [quote]
Korea's BW scene is still booming :S Just like SC2 isn't a dead game or in the death spiral. People should just watch the games they enjoy and stop worrying about which game is or is not in decline. Also: If there are ways to bring a game out of decline, no reason to not do that. Yeah, they should really do a graphics update for BW, that game looks like trash. They really should make SC2's graphic more clear, can't distinguish anything apart. I didn't realize marines and siege tanks looked too alike... Hey I can't tell the difference huehuehue. But actually there is some validity to this, SC2 graphics feel cluttered and too much. That's why everyone plays on lower graphics settings (but the ingame/obs that we get to see is generally set to higher graphics setting). Big fights on max graphics, on certain maps, with creep. etc. look like messy blobs. This wasn't a problem with BW because it was 2D and had that "worn out" graphics look. Obviously graphics isn't the reason why SC2 is having such difficulties. That's really more to do with how tightly units are packed and how zoomed in the screen is. It has less to do with the graphics and more to do with the presentation. Apart from this kind of fuck + Show Spoiler +caused by the obnoxious air behaviour and colossi to share space I don't have any problems in SC2. Compared to Subcom and many other RTS games, or the flashing lights that is the whole Moba genre, I think starcraft does a very clean job. Deathball vs Deathball battles- where you don't know the fuck is going on and who's going to win.
I haven't experienced this problem of not-knowing what is going on with any battle where no massive amount of air units or colossi was involved. It's mostly just that fuck becomes hard to follow when each colossus has the potential to cover up to 20supply, when Vikings clump in a way that you have no clue whether there is or is not enough of them around, when mutalisks stack and there could be any number of them around between 15 and 50. But neither marineballs, roach wars, mass infestor numbers without broodlords above them (WoL), tankballs or immortal/archon/templar/zealot-type of armies are hard to follow visually.
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opterown
Australia54784 Posts
On May 26 2014 14:29 Plansix wrote:Show nested quote +On May 26 2014 14:17 Xiphos wrote:On May 26 2014 14:15 Plansix wrote:On May 26 2014 13:43 Xiphos wrote:On May 26 2014 13:23 WolfintheSheep wrote:On May 26 2014 10:44 JimmyJRaynor wrote:On May 26 2014 09:15 WolfintheSheep wrote: ...way to argue a point that was never said... i'll make it more concise for you On May 26 2014 05:46 Plansix wrote:but the majority of people think that is because Korea is weird i do not think Korea is weird nor is Madison Wiscounsin and the Tecmo Super Bowl. same shit, different genre. k thx. Brood War, like NHL '94 and Tecmo Bowl are timeless classics whose sequels never recreated the same magic. Again, point completely missed. Actually, no. Thanks for proving the point. I don't care about NHL '94 or Tecmo Bowl. I don't even have a clue what those games are. Never liked sports games anyway. If I played the sequels, I wouldn't care in the slightest about the "magic" of the originals. And that's what most people think about BW. Was fun for campaigns, fun for the custom maps, fun for goofing around with friends with 20-minute-no-rush. And Korea was a wacky place that had a video game as a national sport. Newer games came out, people moved on. Korea's BW scene is still booming :S Just like SC2 isn't a dead game or in the death spiral. People should just watch the games they enjoy and stop worrying about which game is or is not in decline. Also: If there are ways to bring a game out of decline, no reason to not do that. Yeah, they should really do a graphics update for BW, that game looks like trash.
On May 26 2014 14:36 Xiphos wrote:Show nested quote +On May 26 2014 14:29 Plansix wrote:On May 26 2014 14:17 Xiphos wrote:On May 26 2014 14:15 Plansix wrote:On May 26 2014 13:43 Xiphos wrote:On May 26 2014 13:23 WolfintheSheep wrote:On May 26 2014 10:44 JimmyJRaynor wrote:On May 26 2014 09:15 WolfintheSheep wrote: ...way to argue a point that was never said... i'll make it more concise for you On May 26 2014 05:46 Plansix wrote:but the majority of people think that is because Korea is weird i do not think Korea is weird nor is Madison Wiscounsin and the Tecmo Super Bowl. same shit, different genre. k thx. Brood War, like NHL '94 and Tecmo Bowl are timeless classics whose sequels never recreated the same magic. Again, point completely missed. Actually, no. Thanks for proving the point. I don't care about NHL '94 or Tecmo Bowl. I don't even have a clue what those games are. Never liked sports games anyway. If I played the sequels, I wouldn't care in the slightest about the "magic" of the originals. And that's what most people think about BW. Was fun for campaigns, fun for the custom maps, fun for goofing around with friends with 20-minute-no-rush. And Korea was a wacky place that had a video game as a national sport. Newer games came out, people moved on. Korea's BW scene is still booming :S Just like SC2 isn't a dead game or in the death spiral. People should just watch the games they enjoy and stop worrying about which game is or is not in decline. Also: If there are ways to bring a game out of decline, no reason to not do that. Yeah, they should really do a graphics update for BW, that game looks like trash. They really should make SC2's graphic more clear, can't distinguish anything apart. Please stop this slapfighting
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Personally I don't think there's too much going on with the units and it's pretty easy to follow. If anything I think it's the attacks and lasers and such that can get cluttered. On the other hand, ragdoll physics is amazing.
But again, this is why I'm against customization and skins for units (other than the few they've already done). I think skins should go on buildings, because... well... it's easy to keep track of buildings.
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Feel free to correct me (as I'm not a good player [but this is my opinion, which I'm entitled to like every other asshole, so fuck you! {jk!}]) but I sincerely feel as though something got lost in translation between BW and SC2. If I had to call it something, I'd call it map control.
Vultures have mines. Lurkers exist. Uhh, something something Protoss.
There are units which prevent a player from blindly moving across the map. As far as I'm concerned, nothing comparable exists in SC2. It really feels like deathball vs deathball most of the time. As a spectator, this got old for me circa 2011. As a player, this got old for me circa 2012.
And DoubleReed, I understand what you're saying about Warcraft 3, but I have to respectfully disagree: the races and their respective mechanics are so different; even basic worker units don't function the same way race to race. Night Elves have to spend wisps to create most buildings (and their buildings can move), Humans can turn their peasants into militia (which the pros have made an art of, using them to creep), Orcs temporarily lose access to their workers, and Undead can summon buildings, but have to sacrifice Ghouls to harvest lumber. Also, Night Elf wisps can explode. Granted, WC3's battles aren't nearly as visually appealing (I've fallen asleep studying replays, can't seem to watch them without Shoutcasting), and the overall pace is slower, but--
Well, yet me sum it up like this: SC2 is a game where you can lose in 5 seconds. WC3 is a game where you can lose in 5 minutes. Similarly, recovering from poor engagements or overall mistakes is difficult in SC2, whereas in WC3 you can usually mount at least a little bit of a comeback.
For me, the future of RTS would be something that could combine the anticipatory pacing of WC3 with the high octane, visually striking battles of Starcraft; something equally micro intensive but macro oriented. It's like the holy grail of RTS,
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Sure, jeeeohn, but basic macro mechanics are different between zerg, terran, and protoss as well. It's not like basic worker units function the same in Starcraft 2. Hell, even making units is completely different from race to race in SC2 with warp gates and larva.
I like Warcraft 3. I think it's fun, and I think the flavor comes through the abilities and heroes. That's cool. But that's why it's Warcraft and not Starcraft. It's why they originally were going to have five races in Warcraft 3 (they planned to have the Demons be playable) but they were always going to keep the original three in Starcraft 2. Blizzard was going for different ideas.
As far as map control, I think this is what they addressed most of all in HotS. Swarm hosts, widow mines, and uhh... something something Protoss were basically all about this idea of locking down specific areas of the map.
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On May 27 2014 06:33 DoubleReed wrote: Sure, jeeeohn, but basic macro mechanics are different between zerg, terran, and protoss as well. It's not like basic worker units function the same in Starcraft 2. Hell, even making units is completely different from race to race in SC2 with warp gates and larva.
I like Warcraft 3. I think it's fun, and I think the flavor comes through the abilities and heroes. That's cool. But that's why it's Warcraft and not Starcraft. It's why they originally were going to have five races in Warcraft 3 (they planned to have the Demons be playable) but they were always going to keep the original three in Starcraft 2. Blizzard was going for different ideas.
As far as map control, I think this is what they addressed most of all in HotS. Swarm hosts, widow mines, and uhh... something something Protoss were basically all about this idea of locking down specific areas of the map.
the repercussion of those aren't nearly devastating as the BW counterpart.
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On May 26 2014 12:37 Plansix wrote:Show nested quote +On May 26 2014 09:15 WolfintheSheep wrote:On May 26 2014 06:41 JimmyJRaynor wrote:On May 26 2014 05:46 Plansix wrote:On May 26 2014 05:26 Zealously wrote:On May 26 2014 05:06 radscorpion9 wrote:On May 26 2014 04:54 FlowOfIdeas wrote: Enough of these "what's wrong with Starcraft" threads. Heart of the Swarm was the biggest selling game last year on pc. Yeah but you could easily argue that the reason for that is that there is no real competition for RTS games and that the sales are mostly if not completely as a result of the phenomenal success of Starcraft I and Brood War. There is so much machinery and expectation built into the idea that SC2 will be the next wave taking the massive esports success of starcraft even further, that it is little wonder we are where we are today. With so much time and money, and the ability to hire talented developers, its obvious that Blizzard didn't make a crappy game. But its still underwhelming in comparison to most people's lofty expectations. Not at all. It is underwhelming compared to the lofty expectations of a relatively small group of hardcore BW fans who embraced everything about Brood War's difficulty of mechanics and the nearly infinite areas of improvement. To anyone but those relatively few, SC2 was and is a very good game. It didn't sell millions of copies off of Brood War's hype. It may have sold better because of Brood War, but to say that "most" people expected something much greater seems hyperbolic bordering on the extreme. The only place BW is this sacred pinnacle of RTS glory is TL and the hardcore BW community. Outside of TL, people respect the game and have fond memories of it, but that is about it. People do not think it is Esports Jesus or anything along those lines. People think it is neat that BW took off in korea, but the majority of people think that is because Korea is weird, not because BW was so amazing. Its like Japan and being obsessed with horse racing games for reasons beyond moral's understanding. People bought SC2 because they like Blizzard products and enjoy their games. Every one of my friends "in person" friends bought SC2 and the expansion. I am still the only "crazy" one who ladders and plays competitively. If SC2 were harder or more like BW, they just wouldn't play it. Hell, right now they don't do anything beyond 3v3 and 4v4s for fun. Brood War has the exact same kind of loyal community as Tecmo Bowl and NHL '94. Same shit, different genre. In those communities NFL glory is winning in Madison, Wiscounsin and Hockey glory only happens in the NHL94online.com Stanley Cup playoffs. Don't pretend that the Brood War lovers on TL.Net are some kind of freak show. They are not. The hockey genre is in decline in the same way RTS is in decline... its down to 1 big time publisher. The real hockey championship is nothing artificial EA can create. It occurs in the grassroots NHL94Online.com community. NFL is monopolized by EA. I do not know if i could draw the same parallel because i do not know enough about the NFL Football competitive scene. The Madison championships look a hell of a lot more fun than any artificial bullshit EA could drum up with the latest version of Madden. ...way to argue a point that was never said... Never argue with jimmy. He will take you places you don't want to go and you won't know how you got there.
make a rational counter argument or concede.
you've moved from "the game is not declining" to "people should stop worrying whether or not it is declining" welcome to the internet forums, guy, quit telling people what to do. if he is not getting moderated then TL.Net is happy with how he has backed his arguments. live with it.
back on topic now.
i like SC2 as it is.
I'd like a nice, distinct alternative to SC2 that involves "economy management that is not a chore". The economy management of RA3 was simple, but got the job done, and allowed players at Gold Level of skill to spend 95% of their time involved in the micromanagement of their various armies around the map as opposed to improving their macro. C&C3 was another example of a game with "economy management that is not a chore".
There is a large, latent C&C community just waiting for an RTS game with economy elements like C&C.
the developers of Grey Goo, are uttering the catch phrase "economy management that is not a chore" repeatedly ... so there is some chance it might be a nice alternative to SC2.
some great pictures of this new RTS title http://www.digitaltrends.com/gaming/grey-goo-screenshot-gallery-three-factions/
Grey Goo has former C&C composer Frank Klepecki on the job... so the sound aspect could end up being top notch. Its clear Grey Goo is running on a fraction of the budget SC2 had for its development... but it still might end up being fun!
The future of RTS games may not be as bright as it was in 2000, but it can still be a fun niche.
OFFICIAL DISCLAIMER: i like SC2, its fun, i just want a different RTS experience once and a while.
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Don't worry guys, someone will make Wc4 in dota2 custom maps.
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Yea I don't particularly buy the argument that economy management makes any significant difference.
The argument seems to be: the people who play hundreds or thousands of hours of these RTS's don't have to spend 90% of their time improving their macro, but can instead focus 90% on micro -- which happens to be inherently fun, inherently stress-free and thus automatically appeals to casuals?
I just don't buy it.
Games like that have existed before. How big a part would you say economy management is in Warcraft 3? Did the people who spent thousands of hours playing such a micro-focused game think it any less intense to focus 90% of their time on improving their micro for any slight competitive advantage? Traditional RTS games that are designed to be replayable will always suffer from this problem. For a classical RTS to have any sort of long term replayability value, there has to exist a potential for improvement -- whether it be in the sphere of macro or micro management. And wherever there exists a potential for improvement -- the intensity and stressfulness of macro versus micro will naturally be shifted from one sector to the other depending on their relative degrees of importance. Otherwise: what the hell is the point of playing more than ~40 hours of a classical RTS game if there is zero potential for improvement and zero variation in gameplay?
Classical RTS games have more things in similar than a change in economy management could ever hope to buckle or bend. I think you have to find other creative ways of inserting meaning and replayability value to RTS games (whether they are economy or micro focused doesn't matter).
One of the best ways I can think of is to redefine the genre through some massive online co-operative campaign style RTS gaming. That would make the replayability of RTS games partly content driven and partly replayability driven like is the case with many MMORPGs. World of Warcraft would not have retained as many of its customers without constantly pumping out new content. New quests, raids, bosses, all in the style of RTS campaigns -- with the difference that they are online and co-op driven.
You cannot blame the average consumer for finding no compelling reason to continue playing an RTS game after having run through all the traditional "content" of the RTS game. In olden times these average consumers used to have their thirst for content quenched by Use Map Settings and Arcade maps. Not so much anymore.
As long as RTS games are kept being made in the same vein as they always have nothing is going to change. You may argue about fun micro vs boring economy management all you want. Makes no appreciable difference one way or the other.
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So Starcraft is complicated? Are you serious? Moba is ten times more complicated, but SC takes more practise when it comes to master your opening and timings. Watching, Starcraft is pretty easy.
Starcraft does rarely have epic battles, that is the reason I stopped watching. It's over in a blink of an eye, deathball comes clashing together and its often too hard to make a comeback. And fear of splitting your army up because of a poking deathball, this makes strategic depth and battles lackluster.
If we had strategic depth and epic battles, I would still be playing and watching. And yes, there are games that have all of this, but I'm not spending an entire evening to maybe get to see that one amazing game.
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On May 28 2014 00:42 LaLuSh wrote: Yea I don't particularly buy the argument that economy management makes any significant difference.
The argument seems to be: the people who play hundreds or thousands of hours of these RTS's don't have to spend 90% of their time improving their macro, but can instead focus 90% on micro -- which happens to be inherently fun, inherently stress-free and thus automatically appeals to casuals? I just don't buy it.
i don't know if it will appeal to casuals. but it sells... whether these people spending money are "casuals" i have no clue. C&C sold over 30 million units. so someone bought it.
SC2 requires less economy management and macro time than SC1, which i like. the "entire army" button Blizz added is fun. That's the "Q" button from C&C i think.
On May 28 2014 00:42 LaLuSh wrote: which happens to be inherently fun, inherently stress-free and thus automatically appeals to casuals?
micromanaging a giant conflict in C&C is not stress free, but its fun.
i want SC2 to stay right where it is. i'd like a new RTS that adheres to C&C's philosophy of "economy management that is not a chore". But, i do not think this kind of game is going to revive the genre into what it was in 2002.
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On May 28 2014 00:42 LaLuSh wrote: Yea I don't particularly buy the argument that economy management makes any significant difference.
The argument seems to be: the people who play hundreds or thousands of hours of these RTS's don't have to spend 90% of their time improving their macro, but can instead focus 90% on micro -- which happens to be inherently fun, inherently stress-free and thus automatically appeals to casuals?
I just don't buy it.
Games like that have existed before. How big a part would you say economy management is in Warcraft 3? Did the people who spent thousands of hours playing such a micro-focused game think it any less intense to focus 90% of their time on improving their micro for any slight competitive advantage? Traditional RTS games that are designed to be replayable will always suffer from this problem. For a classical RTS to have any sort of long term replayability value, there has to exist a potential for improvement -- whether it be in the sphere of macro or micro management. And wherever there exists a potential for improvement -- the intensity and stressfulness of macro versus micro will naturally be shifted from one sector to the other depending on their relative degrees of importance. Otherwise: what the hell is the point of playing more than ~40 hours of a classical RTS game if there is zero potential for improvement and zero variation in gameplay?
Classical RTS games have more things in similar than a change in economy management could ever hope to buckle or bend. I think you have to find other creative ways of inserting meaning and replayability value to RTS games (whether they are economy or micro focused doesn't matter).
One of the best ways I can think of is to redefine the genre through some massive online co-operative campaign style RTS gaming. That would make the replayability of RTS games partly content driven and partly replayability driven like is the case with many MMORPGs. World of Warcraft would not have retained as many of its customers without constantly pumping out new content. New quests, raids, bosses, all in the style of RTS campaigns -- with the difference that they are online and co-op driven.
You cannot blame the average consumer for finding no compelling reason to continue playing an RTS game after having run through all the traditional "content" of the RTS game. In olden times these average consumers used to have their thirst for content quenched by Use Map Settings and Arcade maps. Not so much anymore.
As long as RTS games are kept being made in the same vein as they always have nothing is going to change. You may argue about fun micro vs boring economy management all you want. Makes no appreciable difference one way or the other.
Nope, micro is not inherently fun. But it can be designed to be fun, that's what MOBAs have been succeding in. DotA took simple hero designes and created a world around them that gave them a lot of stuff to do and many, many small interaction possibilities that sum up to a fun experience in unit control.
I can't speak too much for WC3, I only played it supercasually. But I really liked a lot of the principles of it, just what I didn't like was the economy system. The extremely low supply limit with the upkeep and the fact that expansion play is often nonexistent, so it's really just that one location on the map that you can attack. You could say that this is exactly what Starcraft does and now I claim I don't want that either, but I guess I have played too much RA3 (or CnC in general) to accept that there isn't a middle ground if you design an economy system that is both cheap and very easy to manage, but forces you to spread over the map.
The fun parts for casual players is always the choice and usage of units. The "woaaaa, look what my badass Superwalker just did to your infantry line". But in Starcraft, if you let any silver player play against someone who has only just played for a week, that guy is not even going to get to his Superwalker. The mechanical demands but more so the demands in attention of executing a simple build order is preventing you from going to any point in the game where you can have what you expected to have in the game as a beginner.
So any player that wants to play RTS, but doesn't want to spend hours to be competitive in silver league - even more that does not want to play "the one standard way" but rather wants to build bases and units and eventually watch and command a few battles - is repelled from the way your skill improves in Starcraft. That is by mechanics and build-order grinding. A singleplayer like basebuilding experience at which RTS is horrible as it lacks complexity compared to the extreme depths of round based strategy games or economy simulators. But you still have to play that part over and over again, which is pretty boring if you don't play for the competitivness. But that's the major group of people that you want to attract with RTS - kind of the original idea of the genre -, every other group of people pales in comparison.
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On May 28 2014 01:13 Big J wrote:Show nested quote +On May 28 2014 00:42 LaLuSh wrote: Yea I don't particularly buy the argument that economy management makes any significant difference.
The argument seems to be: the people who play hundreds or thousands of hours of these RTS's don't have to spend 90% of their time improving their macro, but can instead focus 90% on micro -- which happens to be inherently fun, inherently stress-free and thus automatically appeals to casuals?
I just don't buy it.
Games like that have existed before. How big a part would you say economy management is in Warcraft 3? Did the people who spent thousands of hours playing such a micro-focused game think it any less intense to focus 90% of their time on improving their micro for any slight competitive advantage? Traditional RTS games that are designed to be replayable will always suffer from this problem. For a classical RTS to have any sort of long term replayability value, there has to exist a potential for improvement -- whether it be in the sphere of macro or micro management. And wherever there exists a potential for improvement -- the intensity and stressfulness of macro versus micro will naturally be shifted from one sector to the other depending on their relative degrees of importance. Otherwise: what the hell is the point of playing more than ~40 hours of a classical RTS game if there is zero potential for improvement and zero variation in gameplay?
Classical RTS games have more things in similar than a change in economy management could ever hope to buckle or bend. I think you have to find other creative ways of inserting meaning and replayability value to RTS games (whether they are economy or micro focused doesn't matter).
One of the best ways I can think of is to redefine the genre through some massive online co-operative campaign style RTS gaming. That would make the replayability of RTS games partly content driven and partly replayability driven like is the case with many MMORPGs. World of Warcraft would not have retained as many of its customers without constantly pumping out new content. New quests, raids, bosses, all in the style of RTS campaigns -- with the difference that they are online and co-op driven.
You cannot blame the average consumer for finding no compelling reason to continue playing an RTS game after having run through all the traditional "content" of the RTS game. In olden times these average consumers used to have their thirst for content quenched by Use Map Settings and Arcade maps. Not so much anymore.
As long as RTS games are kept being made in the same vein as they always have nothing is going to change. You may argue about fun micro vs boring economy management all you want. Makes no appreciable difference one way or the other. Nope, micro is not inherently fun. But it can be designed to be fun, that's what MOBAs have been succeding in. DotA took simple hero designes and created a world around them that gave them a lot of stuff to do and many, many small interaction possibilities that sum up to a fun experience in unit control. I can't speak too much for WC3, I only played it supercasually. But I really liked a lot of the principles of it, just what I didn't like was the economy system. The extremely low supply limit with the upkeep and the fact that expansion play is often nonexistent, so it's really just that one location on the map that you can attack. You could say that this is exactly what Starcraft does and now I claim I don't want that either, but I guess I have played too much RA3 (or CnC in general) to accept that there isn't a middle ground if you design an economy system that is both cheap and very easy to manage, but forces you to spread over the map. The fun parts for casual players is always the choice and usage of units. The "woaaaa, look what my badass Superwalker just did to your infantry line". But in Starcraft, if you let any silver player play against someone who has only just played for a week, that guy is not even going to get to his Superwalker. The mechanical demands but more so the demands in attention of executing a simple build order is preventing you from going to any point in the game where you can have what you expected to have in the game as a beginner. So any player that wants to play RTS, but doesn't want to spend hours to be competitive in silver league - even more that does not want to play "the one standard way" but rather wants to build bases and units and eventually watch and command a few battles - is repelled from the way your skill improves in Starcraft. That is by mechanics and build-order grinding. A singleplayer like basebuilding experience at which RTS is horrible as it lacks complexity compared to the extreme depths of round based strategy games or economy simulators. But you still have to play that part over and over again, which is pretty boring if you don't play for the competitivness. But that's the major group of people that you want to attract with RTS - kind of the original idea of the genre -, every other group of people pales in comparison.
Yeah micro is only fun if you have highly potential result with interesting abilities on the unit. MOBA's unit is superior than modernized RTS in that department.
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They already have a community manager for SC2. Why would they hire two? They likely need at least one per game. Seems like a but of a logical fallacy to say that they are pillaging the SC2 team by hiring a guy to work on a game they are putting out soon.
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