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Warning for everyone in this thread: I WILL moderate your posts very harshly from now on if you can't have a civil discussion. |
On May 20 2015 13:15 EngrishTeacher wrote:BW was such that Flash could easily beat me with a mass marine strategy 100 times in a row in TvP because the importance of mechanics was overwhelming. SC2 is the case where I would feel confident beating Flash a few times if I could practice a snipe build X200 to get the early game macro/micro good enough to hit the timing that I need. Finding the right balance is extremely challenging, but vital to the success of the game.
Not everyone will agree with you that that's how the game should work.
I agree. I think that for the game to be a truly legitimate competitive sport (and I mean legitimate in a sense that is meaningful to me - others are welcome to think that it's already as legitimate as it needs to be), a GM player should NEVER IN HIS LIFE be able to beat a top-100 Korean pro in a Bo1. Never. I don't care how crazy cool his unique snowflake cannon rush is.
The game needs to require and reward some sort of fundamental skill-set that is independent of metas and patches.
My buddy who took home an MVP trophy for best soccer player in the province last year would never dream of stealing the ball from Lionel Messi in a one on one. You just can't do it. The hours of commitment that Korean pros make to their game isn't incomparable to the commitment sports pros make, and for all that, they're almost as susceptible to a blind Roach all-in (not the most complex of all-ins to execute "properly") as a Diamond leaguer.
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On May 20 2015 09:05 NoSoldier wrote: 1. of all BW aint sc2. Yes sc2 is fucked up. But its like comparing cs 1.6 to source and GO. Its just not the same game. It doesnt work that way.
Yo, for the record, for people who are not familiar with CS, don't listen to this guy as he's dead wrong. The differences between the games in the CS series are much smaller than between BW and SC2 as well (although more insidious and elusive). Anyone who has played all games at a sufficiently high enough level can attest to this.
Just so there's no misinformation. ^^
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On May 20 2015 02:06 SC2John wrote:
I think the key point here is that the players, the people who actually spend money and invest time into the game (especially for a game as time and effort-intensive as Starcraft), need to be prioritized over "having more viewers". If a game is good, if people enjoy playing it, then the game will naturally lead to more interest and more viewers. The opposite is not true; more viewers will not make players playing a game they don't enjoy prosper.
And again, just to reiterate: TheDwf's main point here is that Blizzard has done a lot of things wrong with SC2, including killing the strategy part of RTS and hijacking tournaments, and we should be critical of them going into LotV or else we risk further damage. DWF had adversely mentioned casuals (they are most of real life people). Paradoxal but SC2 is designed to be playable by those casuals as well as watchable by observers. It is essential for the competitiveness of SC2.
CSGO is an e-sport and playable for casuals. ARMA is not playable for casuals and it is not esport. SC2 playable for them. In contrast: Wargame has steep learning curve. If a casual did a fatal mistake in the Wargame, mechanic/reaction (wich could be trained up to certain level quite fast and be used in many other games) probably won't save him. So he quit and probably forget forever that game.
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On May 22 2015 20:16 Kangoroo wrote:Show nested quote +On May 20 2015 02:06 SC2John wrote:
I think the key point here is that the players, the people who actually spend money and invest time into the game (especially for a game as time and effort-intensive as Starcraft), need to be prioritized over "having more viewers". If a game is good, if people enjoy playing it, then the game will naturally lead to more interest and more viewers. The opposite is not true; more viewers will not make players playing a game they don't enjoy prosper.
And again, just to reiterate: TheDwf's main point here is that Blizzard has done a lot of things wrong with SC2, including killing the strategy part of RTS and hijacking tournaments, and we should be critical of them going into LotV or else we risk further damage. DWF had adversely mentioned casuals (they are most of people from RL). Nope. I mocked the hypocrisy of using the “casual excuse” to justify anything … especially as SC2 is 100% built against newcomers. All the so-called “casual-friendly” stuff hilariously backfired because the Blizzsters understood little of what players—particularly newbies and occasional players—want when they play Starcraft.
+ Show Spoiler +Loose design = find a way through constraints, solve the game yourself. Game of cubes = a decidated tool for every situation (the “completeness mindset”). Mondragon's trunk = http://i51.tinypic.com/2dglufr.jpg
The Blizzsters tried to chase chimeras instead. Just like they quartered the Dragoon into several wonky units, they quartered the player into caricatural prototypes like “Mr. Viewer” or “the Casual”. They were so eager to cater for the needs of those illusory creatures that they completely forgot about the grassroot origins of Starcraft… and alienated much of their historical basis in the process, without gaining anything since there was no social manna from the heavens to draw from. And now the game is almost unplayable for the overwhelming majority of players, i. e. newbies and upgraded newbies, while the pro scene suffers from (a) the obnoxious semi-tombola aspect generated by Spaghettification and (b) the distinguished mediocrity of the average SC2 game.
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United States4883 Posts
On May 22 2015 21:42 TheDwf wrote:Show nested quote +On May 22 2015 20:16 Kangoroo wrote:On May 20 2015 02:06 SC2John wrote:
I think the key point here is that the players, the people who actually spend money and invest time into the game (especially for a game as time and effort-intensive as Starcraft), need to be prioritized over "having more viewers". If a game is good, if people enjoy playing it, then the game will naturally lead to more interest and more viewers. The opposite is not true; more viewers will not make players playing a game they don't enjoy prosper.
And again, just to reiterate: TheDwf's main point here is that Blizzard has done a lot of things wrong with SC2, including killing the strategy part of RTS and hijacking tournaments, and we should be critical of them going into LotV or else we risk further damage. DWF had adversely mentioned casuals (they are most of people from RL). Nope. I mocked the hypocrisy of using the “casual excuse” to justify anything … especially as SC2 is 100% built against newcomers. All the so-called “casual-friendly” stuff hilariously backfired because the Blizzsters understood little of what players—particularly newbies and occasional players—want when they play Starcraft. + Show Spoiler +Loose design = find a way through constraints, solve the game yourself. Game of cubes = a decidated tool for every situation (the “completeness mindset”). Mondragon's trunk = http://i51.tinypic.com/2dglufr.jpgThe Blizzsters tried to chase chimeras instead. Just like they quartered the Dragoon into several wonky units, they quartered the player into caricatural prototypes like “Mr. Viewer” or “the Casual”. They were so eager to cater for the needs of those illusory creatures that they completely forgot about the grassroot origins of Starcraft… and alienated much of their historical basis in the process, without gaining anything since there was no social manna from the heavens to draw from. And now the game is almost unplayable for the overwhelming majority of players, i. e. newbies and upgraded newbies, while the pro scene suffers from (a) the obnoxious semi-tombola aspect generated by Spaghettification and (b) the distinguished mediocrity of the average SC2 game.
While I love this graph in so many ways, I just wanted to hint that I was alluding mostly to the fact that 1) Blizzard never communicates well with the community, and very rarely gives the players what they would like to see in the game, and 2) The fucking BNet UI and features like skins/icons/accessories have been neglected for ~6 years now, in spite of numerous posts in support of them. It's amazing Blizzard was ever able to let Arcade go for free, but that's about the only time they've shown that they're willing to keep the players in mind; everything else has been about monetizing SC2 as an ESPORT.
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On May 22 2015 23:49 SC2John wrote:Show nested quote +On May 22 2015 21:42 TheDwf wrote:On May 22 2015 20:16 Kangoroo wrote:On May 20 2015 02:06 SC2John wrote:
I think the key point here is that the players, the people who actually spend money and invest time into the game (especially for a game as time and effort-intensive as Starcraft), need to be prioritized over "having more viewers". If a game is good, if people enjoy playing it, then the game will naturally lead to more interest and more viewers. The opposite is not true; more viewers will not make players playing a game they don't enjoy prosper.
And again, just to reiterate: TheDwf's main point here is that Blizzard has done a lot of things wrong with SC2, including killing the strategy part of RTS and hijacking tournaments, and we should be critical of them going into LotV or else we risk further damage. DWF had adversely mentioned casuals (they are most of people from RL). Nope. I mocked the hypocrisy of using the “casual excuse” to justify anything … especially as SC2 is 100% built against newcomers. All the so-called “casual-friendly” stuff hilariously backfired because the Blizzsters understood little of what players—particularly newbies and occasional players—want when they play Starcraft. + Show Spoiler +Loose design = find a way through constraints, solve the game yourself. Game of cubes = a decidated tool for every situation (the “completeness mindset”). Mondragon's trunk = http://i51.tinypic.com/2dglufr.jpgThe Blizzsters tried to chase chimeras instead. Just like they quartered the Dragoon into several wonky units, they quartered the player into caricatural prototypes like “Mr. Viewer” or “the Casual”. They were so eager to cater for the needs of those illusory creatures that they completely forgot about the grassroot origins of Starcraft… and alienated much of their historical basis in the process, without gaining anything since there was no social manna from the heavens to draw from. And now the game is almost unplayable for the overwhelming majority of players, i. e. newbies and upgraded newbies, while the pro scene suffers from (a) the obnoxious semi-tombola aspect generated by Spaghettification and (b) the distinguished mediocrity of the average SC2 game. While I love this graph in so many ways, I just wanted to hint that I was alluding mostly to the fact that 1) Blizzard never communicates well with the community, and very rarely gives the players what they would like to see in the game, and 2) The fucking BNet UI and features like skins/icons/accessories have been neglected for ~6 years now, in spite of numerous posts in support of them. It's amazing Blizzard was ever able to let Arcade go for free, but that's about the only time they've shown that they're willing to keep the players in mind; everything else has been about monetizing SC2 as an ESPORT.
yet they managed to install a RMAH in d3 just fine for launch. blizzard just doesn't get it, if i had the option to buy a 300 dollar hatchery/lair/hive skin for broodwar that worked across fish and iccup (and all of my accounts), i would do it in a heart beat. I spend so much money on dota/csgo skins, and i just play those games for fun with friends.. If i actually cared about the games that had skins, you bet i would drop 120USD on an undying golden tombstone or 300 for a csgo knife...
edits~but=>buy
second edit~ John i also agree from your post earlier that blizz needs to focus on the game and not the spectators. Prime example of this working: everyone having to buddy up and navigate gom's korean website at the time to be able to watch tasteless's casts in 2008/9.. everyone staying up at like 3am to watch live tournies.. if the game is good, viewers will come.. cutting corners won't create an esport, and it certainly won't create a respectable sequel to bw's esport legacy
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On May 20 2015 13:00 BronzeKnee wrote:Show nested quote +On May 20 2015 02:06 SC2John wrote: TheDwf's main point here is that Blizzard has done a lot of things wrong with SC2, including killing the strategy part of RTS and hijacking tournaments, and we should be critical of them going into LotV or else we risk further damage. Honestly, I think WOL 2011 was the golden age of SC2 Most people don't realize WoL's set of units had amazing potential and could be made into greatness with only a few tweaks. But we all know what happened instead, from bad decisions (snipe redesign, fungal never nerfed...) to the many irreparable mistakes of HotS (medivac speed, muta regen -> mothership core -> stale game, swarm hosts, oracle, tempest)... And Blizzard is building on those mistakes, and even making things worse with every patch (siege drop).
At this point I feel we should just start again from WoL's set of units with a good snipe, 4 range phoenix and projectile fungal and try to give each race two useful units. Of course that's never going to happen, but that's how we'd achieve a great iteration of SC2.
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On May 22 2015 23:49 SC2John wrote:Show nested quote +On May 22 2015 21:42 TheDwf wrote:On May 22 2015 20:16 Kangoroo wrote:On May 20 2015 02:06 SC2John wrote:
I think the key point here is that the players, the people who actually spend money and invest time into the game (especially for a game as time and effort-intensive as Starcraft), need to be prioritized over "having more viewers". If a game is good, if people enjoy playing it, then the game will naturally lead to more interest and more viewers. The opposite is not true; more viewers will not make players playing a game they don't enjoy prosper.
And again, just to reiterate: TheDwf's main point here is that Blizzard has done a lot of things wrong with SC2, including killing the strategy part of RTS and hijacking tournaments, and we should be critical of them going into LotV or else we risk further damage. DWF had adversely mentioned casuals (they are most of people from RL). Nope. I mocked the hypocrisy of using the “casual excuse” to justify anything … especially as SC2 is 100% built against newcomers. All the so-called “casual-friendly” stuff hilariously backfired because the Blizzsters understood little of what players—particularly newbies and occasional players—want when they play Starcraft. + Show Spoiler +Loose design = find a way through constraints, solve the game yourself. Game of cubes = a decidated tool for every situation (the “completeness mindset”). Mondragon's trunk = http://i51.tinypic.com/2dglufr.jpgThe Blizzsters tried to chase chimeras instead. Just like they quartered the Dragoon into several wonky units, they quartered the player into caricatural prototypes like “Mr. Viewer” or “the Casual”. They were so eager to cater for the needs of those illusory creatures that they completely forgot about the grassroot origins of Starcraft… and alienated much of their historical basis in the process, without gaining anything since there was no social manna from the heavens to draw from. And now the game is almost unplayable for the overwhelming majority of players, i. e. newbies and upgraded newbies, while the pro scene suffers from (a) the obnoxious semi-tombola aspect generated by Spaghettification and (b) the distinguished mediocrity of the average SC2 game. While I love this graph in so many ways, I just wanted to hint that I was alluding mostly to the fact that 1) Blizzard never communicates well with the community, and very rarely gives the players what they would like to see in the game, and 2) The fucking BNet UI and features like skins/icons/accessories have been neglected for ~6 years now, in spite of numerous posts in support of them. It's amazing Blizzard was ever able to let Arcade go for free, but that's about the only time they've shown that they're willing to keep the players in mind; everything else has been about monetizing SC2 as an ESPORT.
Per usual, it is time for the community to step up. Half-Life and WC3 were great games on their own, but it is Counter-Strike and DOTA (and spin-offs of those games) that are being played today.
That should tell everyone in this community something. If this is really going to be a game that lasts, we've got to create it.
As I said, I believe strongly that the TL Strategy team with their clout should create their own version of SC2, with the lessons learned from Blizzard's mistakes, probably beginning at the end of WOL. Maybe they can host some tournaments and get the ball rolling too. They have shown an ability to do what the Blizzard design team cannot, and that is listen to the community and weed out bad ideas from good ones.
SC2 can go back, some person or group of people just needs to light the way.
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On May 23 2015 14:41 BronzeKnee wrote: Per usual, it is time for the community to step up. Half-Life and WC3 were great games on their own, but it is Counter-Strike and DOTA (and spin-offs of those games) that are being played today.
Um what. You realize War3 still has a very sizable following in China and South Korea? Still? As for Half-Life, it's worth noting that the vanilla game kept a healthy playerbase in Europe as well for nearly 10 years. Not in the States, where brainless console shooters swept the market, sure, but Half-Life was still alive, as were many mods other than CS.
Also, for all the people comparing SC2 to CS:GO and DotA 2.... you might be new to esports, or simply haven't followed it very closely, but here's another knowledge bomb: CS 1.6 at its peak had far more players than CS:GO does now, it always was much more popular than Source and many of the people who still played it casually up until say 2011-2012 transitioned to MOBAs rather than CS:GO. Again, not something you might know if you only follow esports in the US. As for DotA... there are still plenty of people playing the original, and up until recently most of the Chinese DotA community (read: most of the DotA community period, for obvious reasons) was unwilling to transition to DotA 2, even though some of the professional teams had done so (to great success).
Just things to keep in mind.
+EDIT:
And since we're on the topic of CS, here are some key reasons why it was so immensely popular for such a very long time, until it's place was taken by MOBAs (most of these also apply to Brood War and WarCraft 3 as I'm sure many of you are aware)
- It ran very well even on shitty computers - It was very easy to pirate and play multiplayer with a pirated copy - Barring that, it was also quite cheap (10 Euro vs 60, not even counting Steam sales these days) - It was reasonably balanced, intuitive and easy to get in to for pretty much everyone, but also very hard to master
But perhaps the most overlooked reason of all:
There were so, so very many server-side mods that you could play, that completely changed the experience, much in the same way as UMS maps for BW and WC3. Hide 'n' Seek, Kreedz climbing, Deathrun, Bunnyhop mods, Surfing, Zombie Plague, Diablo mod (which essentially added a rudimentary RPG system + passives and spells), War3 mod (same as the previous), GunGame (which CS:GO players might know as Arsenal nowadays), Paintball mod, hell even the humble old Deathmatch with respawn was quite popular.
And most of them had around as much depth, if not more, than the base game, to the point where some people would exclusively play that. For most of us, it was just something to casually enjoy every once in a while in between slightly more serious games on the standard game mode. But many people did indeed enjoy that.
Comparatively, the SC2 arcade is quite dead, and anything even remotely interesting or complex is buried.
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On May 23 2015 16:44 207aicila wrote:Show nested quote +On May 23 2015 14:41 BronzeKnee wrote: Per usual, it is time for the community to step up. Half-Life and WC3 were great games on their own, but it is Counter-Strike and DOTA (and spin-offs of those games) that are being played today. Um what. You realize War3 still has a very sizable following in China and South Korea? Still? As for Half-Life, it's worth noting that the vanilla game kept a healthy playerbase in Europe as well for nearly 10 years. Not in the States, where brainless console shooters swept the market, sure, but Half-Life was still alive, as were many mods other than CS. Also, for all the people comparing SC2 to CS:GO and DotA 2.... you might be new to esports, or simply haven't followed it very closely, but here's another knowledge bomb: CS 1.6 at its peak had far more players than CS:GO does now, it always was much more popular than Source and many of the people who still played it casually up until say 2011-2012 transitioned to MOBAs rather than CS:GO. Again, not something you might know if you only follow esports in the US. As for DotA... there are still plenty of people playing the original, and up until recently most of the Chinese DotA community (read: most of the DotA community period, for obvious reasons) was unwilling to transition to DotA 2, even though some of the professional teams had done so (to great success). Just things to keep in mind.
I'm 30 years old. I played CS and DOTA from there very beginnings and watched them evolve.
I don't think you understood my point. My comment said was that while WC3 and Half-Life were great games, the DOTA and Counter-Strike player base were much bigger respectively, long before CSS came out and before DOTA 2 was in development. I didn't say that there wasn't a following for WC3 or Half-Life. It is just that those great games became engine platforms for community mods that set the gold standard and quickly outstripped the popularity of the game they were built on. That hasn't changed. In fact the player base for Counter Strike continues to grow, as does the player base for MOBAs.
And your comment about CS 1.6 is misleading. From what we know CS:GO averages around 250-400k average players per day, and has peaked at 577,186 players (that is a record as of this month, the game is still growing!). CS 1.6 drew somewhere between an estimated 250-450k, but we don't know if that was peak numbers, or average numbers (it is likely those are peak numbers). Either way Counter Strike in all forms has grown, because you take those CS:GO numbers and add them to the CSS and CS 1.6 players and you'll have a higher number today than CS has ever had.
http://store.steampowered.com/stats/ http://www.reddit.com/r/counterstrike/comments/18prp5/16_how_many_players_cs_had_in_its_glory_days/
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On May 24 2015 00:35 BronzeKnee wrote:Show nested quote +On May 23 2015 16:44 207aicila wrote:On May 23 2015 14:41 BronzeKnee wrote: Per usual, it is time for the community to step up. Half-Life and WC3 were great games on their own, but it is Counter-Strike and DOTA (and spin-offs of those games) that are being played today. Um what. You realize War3 still has a very sizable following in China and South Korea? Still? As for Half-Life, it's worth noting that the vanilla game kept a healthy playerbase in Europe as well for nearly 10 years. Not in the States, where brainless console shooters swept the market, sure, but Half-Life was still alive, as were many mods other than CS. Also, for all the people comparing SC2 to CS:GO and DotA 2.... you might be new to esports, or simply haven't followed it very closely, but here's another knowledge bomb: CS 1.6 at its peak had far more players than CS:GO does now, it always was much more popular than Source and many of the people who still played it casually up until say 2011-2012 transitioned to MOBAs rather than CS:GO. Again, not something you might know if you only follow esports in the US. As for DotA... there are still plenty of people playing the original, and up until recently most of the Chinese DotA community (read: most of the DotA community period, for obvious reasons) was unwilling to transition to DotA 2, even though some of the professional teams had done so (to great success). Just things to keep in mind. I'm 30 years old. I played CS and DOTA from there very beginnings and watched them evolve. I don't think you understood my point. My comment said was that while WC3 and Half-Life were great games, the DOTA and Counter-Strike player base were much bigger respectively, long before CSS came out and before DOTA 2 was in development. I didn't say that there wasn't a following for WC3 or Half-Life. It is just that those great games became engine platforms for community mods that set the gold standard and quickly outstripped the popularity of the game they were built on. That hasn't changed. In fact the player base for Counter Strike continues to grow, as does the player base for MOBAs. And your comment about CS 1.6 is misleading. From what we know CS:GO averages around 250-400k average players per day, and has peaked at 577,186 players (that is a record as of this month, the game is still growing!). CS 1.6 drew somewhere between an estimated 250-450k, but we don't know if that was peak numbers, or average numbers (it is likely those are peak numbers). Either way Counter Strike in all forms has grown, because you take those CS:GO numbers and add them to the CSS and CS 1.6 players and you'll have a higher number today than CS has ever had. http://store.steampowered.com/stats/http://www.reddit.com/r/counterstrike/comments/18prp5/16_how_many_players_cs_had_in_its_glory_days/
I'm highly curious where you get those estimates of CS 1.6 from.
Now here's a caveat: I do not have any numbers either, or any kind of credible sources to cite, I have only my personal experience and if that's not enough then feel free to disregard everything I'm going to say.
With that in mind, I hail from an ex-communist Eastern European country. From the early 2000s up until the rise of LoL (followed by DotA2, CS:GO and various other games), if you picked any random male aged 12 to 30 who owned a personal computer at home, chances are they played Counter-Strike at least semi-frequently. If you picked any male student whose school or university had computer labs, chances are Counter-Strike was installed on every working PC there and was enjoyed frequently. Likewise, many an internet cafe made good money because people would come to play Counter-Strike, more than any other game.
But I have no numbers to give you. In fact I doubt any numbers could exist. Because you'd be dealing with a region where, for some reason or another (mostly economic), pretty much all gamers were pirates. The situation's only begun to change recently, what with Steam's convenience and sales, and oddly enough with skins in F2P games. But for a long time, it was almost unheard of to pay for games or software in general. Which is why games that were easy to pirate and play with friends were so popular, but CS more than any other.
To compare Steam stats alone would be to ignore the hundreds of thousands of Eastern European gamers that used to play 1.6 regularly. I don't know where the misconception among US gamers stems from, that 1.6 is long dead and all servers are filled with bots, but I can vouch that up until 2011 (which incidentally is when I too drifted off from 1.6), you could find literally thousands of servers, most of them with 20 or more slots, many of which were full pretty much all day. With real people. And cheating was far from rampant, most servers, especially the popular ones, would have an admin online pretty much at any given time.
Again, none of this is concrete or objective or conclusive proof, but it saddens me deeply to see these misconceptions about a phenomenal game, although at the same time I cannot necessarily fault you (or most gamers for that matter) for not knowing this.
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Haven't posted here in ages. A fine post OP, might not agree with everything but certainly most of it. I still regard the Collosi as one of the great tragedies of Starcraft.
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On May 24 2015 01:28 207aicila wrote:Show nested quote +On May 24 2015 00:35 BronzeKnee wrote:On May 23 2015 16:44 207aicila wrote:On May 23 2015 14:41 BronzeKnee wrote: Per usual, it is time for the community to step up. Half-Life and WC3 were great games on their own, but it is Counter-Strike and DOTA (and spin-offs of those games) that are being played today. Um what. You realize War3 still has a very sizable following in China and South Korea? Still? As for Half-Life, it's worth noting that the vanilla game kept a healthy playerbase in Europe as well for nearly 10 years. Not in the States, where brainless console shooters swept the market, sure, but Half-Life was still alive, as were many mods other than CS. Also, for all the people comparing SC2 to CS:GO and DotA 2.... you might be new to esports, or simply haven't followed it very closely, but here's another knowledge bomb: CS 1.6 at its peak had far more players than CS:GO does now, it always was much more popular than Source and many of the people who still played it casually up until say 2011-2012 transitioned to MOBAs rather than CS:GO. Again, not something you might know if you only follow esports in the US. As for DotA... there are still plenty of people playing the original, and up until recently most of the Chinese DotA community (read: most of the DotA community period, for obvious reasons) was unwilling to transition to DotA 2, even though some of the professional teams had done so (to great success). Just things to keep in mind. I'm 30 years old. I played CS and DOTA from there very beginnings and watched them evolve. I don't think you understood my point. My comment said was that while WC3 and Half-Life were great games, the DOTA and Counter-Strike player base were much bigger respectively, long before CSS came out and before DOTA 2 was in development. I didn't say that there wasn't a following for WC3 or Half-Life. It is just that those great games became engine platforms for community mods that set the gold standard and quickly outstripped the popularity of the game they were built on. That hasn't changed. In fact the player base for Counter Strike continues to grow, as does the player base for MOBAs. And your comment about CS 1.6 is misleading. From what we know CS:GO averages around 250-400k average players per day, and has peaked at 577,186 players (that is a record as of this month, the game is still growing!). CS 1.6 drew somewhere between an estimated 250-450k, but we don't know if that was peak numbers, or average numbers (it is likely those are peak numbers). Either way Counter Strike in all forms has grown, because you take those CS:GO numbers and add them to the CSS and CS 1.6 players and you'll have a higher number today than CS has ever had. http://store.steampowered.com/stats/http://www.reddit.com/r/counterstrike/comments/18prp5/16_how_many_players_cs_had_in_its_glory_days/ I'm highly curious where you get those estimates of CS 1.6 from. Now here's a caveat: I do not have any numbers either, or any kind of credible sources to cite, I have only my personal experience and if that's not enough then feel free to disregard everything I'm going to say. With that in mind, I hail from an ex-communist Eastern European country. From the early 2000s up until the rise of LoL (followed by DotA2, CS:GO and various other games), if you picked any random male aged 12 to 30 who owned a personal computer at home, chances are they played Counter-Strike at least semi-frequently. If you picked any male student whose school or university had computer labs, chances are Counter-Strike was installed on every working PC there and was enjoyed frequently. Likewise, many an internet cafe made good money because people would come to play Counter-Strike, more than any other game. But I have no numbers to give you. In fact I doubt any numbers could exist. Because you'd be dealing with a region where, for some reason or another (mostly economic), pretty much all gamers were pirates. The situation's only begun to change recently, what with Steam's convenience and sales, and oddly enough with skins in F2P games. But for a long time, it was almost unheard of to pay for games or software in general. Which is why games that were easy to pirate and play with friends were so popular, but CS more than any other. To compare Steam stats alone would be to ignore the hundreds of thousands of Eastern European gamers that used to play 1.6 regularly. I don't know where the misconception among US gamers stems from, that 1.6 is long dead and all servers are filled with bots, but I can vouch that up until 2011 (which incidentally is when I too drifted off from 1.6), you could find literally thousands of servers, most of them with 20 or more slots, many of which were full pretty much all day. With real people. And cheating was far from rampant, most servers, especially the popular ones, would have an admin online pretty much at any given time. Again, none of this is concrete or objective or conclusive proof, but it saddens me deeply to see these misconceptions about a phenomenal game, although at the same time I cannot necessarily fault you (or most gamers for that matter) for not knowing this.
My anecdotal evidence suggests that Age of Empires and Crash Bandicoot was a more popular esport than anything else during the mid 90's to the early 2000's.
That's kind of the problem with anecdotal evidence--we only remember what we remember seeing and not what actually happened.
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On May 25 2015 06:29 Zorgaz wrote: Haven't posted here in ages. A fine post OP, might not agree with everything but certainly most of it. I still regard the Collosi as one of the great tragedies of Starcraft. When I see how a game without colossi (they're still there but totally irrelevant) is shaping out, I think the colossus was not so bad.
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On June 04 2015 22:47 [PkF] Wire wrote:Show nested quote +On May 25 2015 06:29 Zorgaz wrote: Haven't posted here in ages. A fine post OP, might not agree with everything but certainly most of it. I still regard the Collosi as one of the great tragedies of Starcraft. When I see how a game without colossi (they're still there but totally irrelevant) is shaping out, I think the colossus was not so bad.
nah, nerfing the collossus was basically the only good change that has been made in LotV.
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On June 05 2015 02:48 Charoisaur wrote:Show nested quote +On June 04 2015 22:47 [PkF] Wire wrote:On May 25 2015 06:29 Zorgaz wrote: Haven't posted here in ages. A fine post OP, might not agree with everything but certainly most of it. I still regard the Collosi as one of the great tragedies of Starcraft. When I see how a game without colossi (they're still there but totally irrelevant) is shaping out, I think the colossus was not so bad. nah, nerfing the collossus was basically the only good change that has been made in LotV.
And the Marauder nerf, makes PvT a lot less deathballish.
But the ultra buff has no sense.
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On June 05 2015 02:48 Charoisaur wrote:Show nested quote +On June 04 2015 22:47 [PkF] Wire wrote:On May 25 2015 06:29 Zorgaz wrote: Haven't posted here in ages. A fine post OP, might not agree with everything but certainly most of it. I still regard the Collosi as one of the great tragedies of Starcraft. When I see how a game without colossi (they're still there but totally irrelevant) is shaping out, I think the colossus was not so bad. nah, nerfing the collossus was basically the only good change that has been made in LotV. I'm not disagreeing with this ; but if we have to get all the gimmicks LotV is bringing with it just to get rid of the colossus, I'll keep my colossus please.
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On June 05 2015 04:24 [PkF] Wire wrote:Show nested quote +On June 05 2015 02:48 Charoisaur wrote:On June 04 2015 22:47 [PkF] Wire wrote:On May 25 2015 06:29 Zorgaz wrote: Haven't posted here in ages. A fine post OP, might not agree with everything but certainly most of it. I still regard the Collosi as one of the great tragedies of Starcraft. When I see how a game without colossi (they're still there but totally irrelevant) is shaping out, I think the colossus was not so bad. nah, nerfing the collossus was basically the only good change that has been made in LotV. I'm not disagreeing with this ; but if we have to get all the gimmicks LotV is bringing with it just to get rid of the colossus, I'll keep my colossus please.
Totally agreed. I feel like the biggest problem with Blizzard is that they don't know how to solve the problems facing the game without just adding more gimmicks.
And then we get gimmicks built upon gimmicks and the whole thing just looks ridiculous now.
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there is a lot of good stuff in here, i think the maps have gotten out of hand size wise as well
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On April 11 2015 07:35 Cricketer12 wrote:false so false.
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