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On May 06 2013 04:12 Hot_Bid wrote:. In reality, the opposite is true. No competitive game or RTS can exist without a mechanical requirement of some sort, or the game devolves into copycatting the best strategy and some sort of rock paper scissors guessing game. If you can't out-execute your opponent then you can't consistently beat him.
is this historically true with all of the first simplistic RTS games that had a very low mechanical requirement ? Intellivision Utopia has a brutally low mechanical requirement and it never devolves into a series of copycat strats and some sort of rock/paper/scissors guessing game.
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On July 01 2015 08:59 NonY wrote: The only thing I'd like to point out is that many pro-level games of SC2 are lost because of a lapse of mechanics. Pros don't think or talk about this too much because they figure mechanics are a thing that naturally improve with practice and strategy is important enough that it's what the mind should be focusing on. Commentators don't talk about it because they're too busy talking about other things. They typically talk about mechanics only when they're particularly good or particularly bad, but games are lost within a tighter variance of mechanics than they pay attention to, which gives the illusion that they aren't as important as they are. Analysts don't talk about it because mechanics can almost always be improved, so it's not interesting to say it every time, and people are more interested in hearing the narrative of strategy. And in general, it's impolite and not good for the tone of a competitive event for commentators and analysts to nitpick every lapse in mechanics.
It is possible for an SC2 player to have virtually completely unoriginal strategy, and very simple decision trees throughout games and very little improvisation, and to win tournaments by having the best mechanics. And it was possible for BW players to win on strategy. In fact, Proleague was definitely more focused on strategy than mechanics. There were also rock-paper-scissors relationships between trios of players based on matchup strength and strategical style, which you wouldn't expect to get from a game that valued mechanics significantly higher than SC2.
If I had to point out anything interesting or weird, it'd be that even though it seems that it's easier to achieve the mechanical skill required to be a pro SC2 player than it was for BW, there is about an equally significant range of mechanical skill amongst the pros in both games. Honestly I think this is more of a socio-psychological thing than revealing something inherent about the games themselves. Once players get "good enough" mechanics some settle for that while focusing on other things, but other players work to have the best mechanics.
On May 06 2013 04:12 Hot_Bid wrote: It just sounds like OP wants StarCraft to be something it isn't. He thinks RTS should be more about strategy and less about the mechanical element but it's not. The core of an RTS is that it is a game played with mechanics. The mistake the OP makes is that he believes people who macro better don't deserve the win or that this kind of win shouldn't exist in a "true RTS." It's just what he believes an RTS should be and what the rest (just about everyone else) believes it is.
It's interesting, a lot of people (ie: mostly those who are bad at macro) believe that by removing some or all of the mechanical requirement of starcraft you get more strategies and that "outsmarting" your opponent will be what decides matches. In reality, the opposite is true. No competitive game or RTS can exist without a mechanical requirement of some sort, or the game devolves into copycatting the best strategy and some sort of rock paper scissors guessing game. If you can't out-execute your opponent then you can't consistently beat him. It is very difficult to out-innovate your opponents every time because in today's environment coaches, practice partners, replay analysis, etc your strategies will get analyzed and you will lose, eventually.
Added mechanical ceiling actually adds strategical options. An example would be Bisu in SC1, his DT-corsair strategy isn't new or even super innovative, but it never worked in the proscene before him because nobody could pull it off because of its so ridiculously high skill ceiling. The same is true for a lot of the openings Flash did, he was just so good at positioning and defense that he can take greedy expansions. Remove the mechanical requirements and you remove a lot of the potential innovation and strategy.
I'm just gonna weigh in and say that you get this fucking shit when you have to deal with the god damn cyclone and that what this is basically dustin browder's unranked season average and if you think it amounts to strategy then you just don't understand the game.
http://lotv.spawningtool.com/887/
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[Chess is the prime example of a what most game attempt to be seen as when it comes to strategy. And its literally the memorization of copycat moves and making certain you copied the correct moves and your opponent did not.
I think "strategy" is being used too vaguely. To say chess is more strategic than SC2, for example, is pretty much meaningless. Chess has no mechanics, obviously, and there is incredible foresight and calculation possible in chess, but it's also a game of mutual and full information.
For instance, chess players talk about strategy and tactics. A tactical idea in chess requires foresight and planning, but it is not the same thing as your strategy. The deep calculation involved in chess is often tactical in nature, and the strategy is mostly just about getting pieces on good squares.
"Memorization of copycat moves?" Have you ever played chess? Have you ever watched a tournament or World Championship match? Your bizarre summary of the game gives me the impression that you haven't.
"Strategy" is used differently by different people though. The army talks about three levels of war: the strategic, the operational, and the tactical. So it's hard to generalize what the word means. In SC2, it seems like it pretty much just means choosing what phase of the game you want to win in, what defenses you will need to survive until you attack, and what your attack should be composed of. Artosis seems to be saying essentially that SC2 units hard-counter each other more than BW units, meaning that having a few extra of the wrong unit won't save you, meaning that the selection of units and timings is relatively more important.
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bw feels alot more strategic in the lategame atleast.
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Not only do I disagree (having played SC1 for 15 years and SC2 for 5, not particularly SKILLFULLY but still) but I don't even remember the last time Artosis even played SC1.
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On July 01 2015 21:08 TheBloodyDwarf wrote:Just close this. Only reason this is still open is becoz Wax posted it 
Or maybe Artosis ASKED WAX TO POST IT?!?!?!?!?! + Show Spoiler +
![[image loading]](http://i.imgur.com/I2HXegN.png)
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United States4883 Posts
Personally, I think SC2 is completely bereft of real strategy. There are millions of small details you can change which slightly change the course of your game plan throughout the game, but if you slip up even once mechanically, there is no strategic way to get out of a bad situation. If we're going to compare SC to Chess, I'll make a comparison:
1) SC2 is like speed chess. Your moves are mostly predetermined with several different variations which are all memorized and pre-planned. If you get to the latter parts of the game and you're low on time, you begin to make positional errors, and it only takes 2-3 bad moves to put you into a 100% losing spot. At that point, you're just hoping that the game is going so fast your opponent makes a mistake as well. Even then, comparing SC2 and chess is a difficult comparison due to the fact that SC2 lacks strong positional play.
2) BW is more like strategic chess. The game unfolds a lot more slowly, and players have a lot more time in the early/mid game to set up their game plan while each player has a chance to counter the other player's game plan with their own based on scouting. Mistakes can be punishing, but because the game is about map control and awareness (and also because moving armies is a bitch), you have a lot more wiggle room to reposition your units and find ways to get back into the game. In LotV, you're put on even more of a timer.
Both take massive amounts of required mechanics, though SC2 execution is more about babysitting your army than BW was. Overall though, the important factor missing from SC2 is space control. The terrain is basically flat due to how weak high ground vision and mobility is, and it's impossible for few units to zone out an entire army effectively in the mid to late game without being broken when massed. Without space control, SC2 lacks a lot of the important positional decision making that made BW and even WC3 really deep and complex.
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On July 01 2015 21:24 Textual wrote:Show nested quote +[Chess is the prime example of a what most game attempt to be seen as when it comes to strategy. And its literally the memorization of copycat moves and making certain you copied the correct moves and your opponent did not. I think "strategy" is being used too vaguely. To say chess is more strategic than SC2, for example, is pretty much meaningless. Chess has no mechanics, obviously, and there is incredible foresight and calculation possible in chess, but it's also a game of mutual and full information. For instance, chess players talk about strategy and tactics. A tactical idea in chess requires foresight and planning, but it is not the same thing as your strategy. The deep calculation involved in chess is often tactical in nature, and the strategy is mostly just about getting pieces on good squares. "Memorization of copycat moves?" Have you ever played chess? Have you ever watched a tournament or World Championship match? Your bizarre summary of the game gives me the impression that you haven't. "Strategy" is used differently by different people though. The army talks about three levels of war: the strategic, the operational, and the tactical. So it's hard to generalize what the word means. In SC2, it seems like it pretty much just means choosing what phase of the game you want to win in, what defenses you will need to survive until you attack, and what your attack should be composed of. Artosis seems to be saying essentially that SC2 units hard-counter each other more than BW units, meaning that having a few extra of the wrong unit won't save you, meaning that the selection of units and timings is relatively more important.
Actually, that's exactly how chess is. All openings are already mapped out. All responses and the responses to those responses are already mapped out. Taking time to reinvent anything in chess is a bit silly since the patterns have already been deciphered. That doesn't make it not strategic, but it becomes about being able to read the game state and respond appropriately to the moves presented and the sequence presented. That is why they can program AI to be unbeatable at chess (vs humans) but cannot do so for more abstract games like Go.
This why the military differentiates different command responsibilities based on how much breadth of decision making to give to someone. With high level strategy on one end, and individual micro in the other. What seems to get a lot of people in a rage is thinking a phrase such as "more strategic than X" means the same as "is better than X" when that is furthest from the truth. Different descriptors are different.
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On July 01 2015 23:48 SC2John wrote: Personally, I think SC2 is completely bereft of real strategy. There are millions of small details you can change which slightly change the course of your game plan throughout the game, but if you slip up even once mechanically, there is no strategic way to get out of a bad situation. If we're going to compare SC to Chess, I'll make a comparison:
1) SC2 is like speed chess. Your moves are mostly predetermined with several different variations which are all memorized and pre-planned. If you get to the latter parts of the game and you're low on time, you begin to make positional errors, and it only takes 2-3 bad moves to put you into a 100% losing spot. At that point, you're just hoping that the game is going so fast your opponent makes a mistake as well. Even then, comparing SC2 and chess is a difficult comparison due to the fact that SC2 lacks strong positional play.
2) BW is more like strategic chess. The game unfolds a lot more slowly, and players have a lot more time in the early/mid game to set up their game plan while each player has a chance to counter the other player's game plan with their own based on scouting. Mistakes can be punishing, but because the game is about map control and awareness (and also because moving armies is a bitch), you have a lot more wiggle room to reposition your units and find ways to get back into the game. In LotV, you're put on even more of a timer.
Both take massive amounts of required mechanics, though SC2 execution is more about babysitting your army than BW was. Overall though, the important factor missing from SC2 is space control. The terrain is basically flat due to how weak high ground vision and mobility is, and it's impossible for few units to zone out an entire army effectively in the mid to late game without being broken when massed. Without space control, SC2 lacks a lot of the important positional decision making that made BW and even WC3 really deep and complex.
I agree with you completely, however your points are what makes sc2 great for the average player.
I was C+ peak in my BW days but still pretty bad overall, I hit my brick wall in skill level (tiny improvements without massively increasing playing time) with roughly 250apm as protoss. Every game at the C/C+ level was a real struggle for me and a drain on my body, I was just frantically clicking more than anything to keep up with the macro and very slight amounts of multitasking. Strategy more or less "unfolded" subconsciously, as the macro builds were pretty set in stone and my active processing was much more focused on processing visual information for the very moment to build as many units as I could, and to move out the right way (especially important for protoss).
Nowadays, I play at the low masters level as random, and can comfortably macro more or less perfectly with 100-150apm depending on race until the 8 minute mark, and the game is suddenly leagues easier due to the more efficient macro mechanics in sc2, giving me more time to cycle through my control groups, more time to glance at the mini-map while I 5 -> shift+Z -> spam click in a circle instead of clicking on individual gateways which requires you to fixate your central vision around your probe, etc. Compounded by the faster unit interactions and more punishing unit movements inherent in sc2, suddenly I'm forced to pay much more attention to constant scouting/poking in order to babysit my armies in the right places at the right times.
With all that said, I enjoy the new player interactions in sc2 more, where it's a constant dance of your attentions between you and your opponent. I enjoy this much more than the overwhelming emphasis on raw mechanics and APM, where I almost always lost to B- 300+ APM players, watched my replays, knew that the problem was that I was too slow, but couldn't do anything about it. Whereas compared to nowadays, I rarely even have to watch my losses because I pretty much know in game when I've already messed up and how to avoid the situation in the future.
I enjoy mind battles more than sweating my ass off trying to spam my best and failing. I just like beating the occasional high masters or GM with a well executed cheese, and still enjoy facing challenging diamond players.
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On July 01 2015 17:31 Thieving Magpie wrote:Show nested quote +On July 01 2015 17:09 BeStFAN wrote:No competitive game or RTS can exist without a mechanical requirement of some sort, or the game devolves into copycatting the best strategy and some sort of rock paper scissors guessing game. "I'm sorry but that's just blatantly untrue. Almost all high level strategy is 100% disconnected from execution." ??? it did not say strategy requires mechanics. I think you are the one who is taking things personally lol... you just made same basic points as thing you think is untrue... Is that really your argument? Chess is the prime example of a what most game attempt to be seen as when it comes to strategy. And its literally the memorization of copycat moves and making certain you copied the correct moves and your opponent did not.
Chess is that in your opinion.
I'd argue very strongly chess is just as much a balance of tactics and strategy. A singular move, in isolation without context, may very well be "pure decision making", with a set outcome, and said move's immediate physical effect may very well be evident to all. But I don't find that to be a comprehensive nor a good representation of Chess.
Memorizing moves is relevant if we're talking about openings and common well studied lines up to your first 10-20 moves. In Chess it is, as you mention, common for a player to try to force games into lines which are familiar and explored to themselves but (hopefully) unfamiliar to their opponents. That's a huge part of strategy in Chess.
One way you could explain the purpose and benefits of preparation and memorization in chess, is for players to be able to perform "more/better decision making with less processing". And the reason they're able to do more decision making is because they've pre-processed the decision trees they otherwise would have had to process in real time during a live chess game.
In my opinion, this process is very similar to a professional SC player preparing a specific opening and a build order for proleague. The progamer then proceeds by working through his opponent's possible responses. He comes up with variations and adjustments to his build order based on different triggers. In essence this progamer is "pre-processing" the potential decision trees he might otherwise have been faced with processing in real time. This frees up time for better/faster decision making. Studying, preparing and memorizing is the art of saving time and optimizing performance.
How can these things be true in chess though, if chess by some arbitrary standard is to be labelled as a game of pure strategy and pure decision making? Do we simply ignore the existence of a time component in chess? Do we simply choose to overlook the fact that a singular move, when put in a broader context, tends to be the result of a player taking into account a massive amount of possible variations and potential future outcomes?
If a chess player told his queen to take a pawn--he doesn't need to explain to his queen how that actually happens.
I find this quote to be typical of the way you support your arguments, which is why I absolutely detest your posts. If a starcraft player tells his marines to attack a natural base -- does he need to explain to his marines how that actually happens? No. The marines will require no further input to perform the attack. Pure decision making.
Now, would I affect the outcome of the attack if I were to put some more thought and action into performing it? Probably yes. Is it wise to attack the opponent's natural with my marines? How do I position them? How do I retreat? Can I safely retreat from the situation? What happens if he counterattacks me while I commit my marines? Can I control the marines to achieve a greater effect?
These are all relevant considerations, among dozens of others, which you continually have to evaluate and re-evaluate throughout a Starcraft game. Similarly, in a chess game, if you order your queen to take a pawn -- while it may be true that you do not need to explain to your queen how that happens -- it most probably helps the outcome and it most certainly would have helped your extremely stilted analogy were you to consider and process the potential ramifications of the move. You do not explain the queen's move to the queen. But if you hope to be a good chess player you do explain every single detail of the queen's move to yourself.
If I move this queen to take a pawn, do I leave myself exposed to a counter attack? Will my queen be under threat? What future moves can I make as a result of taking the pawn? How and where do I retreat if that knight threatens my queen? Processing. Processing. Processing under the pressure of time, limited by the speed and efficacy of my neurons and synapses.
Starcraft and chess are similar in the sense that the further you delve into a game, the less likely you are to be familiar with the exact situation you're faced with. That's where general pattern recognition and endgame tactics kick in. Why do you think Magnus Carlsen is such a beast of a chess player? Because he has the best openings and best memorization? No, the guy is most recognized for his tactical precision and his mid and endgame technique. He grinds out wins from positions other players would be content to draw in.
Acknowledging that these days getting an advantage from the opening is well-nigh impossible, as everyone relies on top-notch computers for research, he tries to reach positions in which he is confident that he will outplay his opponents in the middle- or endgame. - Dirk Jan ten Geuzendam
The act of moving a queen to take a pawn is like a-moving marines to their death without further input. You're probably not going to be impressed by the single move. The incredibly creative, and unforeseen, sequence of moves leading to a mate or a queen capture, however, do have the potential to impress and awe.
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On July 01 2015 02:04 Musicus wrote: Oh my, totally worth the wait :D.
Nooooo i missed it DAMN YOU WORK
What did he post ?
EDIT : i saw the explanation but i'm sad i missed it.
but... did you know.... that.......... rekrul...... is...... lurker spell backwards ?
+ Show Spoiler +WHAT ?! Someone had to do it.
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On July 02 2015 00:53 FFW_Rude wrote:Nooooo i missed it  DAMN YOU WORK What did he post ? EDIT : i saw the explanation but i'm sad i missed it. but... did you know.... that.......... rekrul...... is...... lurker spell backwards ? + Show Spoiler +WHAT ?! Someone had to do it. tits, nothing special at all, trolls aren't creative anymore these days
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On July 01 2015 17:31 Thieving Magpie wrote:Show nested quote +On July 01 2015 17:09 BeStFAN wrote:No competitive game or RTS can exist without a mechanical requirement of some sort, or the game devolves into copycatting the best strategy and some sort of rock paper scissors guessing game. "I'm sorry but that's just blatantly untrue. Almost all high level strategy is 100% disconnected from execution." ??? it did not say strategy requires mechanics. I think you are the one who is taking things personally lol... you just made same basic points as thing you think is untrue... Is that really your argument? Chess is the prime example of a what most game attempt to be seen as when it comes to strategy. And its literally the memorization of copycat moves and making certain you copied the correct moves and your opponent did not.
you sound delusional as artosis imo.. I feel like your interpretation of games is from person who does not play
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On July 02 2015 01:00 The_Red_Viper wrote:Show nested quote +On July 02 2015 00:53 FFW_Rude wrote:On July 01 2015 02:04 Musicus wrote: Oh my, totally worth the wait :D. Nooooo i missed it  DAMN YOU WORK What did he post ? EDIT : i saw the explanation but i'm sad i missed it. but... did you know.... that.......... rekrul...... is...... lurker spell backwards ? + Show Spoiler +WHAT ?! Someone had to do it. tits, nothing special at all, trolls aren't creative anymore these days
Oh come on i'm sure it was funny. You were too busy fighting the non subject of this thread to be amazed; I'm sure of it ! :p
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On July 02 2015 01:03 FFW_Rude wrote:Show nested quote +On July 02 2015 01:00 The_Red_Viper wrote:On July 02 2015 00:53 FFW_Rude wrote:On July 01 2015 02:04 Musicus wrote: Oh my, totally worth the wait :D. Nooooo i missed it  DAMN YOU WORK What did he post ? EDIT : i saw the explanation but i'm sad i missed it. but... did you know.... that.......... rekrul...... is...... lurker spell backwards ? + Show Spoiler +WHAT ?! Someone had to do it. tits, nothing special at all, trolls aren't creative anymore these days Oh come on i'm sure it was funny. You were too busy fighting the non subject of this thread to be amazed; I'm sure of it ! :p I mean, at least you could interprete the tits in the context of artosis' blog, so i'll give him a 7/10. And yeah maybe i was too busy fighting
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For what it's worth I completely agree with magpie that strategy becomes more "important" in less execution heavy games. I think using the word important gives a misleading impression though.
The way I see it strategy becomes more and more the primary factor which influences and controls the outcome of a game the less demanding the game is in the execution department.
I don't think the above says anything about how much strategy there is present in execution based games. It just says stuff about the relevance of strategy in the outcome of a game.
Don't think it's at all relevant to SC2 or BW.
And I tend to overreact to magpie's posts. I apologize magpie. I'm an idiot.
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I feel like this is just PR more so than anything...
Blizzard has successfully killed the BW scene..and it does Artosis 0 good, and would be bad for his career to be like "actually Starcraft 2 sucks compared to BW"... since there is no future professionally for him in BW.
I compare Sc2 to checkers, while BW is chess..
one is easier for more people to play one has a much higher skillcap and allows the people with true ability/understanding to absolutely shit on everyone else..
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ALLEYCAT BLUES49505 Posts
but the BW scene is alive again, well not at the level as it was but at least we have OGN.
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1001 YEARS KESPAJAIL22272 Posts
On July 02 2015 01:39 MaestroSC wrote: one has a much higher skillcap and allows the people with true ability/understanding to absolutely shit on everyone else..
Ughhh I've had enough of people mistakenly using skill ceiling as an argument in this thread. I'm too lazy to elaborate so I'll just quote myself
People who argue that the skill ceiling in BW is higher have no idea what a skill ceiling is and how complicated it is to quantify.
The reason why identifiable and unique micro and mechanics aren't as widespread in SC2 is the fact that the game is too fast. There are so many more things that pros can do, such as medivac dropping for EMPs/warp prism hot pick up for HTs, individually microing mutas back and forth for health regen, individually burrow/unburrowing roaches for regen, better splitting, individual hellion transformations, zealot stop command to save charge cooldown, improved phoenix control, individual mine burrow/unburrow for improved targeting... the list of things that pros can still do is limitless. Yet even the most mechanically impressive players are still unable to perform these actions consistently because the game is too fast. It's not that there is nothing more to do; it is that the pros who could perform more in BW don't yet have the speed nor ability to do these things in SC2.
The difference is that similar tasks had to be performed in BW to make the most of several units, and there was time to perform these actions due to game speed and a combination of lower damage/longer battles. The fact that many of the BW pros who could perform impressive feats of micro and develop undeniable moments of brilliance have had a difficult time replicating their heroics in SC2 does not necessarily mean that there are no such avenues for genius in the game. As mentioned earlier, the number of things that pros can improve is limitless; whether it is possible for a player to reach a level of skill that allows him to do things no one else can consistently is a question of the limitations of the player, not the game.
It can be argued that the risk/reward ratio in doing impressive micro tricks in SC2 is lower, and that players have more incentive to macro and take key positional and strategic advantages instead of individual ones. Perhaps the divide between the mechanically elite and the also rans could be widened by lowering the game speed slightly to a threshold where some can perform while others cannot. Perhaps it's better to wait and see if someone will finally reach the speed of thought and dexterity required to impress us with their control.
That is game design and has nothing to do with skill ceilings that are hypothetically impossible to reach. If anything the speed of thought and reaction time required in SC2 is higher than BW and in that respect makes it more difficult. BW of course is more difficult in other areas. Neither game is easier nor harder; they are easier or harder in different ways because they are different games.
While Blizzard removed some skills from BW, it added several others. Storms are much easier to cast and unit clumping is automatic, so splitting and prepositioning units is far more important in SC2. It is the same for just about every other change; it has lowered the skill required for one thing only to increase emphasis on another.
That isn't a skill ceiling though. That is the skill floor. The barrier to entry is much lower in SC2 and even bad players can have a good day. It takes a little less effort to play at a sufficiently decent competitive level. That is what a skill floor is, not a skill ceiling.
A skill ceiling is the maximum attainable skill level, not the minimum required level to be good. The fact that there are thousands of other ways to play better that have not been explored suggests that the skill ceiling has nothing to do with the perceived randomness or luck factor involved in the game.
However it can be argued that the competitive skill floor is too low and the weight for improvement is too heavy. Not enough players are able to elevate towards the skill ceiling, and as I suggested it may be due to the speed of the game. On the other hand, the skill floor has been increasing over time (compare today's games vs 2011); the problem is no single player has been able to improve by leaps and bounds more than other players. In a way that is the true cause for the lack of a bonjwa: the gravity for improvement is too heavy, and everyone improves at a similar pace.
However, as I mentioned earlier, is that a limitation of the game, or the limitation of the players?
for the love of god stop talking about the skill ceiling as if it's relevant
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I thinke the biggest difference are the maps, actually. In SC2 the game play is pretty similiar. In SC BW on pro and amateur level the maps changed so much what strategy was played and feasable.
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