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The Curious Case of soO's Macro Mechanics - Page 14

Forum Index > SC2 General
534 CommentsPost a Reply
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Vedeynevin
Profile Joined February 2015
United States431 Posts
August 04 2015 14:15 GMT
#261
On August 04 2015 23:08 LSN wrote:
Maybe the discussion can be helped with agreeing on certain things and create a logical discussion:

1. The opinion, likes or preferences of professional players have absolutely no matter in this issue at the current state of Sc2. They only exist because there are sponsors to support their teams and tournaments etc. Sponsors do that because they want something in return. Viewer numbers are really low for Sc2. Single players of other games get 5 times + as many viewers as side events of sc2. Main events of Sc2 hardly get a bit more viewers than a single cs or dota player that is messing around in public with random teammates at the same time.

Probably talking bullshit on a stream could grant you more viewers than streaming sc2 currently. If ppl, e.g. pro players insist on keeping their mechanics so that they can maintain their elaborated status, then they are digging their own progamer graves if this in the end doesn't help to attract more people to the game and sponsors gonna drop it.

(1) So the first thing to agree on is that the right decision for everyone included that likes to see sc2 to flourish for one or another reason is to do what potentially can attract more basic users to the game.


The question then is if reducing macro mechanic requiremtns is capable of doing so.

(2) As a matter of fact and opposed to what the opening post says, I think it is pretty clear that the high macro mechanics of sc2 compared to other games serve as an entry barrier for many players and drive them away.


Do these macro mechanics add anything to the strategic depth or decisionmaking process of the game?

(3) It can be agreed on that they don't or barely do.


How do these macro mechanics work exactly for player experience?

(4) It is only to some extend something that you acquire permanently. Every player has a basic level and can push this through practise to his personal temporary cap. While a pro player's basic level might be high grandmaster and practises alot to push it to world excellence a diamond players basic level might be platin but he pushes it with 100s of games to diamond but would fall back to platin if he isnt training anymore (compare MMR adaption).


So we are talking about a spread that is involved for any player. Everyone who is not practising frequently is more close to his basic level and in order to reach your cap of macro mechanics each player has an individual factor multiplied with games played per time that allows him to reach or come close to his own cap.

(5) I assume that players feel the game is fun when they are capable of playing close to their personal cap and I assume furthermore that players feel that the game is unfun when they are only capable of playing close to their basic level as described above.

As an example I take myself in this case: I am only playing on my basic level of Sc2 mostly. This is quite decent due to about 20 years of RTS experience but still after 10-20 games I get the feeling that I could do things so much better if I just constantly trained. Then I realize that reaching my personal cap in Sc2 would require investments of time and efforts that I am not willing to give and especially not capable to keep up in order to give it any overall long term sense. The logical solution is that I don't play at all. Playing on my basic level is not rewarding and not fun for me mid and long term, it is good enough for a few games tho. I bet this is exactly the same personal decisionmaking that most players go through when deciding about investing in and playing Sc2 or not and this is independent from your own rank or level of skill.


How does the described spread combine with macro mechanics?

(6) Marco mechanics is probably the main thing that increases the width of this spread. If this width could be reduced, alot of more players could more easily find access to Sc2 without committing their whole life and time onto it.



I wanted to write more about it but I will leave it to that, I guess its enough of information. Just let me add one more sentence:

Good macro mechanics is something that can be adoreable compared to how it is adoreable to be able to throw a ball as far as possible. If you don't train it almost every day you will lose the ability to throw it far even if you knew how to do it. In a world with alot of tasks, high workloads in schools, university and jobs, alot of people try to dodge things that require constant training such as throwing a ball as wide as possible. And in the matter of tv sports it is probably not exciting to watch someone who can throw a ball as wide as possible at all, no matter how hard it is and how long the guy has trained for it. If you are a thrower yourself and once were good at it, you wont continue to throw balls if you don't train for it daily, instead you simply leave it for good.


Don't have time to explain atm, I will try to flesh this out later, but i do not agree with several of the things you say can be agreed upon.
cabal]
Profile Joined January 2013
Belgium37 Posts
August 04 2015 14:15 GMT
#262
On August 04 2015 23:11 Vedeynevin wrote:
I'm probably in the minority, but I do find larvae inject fun. There is nothing more satisfying then squeaking out a win in a long TvZ when the game gets scrappy, and knowing it was because i managed to keep rolling my injects. If they remove/automate larvae inject I would probably stop playing Zerg.

I would probably quit the game if this goes through. I swore that to myself years ago.
imre
Profile Blog Joined November 2011
France9263 Posts
August 04 2015 14:18 GMT
#263
On August 04 2015 21:57 Foudzing wrote:
Its funny also because soO is one of the less entertaining players to watch, the only great games I can remember with him in it is when his opponent (usually a terran) goes on multitask mode and gives soO a run for his money, but it's never soO who create the plays, he's most of the time the defender, the passive player.

If all the players were like soO starcraft would be way less entertaining to watch.


False statements like this are infuriating. soO's only play passive when needed and he's easily in the aggro zerg bracket. Especially with his cheesy tendancies both vZ/P
Zest fanboy.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
August 04 2015 14:19 GMT
#264
On August 04 2015 23:11 Vedeynevin wrote:
I'm probably in the minority, but I do find larvae inject fun. There is nothing more satisfying then squeaking out a win in a long TvZ when the game gets scrappy, and knowing it was because i managed to keep rolling my injects. If they remove/automate larvae inject I would probably stop playing Zerg.

I'm like you as well.
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2015-08-04 14:19:56
August 04 2015 14:19 GMT
#265
I should have wrote: to agree on discussing some fundamental questions of the issue

... instead of debating what is an argument or not or watching flash replays from 2013 ^_^
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
August 04 2015 14:20 GMT
#266
Great writeup, good read. Perfectly summarizes my panic over blizzards suggestion (and frankly, their reasoning behind it made me seriously doubt that Blizzard knows what theyre doing).


ImgTrinity
Profile Joined October 2011
3 Posts
August 04 2015 14:21 GMT
#267
Amazing article, expressing how I feel about the current "I'm noob but I criticise macro mechanism because I can't do it/understand it" that we see everywhere.
Qwizzyx
Profile Joined June 2010
Sweden44 Posts
August 04 2015 14:21 GMT
#268
The fact that this beautiful article even need to exist makes me sad.
weikor
Profile Blog Joined March 2011
Austria580 Posts
August 04 2015 14:22 GMT
#269
I feel like a lot of the arguments are just because you cant imagine the game without them. People here are already raging hard at something they have NEVER played without.

If playing an overlay of tetris awarded you with extra income, the game would be more demanding - but not more fun to play or watch. Thats exactly the point.

there isnt a single player here that can reach the limits of macro in this game, even without the macro mechanics - and thats exactly why we should try without them for a while. If it sucks, just bring them back.
ImgTrinity
Profile Joined October 2011
3 Posts
August 04 2015 14:33 GMT
#270
Don't wanna macro?? ---> go play LoL
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 04 2015 14:36 GMT
#271
I'm sure that one goes over well at the board meetings.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
PulcoAgrumes
Profile Joined December 2012
France3 Posts
August 04 2015 14:38 GMT
#272
I think this is one of the most cleaving topic in STR community.
Multitasking vs Strategy. S vs T (STR)

I disagree that simplifying mechanics will reduce complexity.
It will just force the players to change their focus. Complexity and competitiveness will move towards more strategic complexity.
As player like sOs shows us everyday, there is still plenty of strategies to discover.

A STR game should be a battle of strategy, where it is my build against your build, I will surprise you with a variation in the meta-game, and you could counter it with a nice scout and correct anticipation, etc.. Real time provide excitement and continuous show.

What I do not like in SC2 is the multi-task fights (like ZvT), the repetitive actions(injections) and all actions that do not mean decisions.

Besides, TL community is, by design, people that already love SC2 like it is, so naturally they don't want to change one of the "basic" concepts of the game. But there is many STR players that do not play SC2 because they have the feeling it is too difficult. In the end, blizzard should do the game they love themselves, because the SC2 community favor SC2 concept, but if the concept changes, some players will quit and some will join that community.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 04 2015 14:39 GMT
#273
On August 04 2015 23:21 ImgTrinity wrote:
Amazing article, expressing how I feel about the current "I'm noob but I criticise macro mechanism because I can't do it/understand it" that we see everywhere.

I don't get why people treat noobs like some inferior people who can't even have an opinion on the game. Guess what, a noob may have as much knowledge about the game as a self-styled "non-noob," the difference may actually lie in their lack of macro abilities. For which they have every right to criticise the game, even if they could improve if they tried really hard.

The thing is, the long term survival of the game is actually decided by the attitude of the noobs (also known as filthy casuals) towards the game. Because less players, less viewers, less sponsors, less events, less alive game.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
NonY
Profile Blog Joined June 2007
8751 Posts
Last Edited: 2015-08-04 14:43:16
August 04 2015 14:41 GMT
#274
Reading so many comments, I don't think people understand the kind of activity StarCraft is. Do you want to remove the running from soccer? Is it unfair that only people with time to extensively train their bodies to be able to run get to enjoy soccer at a competitive level? Why not let people only train ball skills and teamwork, which are the fun parts of soccer, and remove all the running? Everyone knows running sucks and the people who like running are in the minority and the people who insist on having running in soccer are just stubborn traditionalists who aren't doing what's best for the game anymore.

Look I just don't see the point in arguing about what's best for the game. There's rhetoric on both sides that sounds pretty good. I don't think we can figure it out with just words. What we can try to figure out is what StarCraft's identity is. What makes it unique? Why play it instead of a MOBA or an MMORPG or an FPS? Why have people played StarCraft in particular instead of other RTS's? StarCraft is the best example of a game that took the "boring" aspects of sports, like training your strength and speed and endurance, and infused it into a game with a lot of strategy and finesse and flourish, just like the best sports have. And now I think there are a bunch of pure gamers who want this "video game" to be more game-like when it's actually more sport-like. Maybe these aspects aren't "fun" for most people but "fun" is just one aspect of "happy" and people play StarCraft for over a decade because it's more than just amusing.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
bastiensky
Profile Joined April 2013
France7 Posts
August 04 2015 14:41 GMT
#275
Thanks for this nice article!
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 04 2015 14:47 GMT
#276
Archon mode games aren't rhetoric. They are proof of the increased excitement and strategy that is created with more multitasking creativity. And I don't think anyone is arguing that it is easy to win an archon mode match or that they have hit the skill ceiling.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
weikor
Profile Blog Joined March 2011
Austria580 Posts
August 04 2015 14:52 GMT
#277
On August 04 2015 23:41 NonY wrote:
Reading so many comments, I don't think people understand the kind of activity StarCraft is. Do you want to remove the running from soccer? Is it unfair that only people with time to extensively train their bodies to be able to run get to enjoy soccer at a competitive level? Why not let people only train ball skills and teamwork, which are the fun parts of soccer, and remove all the running? Everyone knows running sucks and the people who like running are in the minority and the people who insist on having running in soccer are just stubborn traditionalists who aren't doing what's best for the game anymore.

Look I just don't see the point in arguing about what's best for the game. There's rhetoric on both sides that sounds pretty good. I don't think we can figure it out with just words. What we can try to figure out is what StarCraft's identity is. What makes it unique? Why play it instead of a MOBA or an MMORPG or an FPS? Why have people played StarCraft in particular instead of other RTS's? StarCraft is the best example of a game that took the "boring" aspects of sports, like training your strength and speed and endurance, and infused it into a game with a lot of strategy and finesse and flourish, just like the best sports have. And now I think there are a bunch of pure gamers who want this "video game" to be more game-like when it's actually more sport-like. Maybe these aspects aren't "fun" for most people but "fun" is just one aspect of "happy" and people play StarCraft for over a decade because it's more than just amusing.


noones asking to remove the running from soccer, this is just a heavily biased article that picks away at quotes with arguments that dont even make sense at times. Ill give you some examples of doing the same thing.

Queen energy shows how many times you’ve missed an inject. 25 means you missed 1, 50 means you missed 2 and so on.


Queen energy can be spent on tumors if you miss injects, if you have 0 energy you could have missed 2 injects but placed 4 tumors.

then there are the 2 video examples of Flash playing against solar and soo that make me wonder if hes even watched the games.
First of all, nothing indicates how well these players have injected. Without studying the replay there is no way to tell (which is exactly what blizzard is saying)
Second, the builds and openings from both players are vastly different. In one game there are heavy drone losses, a banshee and the "identical push" comes 7 minutes later.

You can love macro mechanics, thats fine - but these personal opinion articles are just silly.



DJThwomp
Profile Joined August 2013
Australia13 Posts
August 04 2015 14:52 GMT
#278
Great article, please don't nerf mechanics...

Sincerely a gold player
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 04 2015 14:59 GMT
#279
On August 04 2015 23:41 NonY wrote:
Reading so many comments, I don't think people understand the kind of activity StarCraft is. Do you want to remove the running from soccer? Is it unfair that only people with time to extensively train their bodies to be able to run get to enjoy soccer at a competitive level? Why not let people only train ball skills and teamwork, which are the fun parts of soccer, and remove all the running? Everyone knows running sucks and the people who like running are in the minority and the people who insist on having running in soccer are just stubborn traditionalists who aren't doing what's best for the game anymore.

Look I just don't see the point in arguing about what's best for the game. There's rhetoric on both sides that sounds pretty good. I don't think we can figure it out with just words. What we can try to figure out is what StarCraft's identity is. What makes it unique? Why play it instead of a MOBA or an MMORPG or an FPS? Why have people played StarCraft in particular instead of other RTS's? StarCraft is the best example of a game that took the "boring" aspects of sports, like training your strength and speed and endurance, and infused it into a game with a lot of strategy and finesse and flourish, just like the best sports have. And now I think there are a bunch of pure gamers who want this "video game" to be more game-like when it's actually more sport-like. Maybe these aspects aren't "fun" for most people but "fun" is just one aspect of "happy" and people play StarCraft for over a decade because it's more than just amusing.

I actually thought about this exact parallel with soccer. Only I realized that it is flawed. Because you just can't remove running from soccer. The game would not make sense. Like would you not be allowed to run faster than X km/h, or you would have to stay completely still? Anyway, the point is that all the other rules of the game would not make sense if you "removed" running. You would have to change literally every rule for that to work, and it would probably end up as a board game or something .
The thing with StarCraft is that you can change the macro mechanics (notice I did not write "remove," although I think you could remove most of the macro aspects) and the game would still make sense. It would be different, depending on the magnitude of the changes, but it would still work.

And about the loss of the identity. First, if one is against any changes because it would jeopardize the game's identity, then they automatically refuse any opportunity for the game to be better. Sometimes a change makes the game better, sometimes not, but opposing a change just because it would be different is not a right mindset I think.
Second, were limited unit selection and other things in BW that today would seem a needless barrier also part of the RTS identity? Did removing them turn out to be bad? I don't think many people would say so.

All I'm trying to say is "preserving the game's identity" is not always a good excuse to dismiss change proposals. And it's not like the whole macro aspect of the game is to be removed. It is only the additional macro mechanics, and only a modification is planned.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
August 04 2015 15:03 GMT
#280
On August 04 2015 23:47 mishimaBeef wrote:
Archon mode games aren't rhetoric. They are proof of the increased excitement and strategy that is created with more multitasking creativity. And I don't think anyone is arguing that it is easy to win an archon mode match or that they have hit the skill ceiling.

They are the proof that doubling your apm would increase the things you can do. wow.
So sure, if you wanna remove macro alltogether you have a lot more apm for micro/multitask.
At that point it may be comparable to archon mode.

What this doesn't address is that the multitasking required for these things still will be a too big obstacle for the average player.
He won't have to macro, but he will still be overwhelmed by the nature of rts design => the guy who can multitask better (in this example all his multitasking is micro focused) will win the game.
Then there are the people who wanna have strategy > mechanics, i will never understand why these people don't play round based strategy, but ok. (that may be offensive to some of you who are on TL, sry i guess)

What is our goal now? Appeal to the average guy who hates multitasking? We will get a lot of players this way for sure, but the only way to make the game exiting to watch is to focus on teamgames (maybe you mentioned archon because of that?).
Or do we wanna make the game fun to watch without the multiplayer requirement? Then we need multitasking no matter what, which will probably mean low player numbers.
Kinda hard to solve this, huh
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
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