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David Kim interview @ DH Montreal: What's the end game for…

Forum Index > SC2 General
103 CommentsPost a Reply
Prev 1 2 3 4 5 6 Next All
BronzeKnee
Profile Joined March 2011
United States5219 Posts
Last Edited: 2016-08-19 05:43:10
August 19 2016 05:39 GMT
#41
On August 19 2016 06:01 Barrin wrote:
Running out of ways to improve SC2... it's never been better!


I find it odd that you think the game has never been better but it has a smaller player base, smaller prize pools and less tournaments than in WOL...

The very definition of the word better contradicts what you say.

Thouhastmail
Profile Joined March 2015
Korea (North)876 Posts
Last Edited: 2016-08-19 05:49:07
August 19 2016 05:48 GMT
#42
And I feel that's the difference between SC2 and BW. SC2 has too many balls, BW has less. SC2 games end fast and anti-climatically because it forces so many required actions on the players, hence likely for a player to drop a ball within the first minute. But BW can go on and on, back and forth, because the game takes on more depth as it stretches on.



This.
"Morality is simply the attitude we adopt towards people we personally dislike"
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
August 19 2016 06:02 GMT
#43
On August 19 2016 08:29 sc2chronic wrote:
Show nested quote +
On August 19 2016 06:04 NewSunshine wrote:
I might not like the answers completely, but I liked the questions a lot. Nice interview.


Exactly how I feel. Just because ur passionate about something doesn't make you good at it. He's a typical CEO type who thinks he knows what's best and does something just to exercise his power. 4 teenagers balancing StarBow blows his idea of a competent design team out of the water.

Reminds me of the classic Skinner mindset:
+ Show Spoiler +
[image loading]


But what can we do? We are all consumers of his product and in the end he gets the last word. Lucky kid.


Thanks for the complement, but I'm 31.
aka KanBan85. Working on Starbow.
Noonius
Profile Joined April 2012
Estonia17413 Posts
August 19 2016 06:03 GMT
#44
that's a fluff piece. No hard questions at all.
Terran forever | Maru hater forever
ETisME
Profile Blog Joined April 2011
12703 Posts
August 19 2016 06:25 GMT
#45
On August 19 2016 14:39 BronzeKnee wrote:
Show nested quote +
On August 19 2016 06:01 Barrin wrote:
Running out of ways to improve SC2... it's never been better!


I find it odd that you think the game has never been better but it has a smaller player base, smaller prize pools and less tournaments than in WOL...

The very definition of the word better contradicts what you say.


It's not contradicting. Better game does not equate a bigger game.
Popularity isn't a 1:1 related to game's quality when they were released in different time frame
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
lestye
Profile Blog Joined August 2010
United States4208 Posts
August 19 2016 06:27 GMT
#46
I wonder what kind of difficulty the Koreans are criticizing. Since they could mean difficulty in so many different ways.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
beentheredonethat
Profile Joined May 2016
2934 Posts
Last Edited: 2016-08-19 07:17:31
August 19 2016 07:16 GMT
#47
Hm, not too many clear insights. Great questions and a big blob of many words with not that much content as an answer.
"Micro tricks like marine splitting, blink stalker micro, and ling/baneling wars were the apex of the game’s achievements; nothing in the world takes your breath away like watching a pro player split marines like a god."
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
August 19 2016 07:58 GMT
#48
Good old Wax! Thanks for the interview, very good questions too
ModeratorTeam Liquid Football Thread Guru! - Chelsea FC ♥
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2016-08-19 10:49:38
August 19 2016 08:48 GMT
#49
David Kim: What’s funny is that it’s not just the Korean community that says that, it’s also the pro players. When we meet with KeSPA—for example, our producer just went to Korea to meet with KeSPA around last week. I wanted to go also, but I had this event so I couldn't. One of the main feedback there from the KeSPA coaches was that the game is too hard [for pros].

We thought that was very interesting, because that’s not what the WCS pros say, right? Because they say the game should be HARDER so that no one can master it, in which case I think we're in a pretty good state there, but… ...I think the main goal for us is to have that game that is the most impossible to master in the world in StarCraft 2, because that’s what we’ve been working toward. And obviously there will be people who think, "I spent this much time as a pro player, maybe I should have perfectly mastered it." But the fact that they haven’t I think is kind of a cool factor. At the same time we don’t want to make it more difficult.


This sentiment from koreans gets brought up from time to time. I think their perception of "hardness" does not necessarily directly have to relate to mechanics.

A game can also be perceived as hard because your attention is constantly interrupted by harassment. A game can feel very hard because the control and attention required to differentiate yourself from another player is super intense. A game can be perceived as hard because you need to respond in fractions of a second to every threat, lest you lose the game immediately.

Usually I argue for the notion that macromanagement should made "harder" or rather a more prevalent aspect of Starcraft 2. I'm not sure whether David Kim views that position as equal to "wanting to make the game harder", but I suspect he does.

But I do not think it's as simple as saying "more macro" = "harder game".

The perceived difficulty for professionals in a more macro focused game may be less than in an micro-intense game. I've always felt that macro focused gameplay has a bit more of a "preparatory" aspect attached to it. You can prepare and train the macro aspect -- because there is not as much interaction involved in macro. You cannot to as large of a degree "automate" the process for how you're gonna respond to high intensity micro situations.

So I'd wish David Kim and that producer would try to clarify exactly what those koreans perceive makes the game "feel" hard. Personally I do not think it's as easy as "less macro" = "easier game".

I think that's looking at the issue in a shallow way. LotV is much more micro intense than previous iterations of the game. But micro intense action is very very disruptive to one's attention and very difficult to rote memorize, in contrast to macro play. That may be perceived as "hard" in comparison to something which can be trained and memorized.
ejozl
Profile Joined October 2010
Denmark3489 Posts
August 19 2016 09:35 GMT
#50
A shame we don't get to here more of this indepth stuff from david kim, you sometimes forget that he's such a smart guy.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Nostromo1
Profile Joined April 2016
37 Posts
August 19 2016 10:49 GMT
#51
"I have an example when new designers come in and they say like “it’s only about the data, not what people think.” Yeah that makes sense this quote says it all. Screw the elite level players opinions who are at the highest level of the game instead lets listen to the balance junkies who are probably at platinum level and employed by Blizzard on the in house balance team that's why this game is broke as hell what a joke
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
August 19 2016 11:09 GMT
#52
good interview
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
RKC
Profile Joined June 2012
2848 Posts
August 19 2016 11:22 GMT
#53
On August 19 2016 17:48 LaLuSh wrote:
Show nested quote +
David Kim: What’s funny is that it’s not just the Korean community that says that, it’s also the pro players. When we meet with KeSPA—for example, our producer just went to Korea to meet with KeSPA around last week. I wanted to go also, but I had this event so I couldn't. One of the main feedback there from the KeSPA coaches was that the game is too hard [for pros].

We thought that was very interesting, because that’s not what the WCS pros say, right? Because they say the game should be HARDER so that no one can master it, in which case I think we're in a pretty good state there, but… ...I think the main goal for us is to have that game that is the most impossible to master in the world in StarCraft 2, because that’s what we’ve been working toward. And obviously there will be people who think, "I spent this much time as a pro player, maybe I should have perfectly mastered it." But the fact that they haven’t I think is kind of a cool factor. At the same time we don’t want to make it more difficult.


This sentiment from koreans gets brought up from time to time. I think their perception of "hardness" does not necessarily directly have to relate to mechanics.

A game can also be perceived as hard because your attention is constantly interrupted by harassment. A game can feel very hard because the control and attention required to differentiate yourself from another player is super intense. A game can be perceived as hard because you need to respond in fractions of a second to every threat, lest you lose the game immediately.

Usually I argue for the notion that macromanagement should made "harder" or rather a more prevalent aspect of Starcraft 2. I'm not sure whether David Kim views that position as equal to "wanting to make the game harder", but I suspect he does.

But I do not think it's as simple as saying "more macro" = "harder game".

The perceived difficulty for professionals in a more macro focused game may be less than in an micro-intense game. I've always felt that macro focused gameplay has a bit more of a "preparatory" aspect attached to it. You can prepare and train the macro aspect -- because there is not as much interaction involved in macro. You cannot to as large of a degree "automate" the process for how you're gonna respond to high intensity micro situations.

So I'd wish David Kim and that producer would try to clarify exactly what those koreans perceive makes the game "feel" hard. Personally I do not think it's as easy as "less macro" = "easier game".

I think that's looking at the issue in a shallow way. LotV is much more micro intense than previous iterations of the game. But micro intense action is very very disruptive to one's attention and very difficult to rote memorize, in contrast to macro play. That may be perceived as "hard" in comparison to something which can be trained and memorized.


Agreed, just like my juggling ball analogy
gg no re thx
Musicus
Profile Joined August 2011
Germany23576 Posts
August 19 2016 11:41 GMT
#54
I might only play the test map once the matchmaking for it goes live.

Thanks for the great interview!
Maru and Serral are probably top 5.
SinO[Ob]
Profile Joined October 2010
France898 Posts
August 19 2016 14:29 GMT
#55
Great interview! Ty ! Always fun to see how much hard work it is, for a balance team, to get things right by listening every players. :D GL to the team!
Stephano and Clem enjoyer
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2016-08-19 15:15:23
August 19 2016 14:56 GMT
#56
I read an interesting post by an Overwatch designer where he talked about the "perception" of balance. This might just be me reading between the lines, but do you feel like you're forced to manage the community's perception of balance versus what the stats are telling you?

David Kim's answer to this seemed a bit dubious, because balance is more than the one metric 50/50. I think he should have clarified here, because he makes it seem like any complaints about the balance are about a negative perception, like people worrying for their safety after watching too much fox news when actual crime numbers are down.

But there are other metrics that Blizzard doesn't take into account, the classic example being those situations where you can maintain parity with all-in attacks at varying stages. This is not perceived as balanced because you can't actually play a balanced game, you just happen to win 50% of the time.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Makro
Profile Joined March 2011
France16890 Posts
August 19 2016 17:00 GMT
#57
interesting interview from the expert itself interviewing an other expert
Matthew 5:10 "Blessed are those who are persecuted because of shitposting, for theirs is the kingdom of heaven".
TL+ Member
Edpayasugo
Profile Joined April 2013
United Kingdom2217 Posts
August 19 2016 18:38 GMT
#58
I still think the adept needs a nerf
FlaSh MMA INnoVation FanTaSy MKP TY Ryung | soO Dark Rogue | HuK PartinG Stork State
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 19 2016 18:47 GMT
#59
On August 19 2016 14:39 BronzeKnee wrote:
Show nested quote +
On August 19 2016 06:01 Barrin wrote:
Running out of ways to improve SC2... it's never been better!


I find it odd that you think the game has never been better but it has a smaller player base, smaller prize pools and less tournaments than in WOL...

The very definition of the word better contradicts what you say.



By it's never been better, he's talking about the actual game itself, which is true. The game itself has never been better entertainment wise. It's way better then WOL and HOTS.

Just because it doesn't have as many tournaments, player base, etc doesn't take away from that point.
When I think of something else, something will go here
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
August 19 2016 18:50 GMT
#60
On August 19 2016 14:39 BronzeKnee wrote:
Show nested quote +
On August 19 2016 06:01 Barrin wrote:
Running out of ways to improve SC2... it's never been better!


I find it odd that you think the game has never been better but it has a smaller player base, smaller prize pools and less tournaments than in WOL...

The very definition of the word better contradicts what you say.



BW has a smaller playerbase today than it did in 1998 so per defintion it must - according yo our logic - be a worse game.

Nonsense logic is nonsense logic.
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