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On January 03 2017 23:21 Euphorbus wrote:
And in fact, going along with your argument, you can. You give a weight to both personality and looks. Then you calculate a weighted average. The one with the highest weighted average is 'better'. And they can only be equal if they score exactly the same value.
You wouldn't measure how hard a game is on a person by person basis.
This is the part where we disagree.
Yes, you can add weights to personality and looks, but those weights will be different from person to person, hence the weighted average will be subjective
Similarly, some aspects of difficulty are more important to me than to you, hence I will weigh the overall difficulty of a game different than you, there is no such thing as objective game difficulty.
But we are indeed derailing the thread, I'll keep quiet now.
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You can insist you used your words correctly, but if you keep using them the way you do, people won't understand what you mean next time you do it. So I guess you can have an internal debate about what it means for a 'word' to be 'correct'.
And I also disagree with your notion. I think you want to talk about what is knowable. It seems you concede that it is in principle possible to do measurements on games. But when games get more complex, in some grey area, things suddenly become unknowable. So then you think you can claim things are neither harder, neither easier, neither the same. It is not that you claim to know. You claim it is unknowable. That is the only way your statement can make any sense, because things being equal or not equal, those are basic statements of logic. Unless you want to throw basic logic out of the window. Because if A and B are numbers, as we accept these numbers exist, even though we have no way to measure them currently, and if A is not bigger than B, and B is not bigger than A, they have to be equal. If you throw that out of the window, we cannot have a conversation about anything.
But if you know it is an unknowable property, then you have to argue how things progress from easy games, that are obviously knowable, to more difficult games, into some grey area, and then into the realm of Starcraft and SC2, where it is fundamentally unknowable.
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On January 03 2017 23:38 Euphorbus wrote: Yes, you can add weights to personality and looks, but those weights will be different from person to person, hence the weighted average will be subjective
No.
If you sample many people, they give you their overall values only, you can decompose that dataset into two values and you can actually estimate the weights every person gives to personality or looks. The same can in principle be done with n values. It is called deconvolution. Also, where the weight comes from doesn't matter. What matters is that it is there. That it is subjective only means it is not the same for everyone.
No one here denies that some people will have more affinity for the skills tested in game A vs game B. That's a completely different debate and a debate where you will find few that disagree with you. And the fact that these affinities and talents people have are not identical doesn't mean all games are equal in difficulty. For that to be true, you need a very special distribution of talents in your population of people, and a very special distribution of skills tested in all games that can theoretically exist, and they need to match up exactly, in a way so every person gets the same overall score. That's clearly not the case.
But even that's besides the point. We do not want to know how strategic SC2 is compared to Starcraft (well, we do, but not in the question we are discussing). We want to know which one is more difficult. That's actually the easier problem. And even the harder problem is neither fundamentally meaningless, nor theoretically impossible to determine.
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On January 03 2017 22:41 Laurens wrote:Show nested quote +On January 03 2017 21:50 Garmer wrote:On January 03 2017 00:41 NonY wrote:On January 02 2017 22:16 Garmer wrote:On January 02 2017 04:04 Wildmoon wrote: I actually agree with Nony though. I always feel like I fuck up too many times in mechanical sense in SC2. I don't really buy the whole SC:BW=mechanic/SC2:Strategy. Both games are demanding in both aspects they just have different types of mechanic and strategies. I always laugh at people who think SC2 is actually easy mechanically. well it's indeed more easy than BW easier to do some things, harder to do others. both games are too hard to consistently do any of the various types of tasks perfectly against an equally skilled opponent. idk what measurements you do to so confidently say bw is more difficult (like limited unit/building selection? but then sc2 has things that are objectively more difficult to do that bw doesnt. so you'd need to catalog all of these things and then create a system for comparing apples and oranges). anyway, in the end, the knowledge you'd achieve would just be trivia. the way difficulty of mechanics actually matters to competitive players and game designers doesn't care about that analysis how much have you played BW? because everyone who played BW until level B on iccup will never say that sc2 is harder, there are many more position gameplay which is very attention and skill demanding in BW than starcraft 2, tank vs defiler anyone? i don't see anything out of the ordinary day in sc2 that there isn't also in BW but at greater order of magnitude, also you are talking about spell in sc2 with smartcast, when in BW you need to select each unit, just talking about mass storm for example, that alone is more difficult than anything in sc2 Is Nony not B level on Iccup, or are you just ignoring his post to defend your narrative? Some things are harder in BW, some things are harder in SC2, no game is strictly harder than the other.
i was also b on iccup, but i'm sry but i can't find a single thing harder in sc2...
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8748 Posts
Ok let's say you're a runner and you can run a series of races on flat courses or you can run a series of races on hilly courses. Which one is harder? Whichever one your opponents are better at. The whole thing about how it's harder to run up a hill than run on a flat surface is just trivia. The important question for the competitor is which one they're relatively better at. The question for the designer is which one is more fun and more fulfilling for people to do. The question for the competition director is which one yields a better competition, both for the competitors and for the viewers.
A mapmaker can make a map "objectively more difficult" by making it "more difficult" to expand. Does this really make the map more difficult to play? Probably not. People play differently on it. The change will suit some people and not others, some races and not others. It may even make the game easier because no even tries to expand anymore so it's just a 1 base all-in map. There's just no point in looking at one little detail of a very complex thing, seeing that it is more challenging in some way, and concluding that the whole thing is therefore more challenging. It's not simply additive like that.
If you had nearly perfect players who had to do everything nearly perfectly in order to stand a chance competitively at all, then challenges would be virtually additive like that. But playing SC2 presents a player with far more things than can be done perfectly, so playing it is already a matter of prioritizing attention and effort. When something becomes more challenging, in SC2 or in BW, it triggers the player to reevaluate the amount of value they get out of devoting their attention to it. This doesn't affect how hard the game is to play overall. Their attention is already over-burdened.
So to explain some of SC2's UI changes, let's look at macro and micro. Macro was changed so that multiple buildings could be selected at once to reduce the amount of time a player has to spend on production. Why? Because it's not one of the more fun things to do in the game and it's not fun to watch. Change the UI so players spend less time doing that and more time harassing, engaged in skirmishes, etc. Micro was changed so that an unlimited number of units can be selected at once. Why? Because giving your whole army move and attack move commands is not one of the more fun things to do in a battle. Controlling individual units, casting spells, working on more specific positioning with drag selections, etc, are the more fun things to do. So make it easy to give basic commands to the whole army but provide incentives for doing other kinds of unit control.
Now, WoL ended up being not very good for a bunch of other reasons which really muddled our ability to judge these UI changes. And at the same time, these UI changes proved trickier than originally thought, because many people (myself included) spent a lot of time developing those skills in BW and learned to love them. Blizzard also discovered that having too many spellcasting units ends up having its own pitfalls. The way they're working on LotV now is showing their continued ability to tweak how players use their attention to yield the most fun game to play and watch.
You could keep simplifying and simplifying and removing challenges so much that it's inevitable that the whole does become insufficiently challenging. Has anyone made that argument successfully about mechanics in SC2? I've never seen someone come close. I've only seen people not even understand the task before them, thinking they've already proven it when they haven't even started. The more interesting discussion is about what kind of mechanical challenges players face and whether the ones in BW or the ones in SC2 are better for competitive play. And that's something this article's author addressed in a different article and a lot of people have been discussing for years. And it's something that Blizzard was concerned about ever since they started working on SC2's multiplayer.
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I played WoL Hots and LotV. i honestly think Wol expansion wasnt much a challenge and the game didnt really got me.Hots expansion was a bit more complex and eventually more interesting in my eyes.now there is lotv,that is really something else from WoL and Hots,more like a mix of Dota with a bit of BW ? and indeed this game right now is very hard,cuz there are many options to take care of.right now anyone calling SC2 lotv an easy game i think never played it and is just auto assuming is the same WoL expansion.but is not.and yeah here we have BW that is just magic <3
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I can't believe you are making that argument, Nony.
There are several problems with your line of reasoning.
First off, you define how hard a game is by the odds of winning at that game. That is absurd for the following reason. Compare me winning a coin flip competition against the entire world population against me winning at some RTS game against the existing player base.
The odds of me winning the coin flip population is basically zero, yet the only skill I need is to throw a coin and have it not land on it's edge. As long as I get one side up, all I need is for luck to give me the right result.
Now in an RTS game, I will also have very low chance to actually win, but a way better chance of winning than winning the coin flipping, which is basically zero. You cannot say flipping a coin is harder than the RTS game just because my chance of winning is lower.
You cannot possibly think that the only difference between Starcraft and SC2 is what skills it tests for. They also differ in how and how much they are tested.
So you need to define the difficulty of a game by how well the game is able to differentiate the skills of the player, whatever those skills are. When there is a very tiny skill gap between two players, the game has to be able to 'measure' which one is better and let that player win. And for any game that is not a game of pure chance, if you play enough times, the outcome will not be 50-50. A difficult game will be a game where that percentage is bigger.
The more difficult the game, the more skill plateau's between a beginner and the best player of the world. You can also express it in terms of Elo, as long as the Elo model is actually accurate (which I suspect it often isn't). So many difference in points means a certain odds. Like 100 points difference means the player with 100 more Elo has a 76% to win. The more of an Elo gap between the very best and the average player, the more difficult the game.
In your example, you describe a game like bingo where the 'difficulty' of the game comes down to holding the right lot/number ie having the right skills and talents for the right game/track. Yes, if you run up a slope, run on a flat, run on a forest trail, different people will win, unless one is just much much better than anyone else. And yes, this is also what happens in different games. All you need to do is have the right skill for the right game. That's like a lottery/bingo. But even SC2 is much much more than just that.
As for the running analogy specifically, in running your performance is basically independent of your competitors as you compete against the clock, not against your opponent. Yes, there is race tactics and drafting, but that is completely different from pressuring your opponent, outthinking your opponent, in a game where you 'fight' against your opponent, be it chess, an RTS, some 1vs1 duel in a teamsport, or martial arts. One reason why such games have such big skill differentiation is exactly because better players can exploit their opponent's weakness, anticipate their moves, or trick or out-think them.
Also, the elitist comment about people not being skilled enough to comment, D level players before beta came out made the arguments about how SC2 turned out correctly, but in terms of skill level and spectator popularity. Considering how hard it can be to accurately predict something years into the future about a game with a lot of complexity, that is amazing and shows just how solid and fundamental the whole line of reasoning is.
It is actually ironic that you changed position on this. When you were still a Starcraft player you argued for a SC2 more similar to Starcraft. Why? Maybe because it would help you as more of your skills would transition. And now that you and many other players aren't haven't achieved in SC2 what they hoped out to achieve, now it becomes more convenient to claim that SC2 is really difficult. Now I saw Incontrol yesterday talk about how hard it was on him to realize that despite his hard work and talent, he wasn't able to perform as well as he'd hoped, and I can somehow imagine how that must be.
And yes, maybe the skills tested in SC2 are less obvious or less compatible with the talents of the average person. I can very well imagine how in SC2 it becomes more troublesome to get the right reinforcement to actually learn and improve. But that doesn't mean SC2 is better at differentiating the skill difference between two players than Starcraft.
As for Blizzard being concerned. They were concerned with public perceptions and outward appearance. I remember all the statements they used to put out in response to debate here on TL. It was just marketing and for consumption. They had their own vision and strategy, and what was said on TL,or even by you on Bnet forums (I remember you and Tasteless actually went there to make a case), was irrelevant.
And in the end the Blizzard vs Kespa&OGN did way more damage to SC2 as an esport than any game design.
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On January 04 2017 03:42 NonY wrote: Ok let's say you're a runner and you can run a series of races on flat courses or you can run a series of races on hilly courses. Which one is harder? Whichever one your opponents are better at. The whole thing about how it's harder to run up a hill than run on a flat surface is just trivia. The important question for the competitor is which one they're relatively better at. The question for the designer is which one is more fun and more fulfilling for people to do. The question for the competition director is which one yields a better competition, both for the competitors and for the viewers.
A mapmaker can make a map "objectively more difficult" by making it "more difficult" to expand. Does this really make the map more difficult to play? Probably not. People play differently on it. The change will suit some people and not others, some races and not others. It may even make the game easier because no even tries to expand anymore so it's just a 1 base all-in map. There's just no point in looking at one little detail of a very complex thing, seeing that it is more challenging in some way, and concluding that the whole thing is therefore more challenging. It's not simply additive like that.
If you had nearly perfect players who had to do everything nearly perfectly in order to stand a chance competitively at all, then challenges would be virtually additive like that. But playing SC2 presents a player with far more things than can be done perfectly, so playing it is already a matter of prioritizing attention and effort. When something becomes more challenging, in SC2 or in BW, it triggers the player to reevaluate the amount of value they get out of devoting their attention to it. This doesn't affect how hard the game is to play overall. Their attention is already over-burdened.
So to explain some of SC2's UI changes, let's look at macro and micro. Macro was changed so that multiple buildings could be selected at once to reduce the amount of time a player has to spend on production. Why? Because it's not one of the more fun things to do in the game and it's not fun to watch. Change the UI so players spend less time doing that and more time harassing, engaged in skirmishes, etc. Micro was changed so that an unlimited number of units can be selected at once. Why? Because giving your whole army move and attack move commands is not one of the more fun things to do in a battle. Controlling individual units, casting spells, working on more specific positioning with drag selections, etc, are the more fun things to do. So make it easy to give basic commands to the whole army but provide incentives for doing other kinds of unit control.
Now, WoL ended up being not very good for a bunch of other reasons which really muddled our ability to judge these UI changes. And at the same time, these UI changes proved trickier than originally thought, because many people (myself included) spent a lot of time developing those skills in BW and learned to love them. Blizzard also discovered that having too many spellcasting units ends up having its own pitfalls. The way they're working on LotV now is showing their continued ability to tweak how players use their attention to yield the most fun game to play and watch.
You could keep simplifying and simplifying and removing challenges so much that it's inevitable that the whole does become insufficiently challenging. Has anyone made that argument successfully about mechanics in SC2? I've never seen someone come close. I've only seen people not even understand the task before them, thinking they've already proven it when they haven't even started. The more interesting discussion is about what kind of mechanical challenges players face and whether the ones in BW or the ones in SC2 are better for competitive play. And that's something this article's author addressed in a different article and a lot of people have been discussing for years. And it's something that Blizzard was concerned about ever since they started working on SC2's multiplayer.
we should make a distintion between the competition of the game and the game itself, you are comparing the fierce starcraft 2 competition(or what it was, not now that the game is a bit dead) against BW, instead i'm talking about the skill cieling which is very very high in BW
in sc2 the skill cieling was already reached by many poeple but snce many reached it, it's hard to prevel this is how i see it, what prove this is that there was never a single progamer in sc2 who lasted many years like in BW
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8748 Posts
On January 04 2017 04:50 Euphorbus wrote: I can't believe you are making that argument, Nony.
There are several problems with your line of reasoning.
First off, you define how hard a game is by the odds of winning at that game. That is absurd for the following reason. Compare me winning a coin flip competition against the entire world population against me winning at some RTS game against the existing player base.
The odds of me winning the coin flip population is basically zero, yet the only skill I need is to throw a coin and have it not land on it's edge. As long as I get one side up, all I need is for luck to give me the right result.
Now in an RTS game, I will also have very low chance to actually win, but a way better chance of winning than winning the coin flipping, which is basically zero. You cannot say flipping a coin is harder than the RTS game just because my chance of winning is lower.
You cannot possibly think that the only difference between Starcraft and SC2 is what skills it tests for. They also differ in how and how much they are tested.
So you need to define the difficulty of a game by how well the game is able to differentiate the skills of the player, whatever those skills are. When there is a very tiny skill gap between two players, the game has to be able to 'measure' which one is better and let that player win. And for any game that is not a game of pure chance, if you play enough times, the outcome will not be 50-50. A difficult game will be a game where that percentage is bigger.
The more difficult the game, the more skill plateau's between a beginner and the best player of the world. You can also express it in terms of Elo, as long as the Elo model is actually accurate (which I suspect it often isn't). So many difference in points means a certain odds. Like 100 points difference means the player with 100 more Elo has a 76% to win. The more of an Elo gap between the very best and the average player, the more difficult the game.
In your example, you describe a game like bingo where the 'difficulty' of the game comes down to holding the right lot/number ie having the right skills and talents for the right game/track. Yes, if you run up a slope, run on a flat, run on a forest trail, different people will win, unless one is just much much better than anyone else. And yes, this is also what happens in different games. All you need to do is have the right skill for the right game. That's like a lottery/bingo. But even SC2 is much much more than just that.
As for the running analogy specifically, in running your performance is basically independent of your competitors as you compete against the clock, not against your opponent. Yes, there is race tactics and drafting, but that is completely different from pressuring your opponent, outthinking your opponent, in a game where you 'fight' against your opponent, be it chess, an RTS, some 1vs1 duel in a teamsport, or martial arts. One reason why such games have such big skill differentiation is exactly because better players can exploit their opponent's weakness, anticipate their moves, or trick or out-think them. first of all, performance in running is nowhere near independent of your competitors as you compete against the clock.
anyway, there are different ways to judge whether or not a game is hard. some of them will be relevant to meaningful discussions about the game and some of them won't. games can be hard in so many different ways and games can have so many different identities. im definitely not trying to say any type of "hard" that's universally trivial or applicable to all games. i use comparisons to try to explain the ways in which i understand you feel BW is harder than SC2 but then try to explain why it doesnt matter. i see how you can say it is harder but i think that that measurement is pure trivia, not that it doesn't exist. your response to this is to come up with examples of other games where someone's definition of "hard" doesn't make sense at all -- is basically trivia. i think this actually supports my argument. games are different. the way they are hard is different. you have to analyze the specific game to see if your measurement of hard actually means something or if it's trivia. you've argued FOR that, just like i have. you still haven't attempted to prove that the way BW is harder than SC2 is important. you keep giving definitions but you don't attempt to apply them. like your whole thing about real difficulty being present only if elo applies... elo works for sc2. so what was the point of all that?
It is actually ironic that you changed position on this. When you were still a Starcraft player you argued for a SC2 more similar to Starcraft. Why? Maybe because it would help you as more of your skills would transition. And now that you and many other players aren't haven't achieved in SC2 what they hoped out to achieve, now it becomes more convenient to claim that SC2 is really difficult. I think you're confusing me with someone else. My position very early on was that they need to make sure (1) actions cannot be done consistently perfectly even with 100% attention devoted to them and (2) there are far too many actions to do to be giving hardly any of them all of the attention they could use. I was one of the first, or the only, to define things along these terms. While the majority of people were flatly against MBS and unlimited unit selection, I recognized how they wouldn't matter if there was still too much difficult stuff to do. And that has been the case. Progamers make tons of mistakes every game. Improving win rate by improving mechanics has always been possible and continues to be an option.
Relative to other players, I was very good at single building selection and limited unit selection. It would've been to my competitive advantage to be entirely opposed to them but I wasn't.
As for my own personal success at the two games, it's apples and oranges. I've never practiced SC2 full time. I'm not gonna sit on the forums making biased arguments about design because I was better at BW when I played BW 70+ hours a week for a while and I've never played 30 hours of SC2 for two weeks in a row. I've got no reason to hide behind game design excuses when I freely admit my other issues that have caused my failure.
in sc2 the skill cieling was already reached by many poeple but snce many reached it, it's hard to prevel this is how i see it, what prove this is that there was never a single progamer in sc2 who lasted many years like in BW Why do you need something weird like "there aren't bonjwas in SC2 like there were in BW" to "prove" that the skill ceiling of SC2 was reached? Why not just watch any SC2 game ever and observe all the mistakes both players make, even at the highest level of play, and then conclude that the ceiling hasn't been reached? This isn't something that has to be so difficult to observe. It's super clear: progamers are nowhere near perfect at SC2. Like not even remotely close unless it's just a super short game of all-ins. So how can you even think about skill ceilings?
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It is possible to test if Starcraft is harder than SC2, in the way I kind of have proposed. But it should also be possible to 'do the experiment' by sampling data from past games played databases. At least for SC2, Blizzard sits on that data for sure. I don't know if iccup data would be able to provide the same. As there will be a lot of variance, you need sufficiently large numbers of games played. And no, I am not going to try to analyze the data myself. I have other more important experiments to do.
Elo works for SC2? I don't know what that means. Elo is just a way to quantify how large the skill spectrum over players of different ability is. And in a sense it is a measure of how much a game is luck-based vs skill-based.
Fact remains my position is not just an opinion or a vague statement. And even without definite proof, there certainly is evidence. Yes, counter-intuitive things may be going on, but if you make the game easier to play, you would expect the spectrum of skill to shrink, ie the game being less difficult. It's not a law of nature, but the evidence definitely points that way. And, if you are convinced this is not the case, you can actually analyze the data and show it to be false.
There has been some work published on this. So if you don't find my convincing, you can read up on the literature. Most of it was based or motivated on poker, and trying to 'prove' that it was a game of skill instead of a game of luck, so it could bypass the gambling regulations in some countries.
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you guys are bored
SC2 > BW, end of story get over it.
also no they belong in one genre, as both are RTS games that require intense skill and decision making. The only difference is one is more requires more skill than decision-making (BW), the other vice versa (SC2)
Also one is more popular in Korea (BW), the other more popular world-wide (SC2)--> I guess this point is irrelevant
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On January 05 2017 00:05 Euphorbus wrote: It is possible to test if Starcraft is harder than SC2, in the way I kind of have proposed. But it should also be possible to 'do the experiment' by sampling data from past games played databases. At least for SC2, Blizzard sits on that data for sure. I don't know if iccup data would be able to provide the same. As there will be a lot of variance, you need sufficiently large numbers of games played. And no, I am not going to try to analyze the data myself. I have other more important experiments to do.
Elo works for SC2? I don't know what that means. Elo is just a way to quantify how large the skill spectrum over players of different ability is. And in a sense it is a measure of how much a game is luck-based vs skill-based.
Fact remains my position is not just an opinion or a vague statement. And even without definite proof, there certainly is evidence. Yes, counter-intuitive things may be going on, but if you make the game easier to play, you would expect the spectrum of skill to shrink, ie the game being less difficult. It's not a law of nature, but the evidence definitely points that way. And, if you are convinced this is not the case, you can actually analyze the data and show it to be false.
There has been some work published on this. So if you don't find my convincing, you can read up on the literature. Most of it was based or motivated on poker, and trying to 'prove' that it was a game of skill instead of a game of luck, so it could bypass the gambling regulations in some countries.
What's the point in this? Both games, StarCraft and Poker, are about gathering as much information as possible to minimize luck-based outcomes, but you cannot completely rule luck out. Bad beats happen, misreads happen, humans make errors all the time, yet you try to argue there's no luck involved?
I really feel you're just discussing for the sake of discussing, your arguments are lacking substance and I find it hard to grasp a clear position/direction.
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He isnt saying luck isnt involved. He is saying weather a game is more of skill than luck and not vice versa.
If it werent for him, this thread would be dead 100%. He is saying that yes you can measure which game is the harder one while other people say you cant. Kinda interesting, yes?
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Yes. All I am saying is that we don't need to hang around in arguments lacking substance but that we can actually define what it means for a game to be 'hard' and that it can be measured, just as Foxxan says..
All I am saying is that we do not need to leave it at vagueness. We can do better than just say: "Starcraft and SC2 are different games. Hence they difficult in different ways. Hence, they cannot be compared, as they are different. Or, hence the difficulty depends on the player, not on the game."
If you want more substance, more definitions, more quantitative and verifiable claims, I am on your side. If you think this is all fundamentally vague and cloudy, you go with Nony and Laurens.
Also, there are actually two different ways to talk about it. One is to talk about how much a game is a game of chance vs a game of skill. And the other is how broad the spectrum of different skill levels is. They are related, but not exactly the same thing. Obviously both Starcraft and SC2 are 'mixed games' or games with incomplete information, where chance plays some role, sometimes. But that is besides the point, as we think there is no disagreement on that here.
Even in games that are considered to be 100% skill games, the player with the lower ranking can win. You will be hard-pressed to find a 'perfect game' where one player always wins 100% of the time. That either means who is the better player changes from game to game, and the game does succeed every time in selecting the best player. Or even games of 100% skill sometimes fail in differentiating who the best player is. There are several comments that can be made on this, but I'll refrain from doing that for now.
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8748 Posts
I'm not for vagueness at all. I'm just calling it out when I see it. I'm not the one trying to make claims. Other people are saying BW is harder. I'm asking the questions "in what way is it harder?" and "for whom is that distinction significant?" People say MBS made SC2 easier. I can follow along that producing units in SC2 takes fewer actions and fewer actions is easier. But I can't follow along that this makes the whole game easier, or that if it does, in what way it's easier and who it affects.
Yes you can certainly make a definition of 'hard' and then do analyses to determine which game is harder according to that definition. I've never doubted that. I've only doubted that any of it matters. I've only ever seen it done as an intellectual exercise. The conclusions have only ever been trivia. There's no point to any of it.
The only useful analyses I've seen are "is SC2 hard enough to be a competitive game?" and the answer is yes and "is SC2 hard in the ways that I find enjoyable to be challenged?" and then people express their preferences. I've never seen someone start with "BW is harder than SC2" and then proceed to make a useful point based on that. At best, people begin to express their preferences when they go into specifics of the differences between the games, and sometimes that preference includes "this was harder in BW and I liked it that way." But saying BW as a whole is harder, I've never seen useful points made. I don't think it's impossible. But I hate it when people act like they're saying something impactful or meaningful about BW vs SC2, and even using some facts/analysis to support it, when in fact it's all just trivia and there was no real point to it all.
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Well, the line of reasoning is that we as a Starcraft community knew why our game was harder than C&C or DoW or AoE (and even WC3). That was the multitasking involved. We, and that includes you as I seem to remember better than you, argued that MBS would be an integral part of what made Starcraft different from all other RTS games.
While I do indeed remember you had a nuanced opinion, you did say here on TL things like:
"Simplifying the interface with MBS and automining takes an enormous chunk out of the macro variable and will make it so close to a constant because all the top players will be doing it nearly perfectly."
"Why can't manual macro be a definitive aspect of SC? Every RTS has to have unique aspects that separate it somehow and why can't SC be set apart by not hopping on the MBS/automining bandwagon?"
"The catch is that MBS/automining might not be good for StarCraft's formula for a long-term competitive game."
I just find it strange that a time where old Nony is actually vindicated, new Nony suddenly doesn't even recognize the arguments made by old Nony, but also does not see reality now agrees with the predictions of old Nony.
I guess you see things differently than me and than old Nony. But I just find it strange that at a time where I feel vindicated about my old opinions, you reject those old opinions on the basis of the same evidence that I feel vindicates me.
I understand that all you top players had to accept SC2 the way it was to be able to perform, and that for some (Idra?) that was a struggle. I recognize that transitioning from Starcraft to SC2 required some double think. I mean, I can't imagine how I would be passionate about a game I didn't fully believe in. And back then, people were vocal. But the moment they realized they had to accept SC2 the way it was, because it wouldn't change, they shut up about it, for understandable reasons.
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On December 30 2016 22:49 Charoisaur wrote:Show nested quote +On December 30 2016 21:59 shadymmj wrote: one thing where i disagree with the article is the claim that sc2 has more strategy. i've played a lot of sc2, watched a lot of BW.
i can always call games in sc2 with decent accuracy, say which strategy is good against which because it's fairly cut and dry as to what beats what.
i have learned not to call BW games too early except in zvz and pvp. so often you can win a battle but lose the war. I think what the article means isn't that sc2 offers more strategy but that strategy is more important and decides more games. in BW a lot of games just get decided by mechanics, there's a lot of strategic decisions you can make but I feel it doesn't make the difference between win and loss as often as in sc2. In sc2 when I analyze a replay of me or a pro-level game it's most of the time a few errors in decision-making that made the difference between win and loss. Of course it also happens that you lose just because your opponent has better mechanics but I feel it's not as often as in BW. Yeaaaa this. In mirror matchups if u and the opponent went for the same build ur dead if u macro 1 sec worse. In sc2 theres a lot of things you can do in comparison to pull the game back.
But tbh i like it better with a higher mechanical skill ceiling. It makes you really really appreciate pros and what they're able to do. In sc2 that divide is a lot less clear.
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8748 Posts
On January 05 2017 02:24 Euphorbus wrote: Well, the line of reasoning is that we as a Starcraft community knew why our game was harder than C&C or DoW or AoE (and even WC3). That was the multitasking involved. We, and that includes you as I seem to remember better than you, argued that MBS would be an integral part of what made Starcraft different from all other RTS games.
While I do indeed remember you had a nuanced opinion, you did say here on TL things like:
"Simplifying the interface with MBS and automining takes an enormous chunk out of the macro variable and will make it so close to a constant because all the top players will be doing it nearly perfectly."
"Why can't manual macro be a definitive aspect of SC? Every RTS has to have unique aspects that separate it somehow and why can't SC be set apart by not hopping on the MBS/automining bandwagon?"
"The catch is that MBS/automining might not be good for StarCraft's formula for a long-term competitive game."
I just find it strange that a time where old Nony is actually vindicated, new Nony suddenly doesn't even recognize the arguments made by old Nony, but also does not see reality now agrees with the predictions of old Nony.
I guess you see things differently than me and than old Nony. But I just find it strange that at a time where I feel vindicated about my old opinions, you reject those old opinions on the basis of the same evidence that I feel vindicates me.
I understand that all you top players had to accept SC2 the way it was to be able to perform, and that for some (Idra?) that was a struggle. I recognize that transitioning from Starcraft to SC2 required some double think. I mean, I can't imagine how I would be passionate about a game I didn't fully believe in. And back then, people were vocal. But the moment they realized they had to accept SC2 the way it was, because it wouldn't change, they shut up about it, for understandable reasons. Yeah I said those things early on but then warpgates and chrono boost made it so I still have to have a good sense of timing and still have to move my screen to produce units. So I was proven wrong long ago, if you want to phrase it like that. But I wasn't making concrete predictions. I was drawing boundaries and saying you can't make things easier than this or there'll be issues. I gave examples for BW, saying if you made these changes in BW it'd be bad for BW. I didn't know what SC2 was like. As we learned what SC2 was like, it turned out that they didn't cross the "too easy" boundary. Macro is easier in some ways, harder in others. Macro is hard enough that some pros are better at it than others.
So it's like this:
If you make things easier than X, that's a red flag.
Property Z is going to be a part of SC2.
If you put property Z into BW, then things will get easier than X in BW.
Therefore, there's a red flag.
However, SC2 was always going to be different from BW in a lot of ways.
So if you do Property Z in SC2, things might not get easier than X.
No red flag.
That's my message. People were freaking out how Property Z will ruin SC2 but it was because we didn't know the whole picture. I was trying to give feedback to Blizzard like "Hey, this actually could turn out really bad. So I'm gonna say the game design approach you need to take to make sure it doesn't turn out bad. I hope you know what you're doing." And at the same time, people could have kept a more open mind that it's possible to have an RTS with Property Z that is still challenging in the important ways.
I still don't see how you think everyone is playing close to perfectly, or what you think exactly. Not only are players' best performances not perfect, but their best performances are too difficult to do consistently. So there's room for growth everywhere. I don't see what limits SC2 players are up against atm. I watched Byun stream to #1 KR and I watched Innovation do the same. They're both incredible players and yet they both regularly make mistakes, big and small. Anyone saying SC2 is too easy has to face that no one is close to mastering it. Anyone saying it's easier than BW still has to answer "even if it is, so what?" because they're equally hard in practice.
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I never said that. In fact, 10 years ago, I would argue against the concept of a skill ceiling. When everyone was talking about a skill ceiling, I objected since I realized they wouldn't probably not reach it, but they would still feel the effect.
I don't think you will ever hit a skill ceiling in the average competitive video games. But that doesn't mean they have the same spectrum of skill.
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