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StarCraft II and Brood War Belong to Different Genres

Forum Index > SC2 General
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HyralGambit
Profile Joined February 2014
2439 Posts
December 30 2016 11:11 GMT
#1
https://illiteracyhasdownsides.com/2016/12/30/starcraft-ii-is-not-a-successor-to-brood-war/

A new blog post by @BrownBear_47 on Twitter

Interesting read. Please share.
Passion overcomes corporate stupidity: https://www.youtube.com/watch?v=jX9hbbA-WP4#t=4h2m
Ej_
Profile Blog Joined January 2013
47656 Posts
December 30 2016 11:14 GMT
#2
Buzzfeed would be proud of the thread title
"Technically the dictionary has zero authority on the meaning or words" - Rodya
mantequilla
Profile Blog Joined June 2012
Turkey779 Posts
December 30 2016 11:31 GMT
#3
age of mythology rulez
Age of Mythology forever!
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4511 Posts
Last Edited: 2016-12-30 11:59:14
December 30 2016 11:55 GMT
#4
Really nice post, been having some of these thoughts myself lately as well.

Just the other day I after playing a SC2 game I was thinking of how much I miss just managing my bases/macro everywhere and being occupied with that almost entirely, and finding it very fun to keep busy with.

When I played SC:BW I would focus almost entirely on macro and getting my economy near flawless as possible, and then as a result of that I could just awkwardly control my units into a win, and it was very satisfying/fun to me.

The actual fighting/micro was a lot less appealing to me than the base management/macro aspects, and even in Sc2, I've felt that way. Just that sc2 offered a lot less in that department than sc;bw did. There's creep spread and injects, but after years it became so boring, BW had so much more to offer in that regard, and even though most tasks completly mundane and largely thanks to outdated interface, it never got boring for some reason. BW also did offer a lot in micro, say with mutalisks or some smaller group of units, but it was a lot different than the type of mass armies control in SC2.

Looking back now, I think I've had so much more fun with BW than SC2, and I think I've always felt that way since switching to Sc2, even throughout being a pro and all that, there was always part of me that felt it just wasn't that fun. Maybe it was just nostalgia.. I don't know.

That said, when I go back to BW now I find it almost impossible to deal with the unit pathing, lol. Despite having played it for so long before and never having a problem with it then.
+
Team Liquid
thezanursic
Profile Blog Joined July 2011
5479 Posts
December 30 2016 12:01 GMT
#5
I'd agree that SC2 is not a successor to BW, it is only in name, and I'm not saying this is necessarily a bad thing, but it does mean that *generally* a lot of players who switched from BW to SC2 were unsatisfied.

Essentially what I'm trying to say is that SC2 is a good game, but it isn't good for the exact same reasons that made BW good, meaning that it has a different appeal.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
kAra
Profile Joined September 2004
Germany1374 Posts
December 30 2016 12:21 GMT
#6
no highground advantage - no successor




+ello jos
mada mada dane
Strelok
Profile Joined January 2006
Ukraine320 Posts
December 30 2016 12:23 GMT
#7
Well said, Ret. I would've add, that because of that the gap between top pro player, pro player, semi pro, e.t.c. was way bigger. Now almost every good player can win every bit-better-player.
hitthat
Profile Joined January 2010
Poland2267 Posts
December 30 2016 12:25 GMT
#8
I comfirm.
It's not.
Shameless BroodWar separatistic, elitist, fanaticaly devoted puritan fanboy.
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
December 30 2016 12:38 GMT
#9
yeah I have only 800 games in sc2 since may of 2012, it's boring.
OmniEulogy
Profile Blog Joined July 2010
Canada6592 Posts
December 30 2016 12:41 GMT
#10
that's a really interesting article. It really touched on some things that I couldn't put into words myself.
LiquidDota Staff
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
Last Edited: 2016-12-30 12:56:31
December 30 2016 12:53 GMT
#11
The worst thing to happen to LOTV is that Blizzard decided to go with their silly economy design instead of the one TL members worked on for months...I regret it every single time I play.

Had we had something like that then zerg players could actually get by on more bases with the same amount of workers as their opponents and there could be so much more depth to build orders...

That and the high supply costs of everything (no 1 supply unit for zerg) really do it for me .

Honestly, Blizzard could just give the game a higher supply cap and that would keep me happy for a few more years...
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
shadymmj
Profile Joined June 2010
1906 Posts
December 30 2016 12:59 GMT
#12
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.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2016-12-30 13:11:26
December 30 2016 13:10 GMT
#13
Although I agree with some of the points raised I have to disagree with others. I dont think SC2 is more strategic than BW. And I also dont think SC2 puts more focus on micromanagement than BW. The author wrote he didnt really play BW and doesnt know it too well, I think thats the reason. I still think the arguments of the author are largely correct though; they are just not enough when comparing SC2 with BW.

In my opinion Strategy is much more important in BW than it is in SC2 because there is more options in BW with more impact. You can not choose to go for bio or mech or bio-mech or some air-ground hybrid in pro level SC2 but you could in BW. These different unit compositions require different economies and expansion patterns and thus a completely different strategy for the entire game. Not saying it doesnt exist in SC2 at all but I dont see it nearly as much as in BW.
DrunkenSCV
Profile Joined November 2016
76 Posts
December 30 2016 13:39 GMT
#14
SCBW is the result of many years RTS genre development, while SCII is, potentially, the new start.
TwiggyWan
Profile Blog Joined December 2013
France329 Posts
Last Edited: 2016-12-30 13:47:45
December 30 2016 13:45 GMT
#15
On December 30 2016 20:55 Liquid`Ret wrote:
Really nice post, been having some of these thoughts myself lately as well.

Just the other day I after playing a SC2 game I was thinking of how much I miss just managing my bases/macro everywhere and being occupied with that almost entirely, and finding it very fun to keep busy with.

When I played SC:BW I would focus almost entirely on macro and getting my economy near flawless as possible, and then as a result of that I could just awkwardly control my units into a win, and it was very satisfying/fun to me.

The actual fighting/micro was a lot less appealing to me than the base management/macro aspects, and even in Sc2, I've felt that way. Just that sc2 offered a lot less in that department than sc;bw did. There's creep spread and injects, but after years it became so boring, BW had so much more to offer in that regard, and even though most tasks completly mundane and largely thanks to outdated interface, it never got boring for some reason. BW also did offer a lot in micro, say with mutalisks or some smaller group of units, but it was a lot different than the type of mass armies control in SC2.

Looking back now, I think I've had so much more fun with BW than SC2, and I think I've always felt that way since switching to Sc2, even throughout being a pro and all that, there was always part of me that felt it just wasn't that fun. Maybe it was just nostalgia.. I don't know.

That said, when I go back to BW now I find it almost impossible to deal with the unit pathing, lol. Despite having played it for so long before and never having a problem with it then.


Did you play total annihilation or supreme commander forged alliance? If you like base management and macro you could like it.

Don't forget guys that BW was an accident, so much bugged stuff is in the game because the devs did not have time to fix their shit, and now people praise the bugs and spit on sc2 mechanics implemented as the programmers wanted it back to BW lol
No bad days
Charoisaur
Profile Joined August 2014
Germany15958 Posts
December 30 2016 13:49 GMT
#16
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.
Many of the coolest moments in sc2 happen due to worker harassment
Freezard
Profile Blog Joined April 2007
Sweden1011 Posts
Last Edited: 2016-12-30 14:07:15
December 30 2016 14:06 GMT
#17
Curious why the author says that BW feels easier to play than SC2. Makes no sense to me. Also remember when you could build Barracks before Supply Depot in SC2 beta? Well you can still do that in BW, I hate how they limited the strategy in such ways in SC2. I think the game was actually at its best during beta.
Ziggy
Profile Blog Joined June 2013
South Korea2105 Posts
December 30 2016 14:16 GMT
#18
The ease with which micro and macro can be executed in SC2 would make it difficult for future games (e.g. SC3, bound to happen sometime in the future) to switch back to the previous model used in SC1. Though it would change the gameplay drastically, I find it hard to believe rudimentary solutions such as limiting the number of units in a control group or removing multi selection of buildings would appeal to a modern gamer. And despite the competitive aspects of such solutions one must not forget a professional scene has no right to exist without a casual playerbase.
WriterDefeating a sandwich only makes it tastier. @imjustziggy
outscar
Profile Joined September 2014
2832 Posts
December 30 2016 14:21 GMT
#19
Somehow after so many years BW never gets boring whenever you login to iCC/fish for some ladder. But when I login to battle.net and start SC2 after 4-5 games I start feeling bored. Nostalgia? No. Paradox? Maybe. You can say that SC2 is better & X (put your word here)but you will never deny the fact that BW never gets boring; period.
sunbeams are never made like me...
RoomOfMush
Profile Joined March 2015
1296 Posts
December 30 2016 15:03 GMT
#20
On December 30 2016 23:16 ZiggyPG wrote:
The ease with which micro and macro can be executed in SC2 would make it difficult for future games (e.g. SC3, bound to happen sometime in the future) to switch back to the previous model used in SC1. Though it would change the gameplay drastically, I find it hard to believe rudimentary solutions such as limiting the number of units in a control group or removing multi selection of buildings would appeal to a modern gamer. And despite the competitive aspects of such solutions one must not forget a professional scene has no right to exist without a casual playerbase.

I dont think intentionally dumbing down the interface is a good way to go. SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)

But there are many things they could change. The soft-cap on bases mentioned in the article (any many articles before) can easily be improved in various ways, just look at the different SC2 mods that are already out there. The pathfinding can be changed to favor more open formations instead of those tight circles with all units huddling together. A bigger highground advantage and more area-of-effect spells with long durations would make the terrain and movement more important during engagements.

There are probably a dozen other ideas that could be tried to improve the game but blizzard isnt willing to do it. Maybe they are scared, maybe they already gave up, maybe its pride or maybe they actually like the game the way it is, but I refuse to believe the game could not have been much better without making the interface intentionally horrible.
2Pacalypse-
Profile Joined October 2006
Croatia9504 Posts
December 30 2016 15:10 GMT
#21
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
RoomOfMush
Profile Joined March 2015
1296 Posts
December 30 2016 15:13 GMT
#22
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Show nested quote +
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.

But wasnt it exactly the opposite that "killed" SC2 in the end? Casual players didnt enjoy the game and no fresh blood (or too little) came into the game. The pros we have today are mostly okay with the state of the game while all the scrubs are disappointed.
thezanursic
Profile Blog Joined July 2011
5479 Posts
December 30 2016 15:15 GMT
#23
On December 30 2016 23:06 Freezard wrote:
Curious why the author says that BW feels easier to play than SC2. Makes no sense to me. Also remember when you could build Barracks before Supply Depot in SC2 beta? Well you can still do that in BW, I hate how they limited the strategy in such ways in SC2. I think the game was actually at its best during beta.

No, it wasn't I guess you don't remember mass reaper rushes or how bad WoL was at the start.

I think he meant that every individual action is simpler in BW, where as in SC2 there are a select few actions that are considerably more game swinging/important, I would agree that it is a very strange way of putting it
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
2Pacalypse-
Profile Joined October 2006
Croatia9504 Posts
December 30 2016 15:15 GMT
#24
On December 31 2016 00:13 RoomOfMush wrote:
Show nested quote +
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.

But wasnt it exactly the opposite that "killed" SC2 in the end? Casual players didnt enjoy the game and no fresh blood (or too little) came into the game. The pros we have today are mostly okay with the state of the game while all the scrubs are disappointed.

That would be pretty ironic if true, yes.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
thezanursic
Profile Blog Joined July 2011
5479 Posts
December 30 2016 15:17 GMT
#25
On December 31 2016 00:13 RoomOfMush wrote:
Show nested quote +
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.

But wasnt it exactly the opposite that "killed" SC2 in the end? Casual players didnt enjoy the game and no fresh blood (or too little) came into the game. The pros we have today are mostly okay with the state of the game while all the scrubs are disappointed.

I think that if SC2 launched with Co-op and micro transactions (a LoL like model) people would have stuck around for longer
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Ziggy
Profile Blog Joined June 2013
South Korea2105 Posts
December 30 2016 15:17 GMT
#26
On December 31 2016 00:03 RoomOfMush wrote:
Show nested quote +
On December 30 2016 23:16 ZiggyPG wrote:
The ease with which micro and macro can be executed in SC2 would make it difficult for future games (e.g. SC3, bound to happen sometime in the future) to switch back to the previous model used in SC1. Though it would change the gameplay drastically, I find it hard to believe rudimentary solutions such as limiting the number of units in a control group or removing multi selection of buildings would appeal to a modern gamer. And despite the competitive aspects of such solutions one must not forget a professional scene has no right to exist without a casual playerbase.

I dont think intentionally dumbing down the interface is a good way to go. SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)

But there are many things they could change. The soft-cap on bases mentioned in the article (any many articles before) can easily be improved in various ways, just look at the different SC2 mods that are already out there. The pathfinding can be changed to favor more open formations instead of those tight circles with all units huddling together. A bigger highground advantage and more area-of-effect spells with long durations would make the terrain and movement more important during engagements.

There are probably a dozen other ideas that could be tried to improve the game but blizzard isnt willing to do it. Maybe they are scared, maybe they already gave up, maybe its pride or maybe they actually like the game the way it is, but I refuse to believe the game could not have been much better without making the interface intentionally horrible.


I know certain features were due to the software which, though limiting, was standard during the times of Brood War. That's why I'd like to emphasize the fact it would feel rudimentary to implement similar solutions on purpose in future games. Changing the pathing of units also sounds like a forced way of fixing things. As the author of the article stated in the opening paragraph he feels there is no need to clearly choose the better game here. The question is; which model appeals to the modern gamer. Making the game more mechanically challenging would certainly make high end competition more predictable, whereas the casual playerbase could struggle due to the difficulties posed by the game itself. Contemporary players prefer user-friendly solutions. I'm, of course, basing my belief purely on the esports titles that currently reign supreme.
WriterDefeating a sandwich only makes it tastier. @imjustziggy
JimmyJRaynor
Profile Blog Joined April 2010
Canada16707 Posts
Last Edited: 2016-12-30 15:23:55
December 30 2016 15:20 GMT
#27
On December 30 2016 20:55 Liquid`Ret wrote:
Just the other day I after playing a SC2 game I was thinking of how much I miss just managing my bases/macro everywhere and being occupied with that almost entirely, and finding it very fun to keep busy with.

When I played SC:BW I would focus almost entirely on macro and getting my economy near flawless as possible, and then as a result of that I could just awkwardly control my units into a win, and it was very satisfying/fun to me.

The actual fighting/micro was a lot less appealing to me than the base management/macro aspects, and even in Sc2, I've felt that way. Just that sc2 offered a lot less in that department than sc;bw did. There's creep spread and injects, but after years it became so boring, BW had so much more to offer in that regard....

C&C players regard this stuff as boring in-base "housekeeping chores". its C&C people's primary complaint about Starcraft and the reason they prefer C&C.
C&C players primary sense of enjoyment comes from intricate micro moves during intense army battles. C&C has very little in base decision making. Its interesting the # of ex-C&C development staff that ended up working on SC2 and the direction SC2 went.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
207aicila
Profile Joined January 2015
1237 Posts
December 30 2016 15:23 GMT
#28
SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)


People keep spouting this here and on reddit and it is factually not true. There are actual printed interviews from the 90s you can find in which the developers clearly point out some of these are conscious, deliberate design decisions.

That only by accident did they create a game so incredibly great, is a different matter entirely.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
207aicila
Profile Joined January 2015
1237 Posts
December 30 2016 15:24 GMT
#29
On December 31 2016 00:15 2Pacalypse- wrote:
Show nested quote +
On December 31 2016 00:13 RoomOfMush wrote:
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.

But wasnt it exactly the opposite that "killed" SC2 in the end? Casual players didnt enjoy the game and no fresh blood (or too little) came into the game. The pros we have today are mostly okay with the state of the game while all the scrubs are disappointed.

That would be pretty ironic if true, yes.


It is indeed both true and ironic, keep in mind Battle.net 0.2 for 2 years (?) lacked many of the social features and easy custom map lobbies that BW and WC3 have always had.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-12-30 15:36:51
December 30 2016 15:32 GMT
#30
Good article - though the title was a bit clickbaity. It's a different one on the page - did the author change it?

And +1 to Ret's post. I have the most fun macroing. But ultimately I want a choice here: "be a macro oriented player, or a micro oriented one". SC2's macro is so easy though that there's pretty much no choice. The only way to truly "outmacro" someone is by killing a lot of stuff via micro.
2Pacalypse-
Profile Joined October 2006
Croatia9504 Posts
Last Edited: 2016-12-30 15:45:12
December 30 2016 15:44 GMT
#31
On December 31 2016 00:32 KeksX wrote:
Show nested quote +
On December 31 2016 00:13 RoomOfMush wrote:
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.

But wasnt it exactly the opposite that "killed" SC2 in the end? Casual players didnt enjoy the game and no fresh blood (or too little) came into the game. The pros we have today are mostly okay with the state of the game while all the scrubs are disappointed.


Koreans are/were also complaining about the game being too hard. Not for casuals, but coaches etc complained about it.
Honestly it's impossible to tell what exactly caused the downfall.

I think when pro players and coaches, and indeed the author of this article, say hard, they don't necessarily mean that it was physically hard to perform some actions. It is without doubt that BW is harder in this sense. What they mean by hard, is that the game felt more like playing on the razer's edge, one wrong move/decision and the game can swing irreversibly. MOBA games, at least Dota 2 with which I'm familiar with, are pretty similar in this sense. Team fights can be *very* hectic. One small mistake, for example not activating your magic immunity item on time, can lose your team the fight, and eventually the game. Dota 2 has quite elaborate comeback mechanics though, which lessen the impact of these moments in the game, but I'm not sure if SC2 has anything like that.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
December 30 2016 15:57 GMT
#32
To be fair, can you actually even imagine a worthy successor to BW?

It's a dream we'll never see
2Pacalypse-
Profile Joined October 2006
Croatia9504 Posts
December 30 2016 16:00 GMT
#33
On December 31 2016 00:57 GGTeMpLaR wrote:
To be fair, can you actually even imagine a worthy successor to BW?

It's a dream we'll never see

A fair point.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
December 30 2016 16:05 GMT
#34
On December 31 2016 00:03 RoomOfMush wrote:
Show nested quote +
On December 30 2016 23:16 ZiggyPG wrote:
The ease with which micro and macro can be executed in SC2 would make it difficult for future games (e.g. SC3, bound to happen sometime in the future) to switch back to the previous model used in SC1. Though it would change the gameplay drastically, I find it hard to believe rudimentary solutions such as limiting the number of units in a control group or removing multi selection of buildings would appeal to a modern gamer. And despite the competitive aspects of such solutions one must not forget a professional scene has no right to exist without a casual playerbase.

I dont think intentionally dumbing down the interface is a good way to go. SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)

Not entirely true, 12 unit selection limit was intentional, for example. They even considered keeping some kind of a limit in sc2 in tge early stages of development.
Noocta
Profile Joined June 2010
France12578 Posts
December 30 2016 16:18 GMT
#35
On December 31 2016 00:15 2Pacalypse- wrote:
Show nested quote +
On December 31 2016 00:13 RoomOfMush wrote:
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.

But wasnt it exactly the opposite that "killed" SC2 in the end? Casual players didnt enjoy the game and no fresh blood (or too little) came into the game. The pros we have today are mostly okay with the state of the game while all the scrubs are disappointed.

That would be pretty ironic if true, yes.


SC2 has the same issue Fighting games ( and especially Capcom ) have for the last decade :

- Developpers want to dumb down the games to appeal to more casual players

The issue with this idea :

- You can NEVER dumb down games that hard enough for casual to get good and have fun in them because the fun part is how hard the games are to get good at.
- You make the pros and hardcore fan unhappy because devs are not cattering to them anymore, or even worst going against their advices.

In the end, you get a game that was designed with casuals in mind that has no casual fanbase, with unhappy hardcore players that only play by feeling of obligation.
" I'm not gonna fight you. I'm gonna kick your ass ! "
DrunkenSCV
Profile Joined November 2016
76 Posts
Last Edited: 2016-12-30 16:22:05
December 30 2016 16:19 GMT
#36
On December 31 2016 00:13 RoomOfMush wrote:
Show nested quote +
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.

But wasnt it exactly the opposite that "killed" SC2 in the end? Casual players didnt enjoy the game and no fresh blood (or too little) came into the game. The pros we have today are mostly okay with the state of the game while all the scrubs are disappointed.

Looking back now, it's ridiculous actually what have they done to the game. They removed all mechanics that could "annoy players" and scare novices. Then they realized that the game became pretty dull and what did they do next? They made the game more intensive, added new ultimate units, like adepts and liberators which are really hard to deal with even for pro players. The game is not dull anymore, but I can not imagine how much time would it take for new players to figure the game out. And for me personally playing SCII is like hardworking. I still kinda enjoy the game, but it drains me off.
thezanursic
Profile Blog Joined July 2011
5479 Posts
December 30 2016 16:22 GMT
#37
On December 31 2016 00:23 207aicila wrote:
Show nested quote +
SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)


People keep spouting this here and on reddit and it is factually not true. There are actual printed interviews from the 90s you can find in which the developers clearly point out some of these are conscious, deliberate design decisions.

That only by accident did they create a game so incredibly great, is a different matter entirely.

This is true, apparently the 12 unit selection was intentional, I remember reading that they had the capacity to have it higher, but ultimately decided against it.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
December 30 2016 16:43 GMT
#38
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Show nested quote +
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.


People were skeptical and many people on TL were very openly critical about how ridiculous those ideas were and what it meant for their design. That was the entire basis of the SC2Promod joke.
@RealHeyoka | ESL / DreamHack StarCraft Lead
Master of DalK
Profile Blog Joined June 2012
Canada1797 Posts
December 30 2016 16:53 GMT
#39
On December 31 2016 01:22 thezanursic wrote:
Show nested quote +
On December 31 2016 00:23 207aicila wrote:
SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)


People keep spouting this here and on reddit and it is factually not true. There are actual printed interviews from the 90s you can find in which the developers clearly point out some of these are conscious, deliberate design decisions.

That only by accident did they create a game so incredibly great, is a different matter entirely.

This is true, apparently the 12 unit selection was intentional, I remember reading that they had the capacity to have it higher, but ultimately decided against it.

StarCraft 64 has a unit selection cap of 18 instead of 12, I'm prettty sure that the N64 was less powerful than computers of the day. There was a lot of things that were added into StarCraft 64 actually, like auto-mining. I imagine a lot of these changes were just because the N64 is many times over more difficult to control than using a KB/mouse.
@MasterDalK | Maelstrom Entertainment | Streaming Every Esport Under the Sun
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
December 30 2016 16:56 GMT
#40
The title is a bit of a click bait but nice article. But I would like to challenge your idea of classic games giving satisfaction accros a big number of small easy action and modern games having less but harder action. With the result that classic games feels easier and modern games feels harder.

I think this is more a way to explain your own feelling of facility with classic games that you devellop across the time.

I will try to remember how I felt about more classic and more modern rts before playinh sc2 since I put thousand of hours in it. First thing is that I was always bad at these games and mostly played single player so maybe it would have change if it would have become good. But if I compare AoE II to AoE III is to the opposite with the 3rth beeing a lot more rewarding and feeling easier.
I don't think the task in classic games were easy at all, they had a simple goal yes but to me they always felt like hard to accomplish for exemple rebuilding farm or sending my army from point A to point B in AoE II seemed super hard to me and the fact that it was a simple task only made me feel like the game was harder or that I was super bad. A big number of easy task dosen't always mean more opportunity for satisfaction, it also mean more opportunity for faillure. AoE II or scbw still feel to me when I played them like an endless series of faillure, even when I winbI still feel like I have failled the game.

On the opposite when I played modern games like AoE III the task may have been harder but I would feel like if I didin't do them right (lets say I my canon were not well position in my army and they didn't shoot for half the battle) then it didin't felt like the game was hard it only felt like I did a mistake that I could solve oppose to building farm in AoE II that I had no way to solve.

That would usually mean that in classic games I would only reduce my attention to a minimal number of task, playing with only 1 or 2 units at the time and almost only in single player because doing anything else felt frustating and impossible. But for more modern rts lets say AoE III Rise of legend or sc2 I would play the whole game because I felt like it was possible and even if I felt at the harder task of these games it would not bother me nearly as much since I would be able to see my mistake.

Just my take on it.
Apart from that great article.

Writerhttp://i.imgur.com/9p6ufcB.jpg
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 30 2016 16:58 GMT
#41
On December 31 2016 00:57 GGTeMpLaR wrote:
To be fair, can you actually even imagine a worthy successor to BW?

Starbow

The things outlined on the Blog have been decanted and purified for years by people like me or Lalush, or Kabel, or Xiphias or Decemberscalm, these things are not impassable obstacles, they can be corrected to create some very cool RTS. Things like SC2BW or as I mentioned Starbow itself, have used these ideas in the past to create very cool interactions.

It is up to the SC2DevTeam to actually implement some of these things
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2016-12-30 17:24:50
December 30 2016 16:59 GMT
#42
On December 31 2016 00:23 207aicila wrote:
Show nested quote +
SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)


People keep spouting this here and on reddit and it is factually not true. There are actual printed interviews from the 90s you can find in which the developers clearly point out some of these are conscious, deliberate design decisions.

Of course it was a conscious decision to a certain degree. It didnt just "randomly" happen that you could select 12 units without the devs knowing how this is possible. There is no doubt that they decided on a 12 unit selection limit.

The question is though why they did that. I think the reason is not as simple as 12 is the best number or anything like that. There are many factors at play here like how to make the interface look like. BW had such a low resolution that every pixel was important. Selecting more than 12 units would have required a different kind of interface. It also needs more RAM which back then could have actually played a role. Not a big role perhaps but every little bit counts.

Anybody who says, that blizzard did some hardcore testing on a scientific level and have empirically proven that a 12 unit selection limit is the objectively best solution, is an idiot. The reasons for the 12 unit selection limit are most likely due to designers and developers just thinking "12, yeah, sounds like a good number...".

On December 31 2016 00:17 ZiggyPG wrote:
Show nested quote +
On December 31 2016 00:03 RoomOfMush wrote:
On December 30 2016 23:16 ZiggyPG wrote:
The ease with which micro and macro can be executed in SC2 would make it difficult for future games (e.g. SC3, bound to happen sometime in the future) to switch back to the previous model used in SC1. Though it would change the gameplay drastically, I find it hard to believe rudimentary solutions such as limiting the number of units in a control group or removing multi selection of buildings would appeal to a modern gamer. And despite the competitive aspects of such solutions one must not forget a professional scene has no right to exist without a casual playerbase.

I dont think intentionally dumbing down the interface is a good way to go. SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)

But there are many things they could change. The soft-cap on bases mentioned in the article (any many articles before) can easily be improved in various ways, just look at the different SC2 mods that are already out there. The pathfinding can be changed to favor more open formations instead of those tight circles with all units huddling together. A bigger highground advantage and more area-of-effect spells with long durations would make the terrain and movement more important during engagements.

There are probably a dozen other ideas that could be tried to improve the game but blizzard isnt willing to do it. Maybe they are scared, maybe they already gave up, maybe its pride or maybe they actually like the game the way it is, but I refuse to believe the game could not have been much better without making the interface intentionally horrible.

Changing the pathing of units also sounds like a forced way of fixing things.

My suggestion was not to make the pathing "worse". The pathing can still be good, just a different algorithm that produces different but similarily good results. Instead of having units walk around in water-drop like shapes they could perhaps make units spread out a little bit more by default similar to how units moved in BW. (not the bad pathfinding, just the formation)


Btw: Its nice to have BW vs. SC2 debates back on this forum.
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
Last Edited: 2016-12-30 17:30:47
December 30 2016 17:23 GMT
#43
StarCraft II’s design decisively treads the strategic fork in the road. It emphasizes the player’s plan and how they adjust that plan rather than their execution of that plan. It limits sprawling economic playstyles, producing more passive games with less action.

Broodwars mechanical emphasis creates, in many cases, its strategical depth-- and the lack of it creates a lack of depth for sc2 as well. The article seems to argue contrarily, but this paragraph the truth slips out. The mechanics of sc2 emphasis a game of unit hard counters, rock paper scissor like combat and death ball turtling,. That doesnt sound very strategically advanced to me. If sc2's design emphasizes turtling and passivity, broodwars mechanical focus creates strategical demands and opportunities of its own. All the builds, harassment, precise timing attacks etc on broodwar are possible and only possible because the game is mechanically demanding. Strategies, unit compositions and build orders would all be drastically different without significant mechanics, and Broodwar ISNT a game of passivity or death balling.

So I really dont see how the game that lends itself to simplistic hard counters, and sitting still, can be construed as the more strategically emphasized game over the one where the game is active and dynamic.

It's true that sc2's design focused on making decision in the abstract in order to win, vs Broodwar necessitating some actual ability in carrying it out, but that doesnt mean those abstract decisions were particularly advanced/impressive in terms of strategical depth. Quite the contrary it was a millstone around sc2's neck.

edit: There is a distinction to be made between something being hard and it being harsh. SC2 is not a hard game, broodwar is a hard game --- classic rts' in general are hard games, actually. SC2 is an easy game, but its a harsh game. More akin to casually strolling through a field of flowers on a nice summer day, though, if you were to trip, the ground itself would rip you to shreds and melt your bones. Harsh, but easy.
Never say Die! ||| Fight you? No, I want to kill you.
Meta
Profile Blog Joined June 2003
United States6225 Posts
December 30 2016 17:52 GMT
#44
The major difference that needs to be recaptured is an indication of skill in how fast you can click factories. The removal of multiple building selection and adding a unit selection cap would go a long way towards bridging the gap between the genres.
good vibes only
207aicila
Profile Joined January 2015
1237 Posts
Last Edited: 2016-12-30 18:06:15
December 30 2016 18:05 GMT
#45
On December 31 2016 01:59 RoomOfMush wrote:
Show nested quote +
On December 31 2016 00:23 207aicila wrote:
SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)


People keep spouting this here and on reddit and it is factually not true. There are actual printed interviews from the 90s you can find in which the developers clearly point out some of these are conscious, deliberate design decisions.

Of course it was a conscious decision to a certain degree. It didnt just "randomly" happen that you could select 12 units without the devs knowing how this is possible. There is no doubt that they decided on a 12 unit selection limit.

The question is though why they did that. I think the reason is not as simple as 12 is the best number or anything like that. There are many factors at play here like how to make the interface look like. BW had such a low resolution that every pixel was important. Selecting more than 12 units would have required a different kind of interface. It also needs more RAM which back then could have actually played a role. Not a big role perhaps but every little bit counts.

Anybody who says, that blizzard did some hardcore testing on a scientific level and have empirically proven that a 12 unit selection limit is the objectively best solution, is an idiot. The reasons for the 12 unit selection limit are most likely due to designers and developers just thinking "12, yeah, sounds like a good number...".


And by contrast, anyone who says that BW had 12 unit selection cap because the technology was too limited sounds like an Xbox casual who never played a game in his life until 2009 and doesn't know anything about computers. Just saying, if you wanna come in hot and fast and loose with generalizations.

No, of course they didn't do scientific tests and stuff like that, but they clearly intended to force some micro in high supply situations. As another poster stated previously, StarCraft 64 had a higher selection limit of 18, presumably because micro-ing with an N64 controller is ridiculously hard, despite the N64 being a very weak and limited machine (the weakest of its console generation IIRC, notoriously difficult to program for and I believe the 1st to require some games to be capped at 30 FPS). Warcraft's was 4 units I think? It's been a long time. Age of Empires 1 which came out in 1996 and had a wildly different design philosophy to Blizzard's allowed somewhere in the mid 20s, which was almost half of the population cap, by contrast.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
avilo
Profile Blog Joined November 2007
United States4100 Posts
December 30 2016 18:07 GMT
#46
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Show nested quote +
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.


The last part of that quote by Browder is the most obvious problem with SC2.

"We want to reward the players, not annoy them."

Do you guys feel rewarded or annoyed when mass adepts shade into your mineral line?
Rewarded or annoyed from massing carriers/swarmhosts?
Rewarded or annoyed from the 5 rang warp prism pickup?
Rewarded or annoyed by that liberator sieged behind your mineral line?
Rewarded or annoyed that two widow mines killed 30 probes?
Rewarded or annoyed that mech is near un-viable, even on the "mech re-work patch?"
Rewarded or annoyed that an invulnerable nydus + 8 queens with transfuse are now in your base?
Rewarded or annoyed that your base dries up incredibly fast compared to HOTS/WOL?
Rewarded or annoyed by proxy 3 rax reaper TvZ/TvT?
Rewarded or annoyed by pylons killing your depots from underneath your ramp for free?

LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS. They took everything ever wrong with SC2, and then put it into the final expansion pack, without ever tweaking or reverting the annoying things.
Sup
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2016-12-30 18:15:23
December 30 2016 18:10 GMT
#47
Had the same thoughts since day 1 of SC2. Well put.
T P Z sagi
Elroi
Profile Joined August 2009
Sweden5595 Posts
December 30 2016 18:17 GMT
#48
On December 31 2016 00:57 GGTeMpLaR wrote:
To be fair, can you actually even imagine a worthy successor to BW?

It's a dream we'll never see

I dont think it would be impossible. If the sc2 developpers from the start with all that work and huge budget had asked themselves what is so good and unique in bw instead of trying to make a completely different game. I believe that you could make a game that is very similar to bw, even keeping most of the bugs like mineral glitches and muta stacking, while making it look better and adding just a few.

Its almost like they had this strange oedipus complex from the start. instead of starting with basically bw hd and then tweak it a little bit (like csgo compared to 1.6) they did their own thing.
"To all eSports fans, I want to be remembered as a progamer who can make something out of nothing, and someone who always does his best. I think that is the right way of living, and I'm always doing my best to follow that." - Jaedong. /watch?v=jfghAzJqAp0
Elroi
Profile Joined August 2009
Sweden5595 Posts
December 30 2016 18:22 GMT
#49
On December 31 2016 03:05 207aicila wrote:
Show nested quote +
On December 31 2016 01:59 RoomOfMush wrote:
On December 31 2016 00:23 207aicila wrote:
SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)


People keep spouting this here and on reddit and it is factually not true. There are actual printed interviews from the 90s you can find in which the developers clearly point out some of these are conscious, deliberate design decisions.

Of course it was a conscious decision to a certain degree. It didnt just "randomly" happen that you could select 12 units without the devs knowing how this is possible. There is no doubt that they decided on a 12 unit selection limit.

The question is though why they did that. I think the reason is not as simple as 12 is the best number or anything like that. There are many factors at play here like how to make the interface look like. BW had such a low resolution that every pixel was important. Selecting more than 12 units would have required a different kind of interface. It also needs more RAM which back then could have actually played a role. Not a big role perhaps but every little bit counts.

Anybody who says, that blizzard did some hardcore testing on a scientific level and have empirically proven that a 12 unit selection limit is the objectively best solution, is an idiot. The reasons for the 12 unit selection limit are most likely due to designers and developers just thinking "12, yeah, sounds like a good number...".


And by contrast, anyone who says that BW had 12 unit selection cap because the technology was too limited sounds like an Xbox casual who never played a game in his life until 2009 and doesn't know anything about computers. Just saying, if you wanna come in hot and fast and loose with generalizations.

No, of course they didn't do scientific tests and stuff like that, but they clearly intended to force some micro in high supply situations. As another poster stated previously, StarCraft 64 had a higher selection limit of 18, presumably because micro-ing with an N64 controller is ridiculously hard, despite the N64 being a very weak and limited machine (the weakest of its console generation IIRC, notoriously difficult to program for and I believe the 1st to require some games to be capped at 30 FPS). Warcraft's was 4 units I think? It's been a long time. Age of Empires 1 which came out in 1996 and had a wildly different design philosophy to Blizzard's allowed somewhere in the mid 20s, which was almost half of the population cap, by contrast.

The original red alert had unlimited unit selection already in 1996.
"To all eSports fans, I want to be remembered as a progamer who can make something out of nothing, and someone who always does his best. I think that is the right way of living, and I'm always doing my best to follow that." - Jaedong. /watch?v=jfghAzJqAp0
phodacbiet
Profile Joined August 2010
United States1740 Posts
December 30 2016 18:28 GMT
#50
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Show nested quote +
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.


Well at the time, the community was pretty split. There were a lot of posts about how terrible bnet .2 was (there was a picture comparing the new b.net to a rock and lost). I remember reading an interview between one of the sc2 hire-ups at Blizzard and he actually asked "Do you really want chat channels?" I mean, come on, a lot of it is common sense but WoL was pretty lacking when it came out. We only remember it as a good period because sc2 got even worse. At the time of sc2 beta, a lot of people had hopes that Blizzard would fix things. The defense for sc2 was that BW took 10+ years to mature, and sc2 only has been out for a year so give it time. I remember when I went to watch GSL Open 2 Grand Finals between Nestea and MKP (Foxer), the entire hall cheered just because it wasn't close spawn, meaning they would actually get a game instead of a cheese. That's how you already know it wasn't going to be a good design game. People just had hopes that Blizzard would fix things, that was what was driving it.

Unfortunately, time came and passed and the problems got worse. At least we got all those features for bnet we always wanted, 4+ years later lol.
FoxDog
Profile Joined October 2007
170 Posts
Last Edited: 2016-12-30 18:34:19
December 30 2016 18:32 GMT
#51
On December 31 2016 03:07 avilo wrote:
Show nested quote +
On December 31 2016 00:10 2Pacalypse- wrote:
As someone who didn't follow SC2 beta at all, can anyone explain to me why that quote in the article from Dustin Browder didn't make everyone skeptical about SC2? At least pro/top players. It's fairly obvious, from that quote alone, that the focus of the SC2 designers was to make the game appealable to the new/casual players. And I think it's pretty obvious that trying to balance the game for the professionals that was designed with that kind of a mindset is pretty futile.

Here's the quote in question (bolded the most important part):
Oh dear, we are thinking about how to modify the geysers since forever. We want you to have to manage your economy more. And the geysers would be a perfect start point, since they were quite unspectacular in the past: You sent three workers there, and that’s it. So we decided to change the mechanic, which hasn’t succeeded thus far. It was extremely hard to balance the new system. Had we decided to regulate the gas supply necessarily by hand, to collect the regular amount of resources, we would have severerly disadvantaged the newer players, since they couldn’t afford expensive units like Battle Cruisers and Templar. But just these units have the most appeal to casual players. Therefore, we would have to modify the mechanic in that way, that you still earn enough gas if you leave the geysers to themselves. But then, Micro experts would collect by far more resources and would produce only very mighty units like Carriers and Archons. That would also be unfair. In addition, the constant geyser-checking would become annoying very quickly. We want to reward the players, not annoy them.


The last part of that quote by Browder is the most obvious problem with SC2.

"We want to reward the players, not annoy them."

Do you guys feel rewarded or annoyed when mass adepts shade into your mineral line?
Rewarded or annoyed from massing carriers/swarmhosts?
Rewarded or annoyed from the 5 rang warp prism pickup?
Rewarded or annoyed by that liberator sieged behind your mineral line?
Rewarded or annoyed that two widow mines killed 30 probes?
Rewarded or annoyed that mech is near un-viable, even on the "mech re-work patch?"
Rewarded or annoyed that an invulnerable nydus + 8 queens with transfuse are now in your base?
Rewarded or annoyed that your base dries up incredibly fast compared to HOTS/WOL?
Rewarded or annoyed by proxy 3 rax reaper TvZ/TvT?
Rewarded or annoyed by pylons killing your depots from underneath your ramp for free?

LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS. They took everything ever wrong with SC2, and then put it into the final expansion pack, without ever tweaking or reverting the annoying things.



i was going to pretty much say what you said here, but the CRUCIAL differance is that dustin browder is NO LONGER working on the balance and i think you too could feel the turn in changes from when david kim took full power

i think when he ninja nerfed PDD so it couldnt block brood shots, then nerfed ghosts the next patch due to the game nestea threw (look at the last engagement, its obvious he threw, no anti air, all corruptors into broods and no detection vs mass ghost? he threw deliberately to make Dkim nerf and it worked!

www.youtube.com

Broodwars ENTIRE appeal comes from the ability to have STRATEGY, you could go factory, barracks, starport tech make just about any composition so long as you covered air and ground, if you had the micro as proven by Boxer!

Wol/hots had this, where you had options you could rush/allin with builds that included units from any and all tiers, but in LOTV terran and protoss basically have their backs to the wall in terms of options, and nothing... NOTHING kills the game as hard as losing when you did the only thing you still can

take parasitic bomb, that now makes it so terran cant turtle whatsoever but zerg still can, so in the situation where zerg literally digs in turtling for vipers, you can do nothing as a mech terran, you simply have to take it once the vipers pop

or the random liberator nerf so it can no longer trade with corruptors, or the ghost nerf which means you no longer have a proper counter to the infestor, only soft counters

everytime i play the game i am reminded of all the greatness and potencial the game once had, and how limited and trapped i am playing against the clock be it ultra, templar, broods or vipers, even with the new mech buffs, it is extremely scary being forced to depend on single units like the raven or the siege tank, knowing that david kim can nerf these units at anytime (recent siege tank fire rate nerf from 2.0 to 2.14)
Remember without fear, there is no courage!
JimmyJRaynor
Profile Blog Joined April 2010
Canada16707 Posts
December 30 2016 18:46 GMT
#52
On December 31 2016 03:07 avilo wrote:
LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS. They took everything ever wrong with SC2, and then put it into the final expansion pack, without ever tweaking or reverting the annoying things.

here you go speaking for everyone again. everyone in the clan i'm in loves WoL. half of them love LotV and play it every week. the other half thinks it has too many units and is too complex and they keep on playing WoL.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Luolis
Profile Blog Joined May 2012
Finland7104 Posts
December 30 2016 18:47 GMT
#53
This is just my opinion but if sc2 had limited unit control cap i'd prolly quit the game. Atleast for me it brings out an annoying "fight against the game" kind of feeling. Sc2 in hots was the best for me personally but i don't mind current Lotv. This post doesn't have much of a flowing idea except that i like sc2 more than the original i guess.
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
207aicila
Profile Joined January 2015
1237 Posts
Last Edited: 2016-12-30 18:49:52
December 30 2016 18:48 GMT
#54
On December 31 2016 03:22 Elroi wrote:
Show nested quote +
On December 31 2016 03:05 207aicila wrote:
On December 31 2016 01:59 RoomOfMush wrote:
On December 31 2016 00:23 207aicila wrote:
SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)


People keep spouting this here and on reddit and it is factually not true. There are actual printed interviews from the 90s you can find in which the developers clearly point out some of these are conscious, deliberate design decisions.

Of course it was a conscious decision to a certain degree. It didnt just "randomly" happen that you could select 12 units without the devs knowing how this is possible. There is no doubt that they decided on a 12 unit selection limit.

The question is though why they did that. I think the reason is not as simple as 12 is the best number or anything like that. There are many factors at play here like how to make the interface look like. BW had such a low resolution that every pixel was important. Selecting more than 12 units would have required a different kind of interface. It also needs more RAM which back then could have actually played a role. Not a big role perhaps but every little bit counts.

Anybody who says, that blizzard did some hardcore testing on a scientific level and have empirically proven that a 12 unit selection limit is the objectively best solution, is an idiot. The reasons for the 12 unit selection limit are most likely due to designers and developers just thinking "12, yeah, sounds like a good number...".


And by contrast, anyone who says that BW had 12 unit selection cap because the technology was too limited sounds like an Xbox casual who never played a game in his life until 2009 and doesn't know anything about computers. Just saying, if you wanna come in hot and fast and loose with generalizations.

No, of course they didn't do scientific tests and stuff like that, but they clearly intended to force some micro in high supply situations. As another poster stated previously, StarCraft 64 had a higher selection limit of 18, presumably because micro-ing with an N64 controller is ridiculously hard, despite the N64 being a very weak and limited machine (the weakest of its console generation IIRC, notoriously difficult to program for and I believe the 1st to require some games to be capped at 30 FPS). Warcraft's was 4 units I think? It's been a long time. Age of Empires 1 which came out in 1996 and had a wildly different design philosophy to Blizzard's allowed somewhere in the mid 20s, which was almost half of the population cap, by contrast.

The original red alert had unlimited unit selection already in 1996.


Not only are you right now that I think about it, but also that's probably the best example for this discussion. Case closed lol.

On December 31 2016 03:46 JimmyJRaynor wrote:
Show nested quote +
On December 31 2016 03:07 avilo wrote:
LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS. They took everything ever wrong with SC2, and then put it into the final expansion pack, without ever tweaking or reverting the annoying things.

here you go speaking for everyone again. everyone in the clan i'm in loves WoL. half of them love LotV and play it every week. the other half thinks it has too many units and is too complex and they keep on playing WoL.


There's still non-hackers playing WoL? I am genuinely shocked.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2016-12-30 19:00:08
December 30 2016 18:58 GMT
#55
On December 31 2016 03:05 207aicila wrote:
Show nested quote +
On December 31 2016 01:59 RoomOfMush wrote:
On December 31 2016 00:23 207aicila wrote:
SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)


People keep spouting this here and on reddit and it is factually not true. There are actual printed interviews from the 90s you can find in which the developers clearly point out some of these are conscious, deliberate design decisions.

Of course it was a conscious decision to a certain degree. It didnt just "randomly" happen that you could select 12 units without the devs knowing how this is possible. There is no doubt that they decided on a 12 unit selection limit.

The question is though why they did that. I think the reason is not as simple as 12 is the best number or anything like that. There are many factors at play here like how to make the interface look like. BW had such a low resolution that every pixel was important. Selecting more than 12 units would have required a different kind of interface. It also needs more RAM which back then could have actually played a role. Not a big role perhaps but every little bit counts.

Anybody who says, that blizzard did some hardcore testing on a scientific level and have empirically proven that a 12 unit selection limit is the objectively best solution, is an idiot. The reasons for the 12 unit selection limit are most likely due to designers and developers just thinking "12, yeah, sounds like a good number...".
Just saying, if you wanna come in hot and fast and loose with generalizations.

Go back and read my post again. I never said anything about the 12 unit selection limit or said it was due to technical limitations. I was talking about the interface in general and was strategically vague.
On December 31 2016 03:22 Elroi wrote:
Show nested quote +
On December 31 2016 03:05 207aicila wrote:
On December 31 2016 01:59 RoomOfMush wrote:
On December 31 2016 00:23 207aicila wrote:
SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)


People keep spouting this here and on reddit and it is factually not true. There are actual printed interviews from the 90s you can find in which the developers clearly point out some of these are conscious, deliberate design decisions.

Of course it was a conscious decision to a certain degree. It didnt just "randomly" happen that you could select 12 units without the devs knowing how this is possible. There is no doubt that they decided on a 12 unit selection limit.

The question is though why they did that. I think the reason is not as simple as 12 is the best number or anything like that. There are many factors at play here like how to make the interface look like. BW had such a low resolution that every pixel was important. Selecting more than 12 units would have required a different kind of interface. It also needs more RAM which back then could have actually played a role. Not a big role perhaps but every little bit counts.

Anybody who says, that blizzard did some hardcore testing on a scientific level and have empirically proven that a 12 unit selection limit is the objectively best solution, is an idiot. The reasons for the 12 unit selection limit are most likely due to designers and developers just thinking "12, yeah, sounds like a good number...".


And by contrast, anyone who says that BW had 12 unit selection cap because the technology was too limited sounds like an Xbox casual who never played a game in his life until 2009 and doesn't know anything about computers. Just saying, if you wanna come in hot and fast and loose with generalizations.

No, of course they didn't do scientific tests and stuff like that, but they clearly intended to force some micro in high supply situations. As another poster stated previously, StarCraft 64 had a higher selection limit of 18, presumably because micro-ing with an N64 controller is ridiculously hard, despite the N64 being a very weak and limited machine (the weakest of its console generation IIRC, notoriously difficult to program for and I believe the 1st to require some games to be capped at 30 FPS). Warcraft's was 4 units I think? It's been a long time. Age of Empires 1 which came out in 1996 and had a wildly different design philosophy to Blizzard's allowed somewhere in the mid 20s, which was almost half of the population cap, by contrast.

The original red alert had unlimited unit selection already in 1996.

I might remember this incorrectly but I think it had a limit but the limit was ridiculously high. Something like 256 or 512 units. But it has been some time since I last played a C&C game.


I am feeling like this thread is about to derail into a balance whine thread soon. I think we shouldnt start blaming the game for units/skills we dont like and instead stick to the original topic.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16707 Posts
December 30 2016 19:01 GMT
#56
On December 31 2016 03:48 207aicila wrote:
Show nested quote +
On December 31 2016 03:22 Elroi wrote:
On December 31 2016 03:05 207aicila wrote:
On December 31 2016 01:59 RoomOfMush wrote:
On December 31 2016 00:23 207aicila wrote:
SC:BW didnt have such a bad interface because they thought it was a good idea but because they just couldnt make it any better back then. (for any reason: time, money, skill, processing power, etc)


People keep spouting this here and on reddit and it is factually not true. There are actual printed interviews from the 90s you can find in which the developers clearly point out some of these are conscious, deliberate design decisions.

Of course it was a conscious decision to a certain degree. It didnt just "randomly" happen that you could select 12 units without the devs knowing how this is possible. There is no doubt that they decided on a 12 unit selection limit.

The question is though why they did that. I think the reason is not as simple as 12 is the best number or anything like that. There are many factors at play here like how to make the interface look like. BW had such a low resolution that every pixel was important. Selecting more than 12 units would have required a different kind of interface. It also needs more RAM which back then could have actually played a role. Not a big role perhaps but every little bit counts.

Anybody who says, that blizzard did some hardcore testing on a scientific level and have empirically proven that a 12 unit selection limit is the objectively best solution, is an idiot. The reasons for the 12 unit selection limit are most likely due to designers and developers just thinking "12, yeah, sounds like a good number...".


And by contrast, anyone who says that BW had 12 unit selection cap because the technology was too limited sounds like an Xbox casual who never played a game in his life until 2009 and doesn't know anything about computers. Just saying, if you wanna come in hot and fast and loose with generalizations.

No, of course they didn't do scientific tests and stuff like that, but they clearly intended to force some micro in high supply situations. As another poster stated previously, StarCraft 64 had a higher selection limit of 18, presumably because micro-ing with an N64 controller is ridiculously hard, despite the N64 being a very weak and limited machine (the weakest of its console generation IIRC, notoriously difficult to program for and I believe the 1st to require some games to be capped at 30 FPS). Warcraft's was 4 units I think? It's been a long time. Age of Empires 1 which came out in 1996 and had a wildly different design philosophy to Blizzard's allowed somewhere in the mid 20s, which was almost half of the population cap, by contrast.

The original red alert had unlimited unit selection already in 1996.


Not only are you right now that I think about it, but also that's probably the best example for this discussion. Case closed lol.

Show nested quote +
On December 31 2016 03:46 JimmyJRaynor wrote:
On December 31 2016 03:07 avilo wrote:
LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS. They took everything ever wrong with SC2, and then put it into the final expansion pack, without ever tweaking or reverting the annoying things.

here you go speaking for everyone again. everyone in the clan i'm in loves WoL. half of them love LotV and play it every week. the other half thinks it has too many units and is too complex and they keep on playing WoL.


There's still non-hackers playing WoL? I am genuinely shocked.


when my clan mates who only want to play WoL want a 2v2 i play with them as their team mate. it takes us 1 to 3 minutes to find a game and i don't think our opponents are hacking. i don't play WoL 1v1s but some of my clan mates do and they find games quickly.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
palexhur
Profile Joined May 2010
Colombia730 Posts
December 30 2016 19:06 GMT
#57
The cap limited unit selection is by design of course, In AoE II it was something like 24 units, in some community patch they tried the unlimited selection and that just broke the game (imagine that you can choose 80 Paladins at once), so the community decided in something like 36 cap , even in HD you can play with MBS but in competitive games and ladder you never see that in the original, these things help to put some mind in the game, not just one mindless click and you are just good to go.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 30 2016 20:06 GMT
#58
What i think is very interesting is the claim that easy to understand tasks like selectign new workers and send them to mining are exactly the tasks which make the game fun and rewarding. I think this is 100% true, one of the best feelings in sc2 is creep spreading, exactly because it is close to the "tedious" tasks of bw.
Ofc you also wanna interact with the opponent and play certain strategies, but the actual fun part is mastering certain mechanics because it's easy to notice that you got better.
At the same time it's extremely frustrating to lose a game because you didn't scout the dt shrine (which is more of a "hard task")
Imo real time games (always) create fun through mechanics. No matter if it is guitar hero, super mario or starcraft. If you create a real tiem game where the focus is more on the strategy side (strategy inlcudes decision making, scouting, building the right unit composition, etc) the gameplay becomes easily frustrating because unlike a round based game you cannot make decisions which are based on all the available information (or rather the information available is exremely limited)

Ofc opinions might differ here, but to me this train of thought makes sense.



I am not quite sure if i would say that sc2 therefore is in a different sub genre, but sure we can define it that way. It's probably more about the time the games released though. The next big rts game will probably have almost no mechanics requirements, at least on the macro side of things. The more unique tasks you have to do (multitask) the less likely it imo is that a game has success these days. Even though that would speak against the premise of lots of easy tasks creating fun i guess, dunno^^
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 |
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
December 30 2016 20:15 GMT
#59
yet another article which creates a thread to bash blizzard devs for even breating air... nothing constructive
twitch.tv/pharaphobia
207aicila
Profile Joined January 2015
1237 Posts
December 30 2016 20:16 GMT
#60
On December 31 2016 05:15 PharaphobiaSC wrote:
yet another article which creates a thread to bash blizzard devs for even breating air... nothing constructive


Your post on the other hand is a gleaming bastion of usefulness and help.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
Dingodile
Profile Joined December 2011
4133 Posts
December 30 2016 20:27 GMT
#61
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.
Grubby | ToD | Moon | Lyn | Sky
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2016-12-30 20:45:09
December 30 2016 20:38 GMT
#62
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.
"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.'
Hildegard
Profile Blog Joined November 2012
Germany306 Posts
December 30 2016 20:45 GMT
#63
Shower thought: Auto-mining or multi-select buildings, more than 12 unit selection etc. could be upgrades in SC3.
tl.net humour: https://www.kurtvonmeier.com/blog-1/2018/1/14/on-audio-alan-watts-and-g-spencer-brown-discuss-laws-of-form
mYster
Profile Joined January 2016
10 Posts
December 30 2016 20:59 GMT
#64
On December 30 2016 20:55 Liquid`Ret wrote:
Really nice post, been having some of these thoughts myself lately as well.

Just the other day I after playing a SC2 game I was thinking of how much I miss just managing my bases/macro everywhere and being occupied with that almost entirely, and finding it very fun to keep busy with.

When I played SC:BW I would focus almost entirely on macro and getting my economy near flawless as possible, and then as a result of that I could just awkwardly control my units into a win, and it was very satisfying/fun to me.

The actual fighting/micro was a lot less appealing to me than the base management/macro aspects, and even in Sc2, I've felt that way. Just that sc2 offered a lot less in that department than sc;bw did. There's creep spread and injects, but after years it became so boring, BW had so much more to offer in that regard, and even though most tasks completly mundane and largely thanks to outdated interface, it never got boring for some reason. BW also did offer a lot in micro, say with mutalisks or some smaller group of units, but it was a lot different than the type of mass armies control in SC2.

Looking back now, I think I've had so much more fun with BW than SC2, and I think I've always felt that way since switching to Sc2, even throughout being a pro and all that, there was always part of me that felt it just wasn't that fun. Maybe it was just nostalgia.. I don't know.

That said, when I go back to BW now I find it almost impossible to deal with the unit pathing, lol. Despite having played it for so long before and never having a problem with it then.



would be awesome if u would stream BW again Jos, was so awesome back in the days. Loved ur stream and playlist back then, especially ur ZvT and TvZ.
Meta
Profile Blog Joined June 2003
United States6225 Posts
December 30 2016 21:00 GMT
#65
On December 31 2016 05:45 Hildegard wrote:
Shower thought: Auto-mining or multi-select buildings, more than 12 unit selection etc. could be upgrades in SC3.



I would be alright with this. Unlock higher level unit / building selection as tech. Same deal with things like warp gates (should be t3 tech) and other UI functionality that "modernizes" the genre.
good vibes only
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 30 2016 21:03 GMT
#66
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

Show nested quote +
LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.


It's weird because the title on his page is different but this one is still in the url. But yeah a little bit on the click bait side of things.
You raise a good point though, what does it mean to be a successor. You stated the most obvious criteria: playerbase.
In the case of sc2 it's mainly singleplayer though, people were interested to play the campaign.
On thos forum we mostly talk about the multiplayer part though, which means we should be interested in the game design a lot.
Personally i think a successor should have the same feeling. Obviously this is rather vague though. In other games it's way easier to understand what this means. If you play mario you always have this fast paced gameplay with lots of enemies and your known powerups. While it also adds new things in every edition it still is very close to the games which came before.
I think nintendo does a very good job here.

In a more complex game like starcraft it's (probably) a lot harder though. What exactly creates this "feeling" here? I think it is fair to say that playing sc2 feels a lot different than playing bw. Whatever you prefer is up to you ofc, but if it wasn't named starcraft and didn't have the same unit skins people probably wouldn't necessarily think it's the same franchise.
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 |
Charoisaur
Profile Joined August 2014
Germany15958 Posts
Last Edited: 2016-12-30 21:06:59
December 30 2016 21:06 GMT
#67
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.


That were pretty much exactly my thoughts after reading the article.
Many of the coolest moments in sc2 happen due to worker harassment
2Pacalypse-
Profile Joined October 2006
Croatia9504 Posts
Last Edited: 2016-12-30 21:24:37
December 30 2016 21:23 GMT
#68
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

What do you mean he talked very little about what it means to be a successor? The whole premise of the article is that the two games don't belong in the same (sub)genre. That surely is not "very little". The point about many players and fans replacing BW with SC2 is also not really that relevant to the succession discussion. Then you'd also have to include many players who rejected SC2 and stayed with BW, or even those who returned to the BW after playing SC2. At this point, you're not really discussing the games themselves, but the whole ecosystem, which is perhaps something you expected from the title? To me, it was obvious from the title that the discussion will be about the merits of the games themselves, not all the external factors.

But anyways, the title of the article was changed to a less click-baity one, so this argument is pretty moot. I also updated the title here on TL to reflect the change.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
207aicila
Profile Joined January 2015
1237 Posts
December 30 2016 21:31 GMT
#69
On December 31 2016 06:03 The_Red_Viper wrote:

What exactly creates this "feeling" here? I think it is fair to say that playing sc2 feels a lot different than playing bw. Whatever you prefer is up to you ofc, but if it wasn't named starcraft and didn't have the same unit skins people probably wouldn't necessarily think it's the same franchise.


Completely agreed.

There are some key points where SC2 further diverges from BW, that are completely inconsequential to more high minded ideas like game design and game balance, but likely contribute to "feel".

Art direction, sound design, music, hell even the single-player story. BW was distinctively darker and not just in a literal sense. The aliens looked and sounded more alien, and the humans more ragtag and dysfunctional rather than heroic. (which is in keeping with the lore of them being mostly convicts and such) As for the feel of the gameplay, someone who hasn't tried both simply would not be able to understand.

+ Show Spoiler +

BW's story, though far from perfect, echoed a similar darkness through its twists and turns, reveals and betrayals and was quite unique both in genre and in gaming as a whole at the time. In other RTS you may play as one race, or one faction of "good" participants from each race, or you may play the conflict once as the good guys and then again as the bad guys, but not simultaneously. In SC1 you played all races and factions consecutively, good and bad, and ultimately through your actions allowing the evil Kerrigan to triumph and crush all opposition in the Koprulu sector. That was pretty damn rad. SC2's story by comparison is just a predictable, overly cheesy and too-Hollywood-for-its-own-good retelling of WarCraft 3: Space Boogaloo. It's as shallow, derivative and mind-numbingly boring as any Michael Bay Transformers film and similar dreck targeted at the lowest common denominator.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
grizzlybear
Profile Joined February 2016
19 Posts
Last Edited: 2016-12-30 21:39:39
December 30 2016 21:33 GMT
#70
Hey folks,

brownbear here. Thanks for all the comments.

I wanted to touch on the title. It originally referenced StarCraft II as a successor to Brood War. I changed this a few days ago because, as several folks have pointed out, it's clickbaity and not really the point of the article. WordPress creates URLs for pieces when they are first saved, not when they are published, hence why it appears there. At no point has the title referenced succession since publication.

The references to succession in the article proper were almost stripped out too, but I ended up keeping them after completing an unrelated project on Yooka Laylee. The blog post reminded me of the many discussions that took place around succession when Nuts and Bolts came out many years ago, so I decided to keep it. In retrospect, probably should have been cut, it is a statement that is too easily interpreted in a negative light. To me succession is neutral, ie there was never really a true successor to Age of Empires 2, but I don't mean this in a negative way or to invalidate Age of Mythology or AOE3. The company just stopped making that kind of game.

Thanks again for all your comments.

Edit: thanks to the moderation team for updating the title of this thread.
https://www.twitter.com/brownbear_47
Deleted User 26513
Profile Joined February 2007
2376 Posts
Last Edited: 2016-12-30 21:52:22
December 30 2016 21:51 GMT
#71
It’s not a successor to Brood War – instead, it’s arguably the best-to-date version of an entirely different type of game, the “strategic” or “modern” competitive real time strategy game. It’s more streamlined, more passive, feels harder, and is more focused on the right decisions – it emphasizes the strategy in real time strategy. Brood War and Age of Empires II are more mechanical, more active, feel easier, and are more focused on optimal execution – they emphasize the real time in real time strategy.

Don't let the BW elitists read these lines... Some of them might implode in their rage.

Otherwise, good read.

BTW the author is talking about sub-genres of RTS, not a "different genre" as the title states.
NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
December 30 2016 22:04 GMT
#72
On December 31 2016 05:27 Dingodile wrote:
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.


While few in numbers, I think there are still some sequels that are actually good/fun. Like the new HITMAN, despite getting a lot of shit due episodic release and online stuff, it's been hailed as second best title in the series or even sharing the top with Blood Money.

I think the biggest problem with devs right now is deciding how faithful do they want to stay to the previous titles and how much new stuff or direction do they take. Often stumbling somewhere inbetween failing to satisfy both new and old players alike.
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2016-12-30 22:33:26
December 30 2016 22:08 GMT
#73
I am not surprised that SC2 is in decline, and the most talented players have moved back to SC BW.

SC2 failed in two respects. It wasn't able to bring in 'casual players'. Those were playing LoL instead. I remember when LoL first came out. People here on TL were talking about trying it out, how cartoony it was. They were making fun of it. It seemed to be a toy of a game, or a satire of Dota. You can still find that thread here, I guess.

SC2 also failed to even entertain SC BW players. Almost all those top players from SC BW played SC2, but didn't like it. We secretly knew that about many players, though it was obvious for people like Idra.

D+ players were making these arguments after the Testie interview. That's basically when it started. When Testie played an early version of SC2 and when he saw how they used new technology/interface to 'improve' the game. Testie's first honest respond was that, albeit looking amazing, they ruined the game by making it so easy. That was way way before MBS debates. We had 'famous' people try to go and talk to Blizzard about our concerns. We heard leaks about how it was David Kim and Cowgomoo (a WC3 top amateur who was WoW community manager or so, and thus allowed to play internal alpha) vs everyone else. We saw their ignorance about many aspects of the game.

I think at the very core is the game engine and the way the units are controlled. It starts there. The people that designed unit behavior, they never thought about the game being an RTS. You want the default unit behavior to be very predictable, but also very easy to improve upon with micro. First off all, SC2 actually has the same delay that WC3 has, that Dota2 has, that LoL has, and that SC BW with lan latency and HoN do not have. People just forgot about that and got used to it. But when lan latency plugin first came out for SC BW, it was a revelation to us all. It is amazing to realize that people today play SC2, WC3, Dota2 and LoL with noticeable latency. No one talks about it anymore. People act like Blizzard fixed it. I remember Blizzard even coming out and saying they fiddled with it, the placed base didn't notice the change, and they decided it wasn't humanly noticeable, or something.

Second is the way units group up into a blob in SC2. The way units behave is odd and unpredictable. They try to be smart, yes, they are more efficient that way when not microed. But it just makes it so that you do not try to micro the units.

I think Starbow fiddled with it and that some aspects can actually be changed using the map editor. But the way units control in default in SC2, that's just wrong for an RTS.

They just have to rewrite the game so units move on a predictable grid and only have so many rotation orientations. Any other fancy 3d engine way, and it impedes unit control

Every time I go back to SC BW, I am amazed how much crisp moving around zealots is compared to the floating delayed gliding units that keep clumping and bumping into each other. In SC2, units try to interpret your intentions instead of robotically carry out their instructions.

I remember when Blizzard made the Phoenix able to move and shoot, and Blizzard proudly came out and said: "We now finally have a unit that you can micro." We all face-palmed so hard. It wasn't that they weren't trying, in areas where they had room to compromise. They were just both unwilling and clueless.
But I guess it was the engine as well, as units in SC2 seem to be able to have pixel-accurate locations, and were able to rotate maybe 1 degree at a time. This explains why air units slowly drift away while they bump into each other. People talk about fighting the game in SC BW, but in SC2 you had the same thing for different reasons. Like units drifting away into enemy range. Or the tank stopping to shoot, moving it's turret, but then just not firing, and you canceled it's complete attack by ordering it to move again. Yes, you could also waste attack animations in SC BW. But the whole way that units respond in an RTS game, that concept never entered the minds of the guys who coded the engine and the unit control algorithms.

I am sure the people who created it were really talented. I am sure they have very nifty code. In fact, I know they have. But it is completely ill-conceived for use in an RTS game.
We had this Lalush posts years ago. But I don't know why that was such a revelation. Maybe because it had videos explaining everything. We had D level players making the exact same arguments without ever having players SC2 yet.

Same exact thing about worker saturation/inefficiency. That was not a hard concept to predict. People were actually ridiculed by making a point about the strategic implications of having 100% efficient mining with just two workers. It's just a detail, but these things stack up, at every point of SC2.

Blizzard came up with these fundamentally broken ideas and gimmicky units and abilities. Warp gates, for example. The time it takes you to rally in your newly produced units after a 200 vs 200 fight is very important. If you can instantly warp in units, that is just super-powerful. And that means all your units get weaker, because in the end you need to balance the game.
Same with zerg unit speed boost on creep. Nice cool idea, especially lore-wise. But in the end it just means zerg can't really fight cost-efficiently off creep.

And WoL had a unit like the Thor. I guess the idea was to have a really badass unit, for the sake of badassery. I think originally there were to be superunits like the mothership and the thor. I remember before beta, every day they was an update on how they changed the thor that week, trying to make the Thor work. I am sure the Thor was Dustin's idea and no one dared to stand up to him and kick it out of the game.

I also agree very much with the idea that SC BW is much easier to play for beginners. In SC2, everything has abilities and spells. When I first started playing Starcraft it was very simple. As simple as Warcraft. The idea that Starcraft was hard to play only came like five years later when we realized there were Koreans playing with 300 APM.

I guess that goes to the core of SC2 and how it tries to protect your ego. This is so evident in the way the ladder works. It was deliberately designed to give every customer the illusion they were skilled already and improving even more. At Blizzard I think they hired some mathematics PhD guy to come up with the matchmaking algorithm, and hiding your actual MMR was super-essential. I guess this goes big time into catering the player that would usually play 5vs5 moba, where you can just blame losing on having bad team-members.
I don't know why the game was designed trying to appeal to people who weren't willing to play a 1 vs 1 game where unless you were supertalented and playing 12 hours a day, you would be a complete walkover for any professional player. Really, what is so bad about that? Isn't it amazing that in chess, you have the best player in the world ranked at 2600 and club players are 1200. And a 200 point difference means player A would beat player B 76% of the time. Is it really that bad for a player to realize that there are that many tiers between them and the best player in the world? I don't get it what it is about video games. Take normal sports and people play it for years, without being anywhere close to the best players in the world. In fact, they play for a decade without even improving. But they are having fun. But gamers somehow need to be given the illusion that they are amazing and empowered and doing awesome stuff, no matter their skill level.

We used to make the analogy with traction control in F1. F1 had traction control before SC2 beta came out, but the debate in F1 was increasing, as it impeded testing driver skill. They removed traction control from F1 years ago. The debate was about which skills you really want to test in SC2. There should be less testing of mundane clicking, people argued. I don't know why people would say that, and I still do not know. Yes, I understand the argument about bugged pathing in SC BW. That ought to be improved on. But what was so bad about being able to outclick your enemy in SC BW? No one complained about the difficulty of aiming in FPS. No one would introduce autoaim there, 'to make the game more strategic'.
People would claim there would be more strategy if the player was given more time to think when he wasn't clicking.
People just didn't like clicking, but thought they did like RTS.
People argued RTS was real time strategy, and thus should be about strategy. But of course the 'strategy' mean the game had base management, technology tree and resources and contrasted RTS with RTT. And the real-time was there of course to contrast it with turn-based. So the semantics of that was completely silly.
I always was under the impression people secretly believed they would be more competitive if the game was easier to play mechanically. Or that people came from WC3 or C&C and they wanted whatever was in WC3/C&C already to also be in SC2, just following the natural development of interface improvements.

I think it was said in this thread already, but here is the link to the original gamespot review of Star Craft:
http://www.gamespot.com/reviews/starcraft-review/1900-2533189/

You should read what they wrote about the interface and the limitations back in 1998. And then go and think about why, after SC BW first being abandoned in favour of WC3, only to have it resurge again, then the same with SC2, only to resurge again. Remember, it is almost 2017! And Starcraft already had a 'wrong' interface in 1998. Maybe there is just something fundamentally wrong with the whole 'outdated interface'-argument?

I believe very strongly that no one on the SC2 dev team understands why people now go back to SC BW, after SC2. People say 'nostalgia'. With WC3 people said 'people just like SF over fantasy'. I even remember a silly video about MBS before MBS about WC2, saying SC BW would be 'better' if it had the same interface as WC2.

I think there is just a lot of misunderstanding among developers about the actual appeal of SC BW. And yes, it is a niche and it will never make you a multimillionaire.

Let's hope Blizzard doesn't continue with their HD remake. It can only be a disaster. At best, it is only a reskin. But what does that really achieve? I remember times were we would dread Blizzard patching because then our 2.2 MHZ cores would be running on 100% again, running SC BW, as a new patch would disable CPU throttling. And I even remember kespa reverting once, because their new patch gave bnet lag even on lan. Yes, the same lag you now have and accept in SC2/dota2/LoL. I guess Blizzard forgot SC BW lan actually had low latency, since they abandoned low latency for WC3.
A HD remake would only give more and more of these problems, and split the playerbase once again.

I don't know why people want anything to do with Blizzard after what they did with their lawsuits, suing kespa, forcing OGN and MBC to stop broadcasting games, forcing proleague to switch to SC2, etc etc.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
December 30 2016 22:14 GMT
#74
On December 31 2016 05:15 PharaphobiaSC wrote:
yet another article which creates a thread to bash blizzard devs for even breating air... nothing constructive


Completely unfair point imho. There is a worthy discussion in both the article as well as in this thread. I'm surprised it's this constructive to be honest.
Meta
Profile Blog Joined June 2003
United States6225 Posts
Last Edited: 2016-12-30 22:24:30
December 30 2016 22:22 GMT
#75
On December 31 2016 06:33 grizzlybear wrote:
Hey folks,

brownbear here. Thanks for all the comments.

I wanted to touch on the title. It originally referenced StarCraft II as a successor to Brood War. I changed this a few days ago because, as several folks have pointed out, it's clickbaity and not really the point of the article. WordPress creates URLs for pieces when they are first saved, not when they are published, hence why it appears there. At no point has the title referenced succession since publication.

The references to succession in the article proper were almost stripped out too, but I ended up keeping them after completing an unrelated project on Yooka Laylee. The blog post reminded me of the many discussions that took place around succession when Nuts and Bolts came out many years ago, so I decided to keep it. In retrospect, probably should have been cut, it is a statement that is too easily interpreted in a negative light. To me succession is neutral, ie there was never really a true successor to Age of Empires 2, but I don't mean this in a negative way or to invalidate Age of Mythology or AOE3. The company just stopped making that kind of game.

Thanks again for all your comments.

Edit: thanks to the moderation team for updating the title of this thread.


For a good example in another genre, check the succession / evolution of ARPGs after Diablo 2. It was a wildly popular game in the ARPG genre, and after Diablo 3 was released, it became clear that the differences were unpopular among many fans of Diablo 2. Many former Diablo 2 players gave up on Diablo 3 and now play Path of Exile, which, using a similar argument, you could categorize as being in a more similar genre to Diablo 2 than Diablo 3.

It's important to consider what the player is actually doing most of the time when he is playing these games. In SC:BW, a large fraction of his actions and attention are spent clicking production buildings, ordering workers to mine, setting/updating rally points, and partitioning units into control groups. These actions represent an extremely small fraction of what the player is doing in SC2. The player is doing very different things in these games, so it's reasonable to me to consider them to be different genres.

I would love a modern RTS where you have to spend most of your time clicking production builds and managing your economy, where actual battles and army movement are a small fraction of the totality of the gameplay. I gather that this is the crux of the argument.
good vibes only
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2016-12-30 22:35:48
December 30 2016 22:35 GMT
#76
I dont buy the argument that the clicking on buildings, sending workers to mine etc are a core part of what an rts should look like, be like.
If we look at SC2, those things are gone -yes, But what instead is there to do for the player? Not much actually if you think about it. Your units die so fast when you engage, the micro isnt really much either- perhaps tvz in hots was closest to the "much micro to do through the game" but that aside, its not much to do.
Spreadning creep imo is super boring - Clicking buildings in broodwar is more fun here.

I want a modern RTS without these things broodwar provide BUT ADD other things which occupie the player/s throughout the game. Iam talking relevant stuff. For example, instead of managing your 1base in broodwar(you build most buildings in your main) if you could manage buildings on the map instead and more "tactic" buildings. The right defence here and there , i want to have vision here. I want to control this area of the map right here. and os on

The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 30 2016 22:43 GMT
#77
On December 31 2016 07:35 Foxxan wrote:
I dont buy the argument that the clicking on buildings, sending workers to mine etc are a core part of what an rts should look like, be like.
If we look at SC2, those things are gone -yes, But what instead is there to do for the player? Not much actually if you think about it. Your units die so fast when you engage, the micro isnt really much either- perhaps tvz in hots was closest to the "much micro to do through the game" but that aside, its not much to do.
Spreadning creep imo is super boring - Clicking buildings in broodwar is more fun here.

I want a modern RTS without these things broodwar provide BUT ADD other things which occupie the player/s throughout the game. Iam talking relevant stuff. For example, instead of managing your 1base in broodwar(you build most buildings in your main) if you could manage buildings on the map instead and more "tactic" buildings. The right defence here and there , i want to have vision here. I want to control this area of the map right here. and os on


I actually do not understand how you decide what "should be a core part" tbh. Basically macro should need the least amount of clicks possible? Does it come down to that? Ofc there is no right and wrong per se, but personally i think having more options to be a better macro player is also an important aspect of rts. Streamlining it means there are less options though.
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 |
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2016-12-30 22:47:53
December 30 2016 22:43 GMT
#78
Yes, I agree that there are many options on what skills to test.

I had this argument many times. People wanted to have some meaningful clicking. You could just have it that in your dead time, you would solve sudoku or other puzzles at your buildings to improve production.
That sort of was my absurd argument, but it points out that for some people, emergence still plays a role. It is about space marines fighting aliens, in some parallel or future universe. And things you do have to make sense in that context. Like spreading creep in SC2 makes sense both in respect of testing multitasking, and lore-wise (though it has it's problems, as mentioned earlier).

But to me, everything can be abstracted away, exactly like it is in chess today. Some people say the rook is a chariot. Others say it is a cannon. No one knows, and it doesn't matter. It is an abstract unit. The same can be true for a future RTS. And if you want 'building management' to be more than clicking, but something that does test multitasking, you can come up with stuff. It is going to be arbitrary, but really in an abstract game, everything is arbitrary.


The mineral mining in SC is actually a major reason for its success, as has been discussed to death years ago on this forum. But what was it really? They flipped around gold and wood in WC2 to minerals and gas in SC. Now, the stuff from the stationary building was the tech resource. Add unit ai being bugged, and suddenly you get a nuanced resource collection system that leads to rich strategy.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2016-12-30 22:59:51
December 30 2016 22:44 GMT
#79
On December 31 2016 07:35 Foxxan wrote:
I dont buy the argument that the clicking on buildings, sending workers to mine etc are a core part of what an rts should look like, be like.


This is a years-old argument to be fair.
Even if you don't think it's not a core part of all RTS, it is/was at least a core part of StarCraft.



I want a modern RTS without these things broodwar provide BUT ADD other things which occupie the player/s throughout the game. Iam talking relevant stuff. For example, instead of managing your 1base in broodwar(you build most buildings in your main) if you could manage buildings on the map instead and more "tactic" buildings. The right defence here and there , i want to have vision here. I want to control this area of the map right here. and os on


This is already the case in Brood War, with bases and units spread out across pretty much the whole map.
The elegance in BW's design is that they don't need specific units or buildings for that. The existing ones are enough.
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2016-12-30 23:02:37
December 30 2016 23:01 GMT
#80
I do think that is an interesting aspect of SC BW vs SC2. Battles all over the map during all the game in SC BW vs some harass but otherwise army vs army battles, that was a difference that was not predicted before beta. And I haven't seen it fully and convincingly explained yet. Is it really because of no control group cap? I am not so sure.

I always imagined SC2 maps being way smaller, I guess that plays a role as well.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2016-12-30 23:16:52
December 30 2016 23:16 GMT
#81
oh look another sc2 vs bw baiting thread

article's pretty good though
vibeo gane,
RoomOfMush
Profile Joined March 2015
1296 Posts
December 30 2016 23:20 GMT
#82
On December 31 2016 08:01 Euphorbus wrote:
I do think that is an interesting aspect of SC BW vs SC2. Battles all over the map during all the game in SC BW vs some harass but otherwise army vs army battles, that was a difference that was not predicted before beta. And I haven't seen it fully and convincingly explained yet. Is it really because of no control group cap? I am not so sure.

I always imagined SC2 maps being way smaller, I guess that plays a role as well.

I dont think its only the selection cap. Of course the 12 unit cap makes a difference, but there are other factors too. In BW choke points played a huge role with the atrocious pathfinding and all. The idea of moving 30 dragoons across a small bridge or up a small ramp is still giving me nightmares today. You just couldnt move your big armies around like that.

The way units attacked was also a big factor. Each race had really strong positional units that could hold a location against a much bigger and more expensive army. Siege Tanks absolutely demolished anything on the ground. Same with lurkers and reavers. And all 3 of these units were very slow or needed to set-up to become effective. You were forced to attack from different angles or attack at different locations because of these strong defensive units.

Another point is that units were cheaper in BW. You have the same supply cap in SC2 but all SC2 units in general cost more supply. You just have less units.

The macro has also been simplified which allows you to amass big armies more easily. With warpgates protoss can always reinforce an army anywhere on the map. No need to group units back at home. Same with Zerg armies which morph in huge numbers all at once with the way larva work in SC2.

I think the reason for the big army vs big army battles in SC2 compared to the many small skirmishes in BW is a combination of all of these reasons plus some more. Highground advantage, no soft-cap on expansions, more spread out expansions, etc etc.
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
December 30 2016 23:21 GMT
#83
On December 31 2016 05:16 207aicila wrote:
Show nested quote +
On December 31 2016 05:15 PharaphobiaSC wrote:
yet another article which creates a thread to bash blizzard devs for even breating air... nothing constructive


Your post on the other hand is a gleaming bastion of usefulness and help.


I like the game how it is so yeah...
twitch.tv/pharaphobia
207aicila
Profile Joined January 2015
1237 Posts
December 30 2016 23:21 GMT
#84
On December 31 2016 08:01 Euphorbus wrote:
I do think that is an interesting aspect of SC BW vs SC2. Battles all over the map during all the game in SC BW vs some harass but otherwise army vs army battles, that was a difference that was not predicted before beta. And I haven't seen it fully and convincingly explained yet. Is it really because of no control group cap? I am not so sure.


Don't know how long you've been reading TL since the account you're on seems awfully new, but it's been explained to death.

Unlimited unit selection is probably a minor factor in the particular difference you are talking about, but it is corroborated by:

- Different (better) unit pathing and high degree of clumping in SC2
- Lack of high ground advantage or some similarly impactful defender's advantage that can be easily integrated into standard maps
- The fact that fights simply do not last as long in SC2 compared to BW, which also means there is less time to react and micro during individual engagements

All of these together (and possibly other factors that escape me right now) lead to the situation where it is almost always more efficient to have all your army together when you're engaging.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
207aicila
Profile Joined January 2015
1237 Posts
December 30 2016 23:22 GMT
#85
On December 31 2016 08:21 PharaphobiaSC wrote:
Show nested quote +
On December 31 2016 05:16 207aicila wrote:
On December 31 2016 05:15 PharaphobiaSC wrote:
yet another article which creates a thread to bash blizzard devs for even breating air... nothing constructive


Your post on the other hand is a gleaming bastion of usefulness and help.


I like the game how it is so yeah...


"The only constructive discussion is people blindly agreeing with me rather than... actually having a conversation."

Alright friend, carry on. I love how you literally implied that your post was useful, that's the icing on the cake.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 30 2016 23:36 GMT
#86
On December 31 2016 07:43 The_Red_Viper wrote:
Show nested quote +
On December 31 2016 07:35 Foxxan wrote:
I dont buy the argument that the clicking on buildings, sending workers to mine etc are a core part of what an rts should look like, be like.
If we look at SC2, those things are gone -yes, But what instead is there to do for the player? Not much actually if you think about it. Your units die so fast when you engage, the micro isnt really much either- perhaps tvz in hots was closest to the "much micro to do through the game" but that aside, its not much to do.
Spreadning creep imo is super boring - Clicking buildings in broodwar is more fun here.

I want a modern RTS without these things broodwar provide BUT ADD other things which occupie the player/s throughout the game. Iam talking relevant stuff. For example, instead of managing your 1base in broodwar(you build most buildings in your main) if you could manage buildings on the map instead and more "tactic" buildings. The right defence here and there , i want to have vision here. I want to control this area of the map right here. and os on


I actually do not understand how you decide what "should be a core part" tbh. Basically macro should need the least amount of clicks possible? Does it come down to that? Ofc there is no right and wrong per se, but personally i think having more options to be a better macro player is also an important aspect of rts. Streamlining it means there are less options though.

From self-analyse i have come up that interaction with your opponent to be the key in an rts and from there i think that should be the core part of the rts genre.
Less clicking? Well yes but more relevant clicking and easier to macro with more relevant decisions. Should feel more strategic and tactical how you spend your money.


@Keksx
This is a years-old argument to be fair.
Even if you don't think it's not a core part of all RTS, it is/was at least a core part of StarCraft.

What iam saying is that IT SHOULD NOT BE A CORE PART of the rts genre. I know very well its a huge part of Starcraft.

This is already the case in Brood War, with bases and units spread out across pretty much the whole map.
The elegance in BW's design is that they don't need specific units or buildings for that. The existing ones are enough.

What i see in broodwar isnt very interesting how someone masses some defence in one of his expansions. Masscannons+HTS versus zerg or lurker+sunken as zerg vs protoss.
Its a deadly defence, yes, but i dont look at this and think "creative" or wonder "whats his plan now?".
I want that part in an rts game where its not the same everytime.


@euphorbus

Yes, I agree that there are many options on what skills to test.

I had this argument many times. People wanted to have some meaningful clicking. You could just have it that in your dead time.

This is something i think can truly be accomplished - That you have very little deadtime to none in an rts game.

you would solve sudoku or other puzzles at your buildings to improve production.
That sort of was my absurd argument, but it points out that for some people, emergence still plays a role. It is about space marines fighting aliens, in some parallel or future universe. And things you do have to make sense in that context

Interesting idea. Pretty sure something else than this to fit broodwar could come up.


The mineral mining in SC is actually a major reason for its success, as has been discussed to death years ago on this forum. But what was it really?

It provided mass bases to be built and to be effecient and therefore providing points of interst on the map. Makes it hard to camp for example which can be a big problem in other rts games.
TheDougler
Profile Joined April 2010
Canada8304 Posts
December 30 2016 23:49 GMT
#87
It's funny how in a very real sense, the age old multiple building selection (MBS) debate continues even ten years later. I remember in 2007 when that first preview video for SC2 (with the planet cracking mothership) came out people were saying MBS would change the game completely. I guess they're right.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2016-12-31 00:16:23
December 30 2016 23:59 GMT
#88
On December 31 2016 08:21 207aicila wrote:
Show nested quote +
On December 31 2016 08:01 Euphorbus wrote:
I do think that is an interesting aspect of SC BW vs SC2. Battles all over the map during all the game in SC BW vs some harass but otherwise army vs army battles, that was a difference that was not predicted before beta. And I haven't seen it fully and convincingly explained yet. Is it really because of no control group cap? I am not so sure.


Don't know how long you've been reading TL since the account you're on seems awfully new, but it's been explained to death.

Unlimited unit selection is probably a minor factor in the particular difference you are talking about, but it is corroborated by:

- Different (better) unit pathing and high degree of clumping in SC2
- Lack of high ground advantage or some similarly impactful defender's advantage that can be easily integrated into standard maps
- The fact that fights simply do not last as long in SC2 compared to BW, which also means there is less time to react and micro during individual engagements

All of these together (and possibly other factors that escape me right now) lead to the situation where it is almost always more efficient to have all your army together when you're engaging.



Oh, I have been here long enough that I probably have been banned by Rekrul more often than you have posted.

I do not agree that this fully explains why battles are drawn out spatially and temporarily in SC BW, when they are focused in SC.

Pathing surely plays no role, as it happened in progamer games, and they know how not to bug out the pathing too badly.
Clumping probably plays a role, but cannot fully explain it as battles are drawn out in space and time in SC BW before unit numbers get high for clumping to make a true difference. And clumping can only explain the spatial component anyway. I would also argue that the spatial distances are far larger than the length scale on which clumping plays a role.

High ground advantage only plays a role when there are cliffs. If so, in SC BW battles would be drawn out in space and time only around cliffs.

Also, the length of battles probably plays a role, but cannot fully explain it. If it was only battle duration, then SC BW and SC2 would be similar, until a battle happens. In that case, longer battle duration would have to be the cause of things being drawn out in space and time. Surely, this can explain why battles are drawn out in time, because that's exactly what longer battles are. But not in space.

You mention that all this together, and some other things, can fully explain it. I feel it is not convincing and too muddled. Maybe it is something that just isn't obvious.

But my main point, almost all things we now talk about were predicted even by 'noobs' before beta (like the person above my post also recognizes). A few things weren't. This is one of them. I can see why some would say it is fully explainable now, but I am not convinced.


What iam saying is that IT SHOULD NOT BE A CORE PART of the rts genre. I know very well its a huge part of Starcraft.


Maybe it is time to admit that exactly this is why SC BW is more popular than SC2. Imagine in 20 years people showing up in the hundreds to watch a SC2 match.
And maybe it is therefore time to admit that, under your private definition of RTS, SC BW is not an RTS.

I am not going to tell people what to think and what to like, but what you are saying is at the least a bit odd, at worse contradictory to reality.

Ten years ago, people were pissed when you told them they just had a problem with the core mechanics of RTS. I guess that also hasn't changed. And I thought at this point in my life, I would admit to being the same; to not having the energy and interest anymore to play a hardcore RTS. But since I finished my PhD a month ago and taking a break, I actually have had fun on iccup 'fighting the interface', and being completely terrible.

On December 31 2016 08:49 TheDougler wrote:
It's funny how in a very real sense, the age old multiple building selection (MBS) debate continues even ten years later. I remember in 2007 when that first preview video for SC2 (with the planet cracking mothership) came out people were saying MBS would change the game completely. I guess they're right.


Sadly, I can't find the Testie video anymore. It was completely innocent, spontaneous comment. He had no idea it would be the start of any debate. But everything interesting actually ended after his comment. Everything else has been either a repetition of moves, or just outright denial.
207aicila
Profile Joined January 2015
1237 Posts
December 31 2016 00:05 GMT
#89
On December 31 2016 08:59 Euphorbus wrote:
Show nested quote +
On December 31 2016 08:21 207aicila wrote:
On December 31 2016 08:01 Euphorbus wrote:
I do think that is an interesting aspect of SC BW vs SC2. Battles all over the map during all the game in SC BW vs some harass but otherwise army vs army battles, that was a difference that was not predicted before beta. And I haven't seen it fully and convincingly explained yet. Is it really because of no control group cap? I am not so sure.


Don't know how long you've been reading TL since the account you're on seems awfully new, but it's been explained to death.

Unlimited unit selection is probably a minor factor in the particular difference you are talking about, but it is corroborated by:

- Different (better) unit pathing and high degree of clumping in SC2
- Lack of high ground advantage or some similarly impactful defender's advantage that can be easily integrated into standard maps
- The fact that fights simply do not last as long in SC2 compared to BW, which also means there is less time to react and micro during individual engagements

All of these together (and possibly other factors that escape me right now) lead to the situation where it is almost always more efficient to have all your army together when you're engaging.



Oh, I have been here long enough that I probably have been banned by Rekrul more often than you have posted.


Haha, didn't know there was anyone who got banned tens of thousands of times. I guess it must have happened on the down low, or maybe I was on break from SC at that time.

That's cool actually.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
thezanursic
Profile Blog Joined July 2011
5479 Posts
Last Edited: 2016-12-31 00:31:51
December 31 2016 00:30 GMT
#90
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

Show nested quote +
LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.

I think it's basically a sensational click baity title to get some traction and a reason to talk about why some players prefer one over the other, and a discussion about mechanics in RTS.

I noticed that the mods changed the title, it's a good example of the click bait nature; Nobody, or at least a lot fewer people, would read an article or rather an opinion piece titled "Starcraft II and Brood War belong to different Genres" over "SC2 is not a true successor to Brood War". And the title worked, TL is all up in arms about it, soo is Reddit, if this were 2011 with massive traffic on /r/Starcraft and Teamliquid the article would get serious buzz, essentially what I'm trying to say is that the title worked, and if it hadn't been titled this way, you probably wouldn't have read it in the first place.

BTW, just rewatched TSL 2 Finals yesterday, good games
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
grizzlybear
Profile Joined February 2016
19 Posts
December 31 2016 00:33 GMT
#91
On December 31 2016 09:30 thezanursic wrote:
Show nested quote +
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.

I think it's basically a sensational click baity title to get some traction and a reason to talk about why some players prefer one over the other, and a discussion about mechanics in RTS.

I noticed that the mods changed the title, it's a good example of the click bait nature; Nobody, or at least a lot fewer people, would read an article or rather an opinion piece titled "Starcraft II and Brood War belong to different Genres" over "SC2 is not a true successor to Brood War". And the title worked, TL is all up in arms about it, soo is Reddit, if this were 2011 with massive traffic on /r/Starcraft and Teamliquid the article would get serious buzz, essentially what I'm trying to say is that the title worked, and if it hadn't been titled this way, you probably wouldn't have read it in the first place.

BTW, just rewatched TSL 2 Finals yesterday, good games

Just to be clear, the piece was never published with the succession title. The OP of the Reddit and TL posts chose to ad lib the succession title. Succession was removed from the title days prior to publication.
https://www.twitter.com/brownbear_47
thezanursic
Profile Blog Joined July 2011
5479 Posts
December 31 2016 00:33 GMT
#92
On December 31 2016 08:16 -NegativeZero- wrote:
oh look another sc2 vs bw baiting thread

article's pretty good though

Yup, it's a very click baity title, but the article was pretty good soo who am I to complain. Also I think that if you want your article, blogpost or opinion piece read you are more or less forced into having a clever or sensational title.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
RoomOfMush
Profile Joined March 2015
1296 Posts
December 31 2016 00:35 GMT
#93
On December 31 2016 08:59 Euphorbus wrote:
Pathing surely plays no role, as it happened in progamer games, and they know how not to bug out the pathing too badly.

How can you say pathing plays no role in it? I doubt that any person who watched a lot of BW could ever say that pathing plays no role in how battles happen in BW. Just look at Circuit Breaker or Destination with the very narrow bridges. There are so many interesting strategic battles taking place around those bridges because of the bad pathing. If BW had the pathing of SC2 those bridges would not be the same. Battles would not be the same. Outcomes would not be the same. Pathing plays a huge role no matter the skill level.

On December 31 2016 08:59 Euphorbus wrote:
Clumping probably plays a role, but cannot fully explain it as battles are drawn out in space and time in SC BW before unit numbers get high for clumping to make a true difference. And clumping can only explain the spatial component anyway. I would also argue that the spatial distances are far larger than the length scale on which clumping plays a role.

Its not just "clumping" but formation as a whole. If BW units would move like SC2 units battles would happen completely differently. Zerg units would become 10 times worse against siege tanks, templars and reavers. Marines would get shredded by lurkers even worse than they are right now and PvP would see storms and reavers day after day after day after day. The more an army sticks together the more focused is its combined DPS because all units in the army can attack the same target at once. Just compare mutalisks stacked on top of each other to a regular muta cloud without any stacking. The difference is huge. Its the same concept with ground units in SC2 compared to BW.

On December 31 2016 08:59 Euphorbus wrote:
High ground advantage only plays a role when there are cliffs. If so, in SC BW battles would be drawn out in space and time only around cliffs.

Its not *just* highground advantage. Its a stronger defenders advantage in general. Positional units like siege tanks, lurkers and reavers are much more powerful in BW and will severly punish a big army moving blindly into firing range. Reinforcing an army in the middle of the map is also much more difficult in BW. This makes players more cautious and encourages you to scout where the enemy is positioning his army and where his weak spots are.
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
December 31 2016 00:42 GMT
#94
Um... well... so since I enjoy SC2 a lot more than I enjoyed BW back in the days, does that mean I don't know how to differentiate between a good game and a bad game?
Celebrating Starcraft since... a long time ago.
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2016-12-31 00:47:30
December 31 2016 00:43 GMT
#95
On December 31 2016 09:33 grizzlybear wrote:
Show nested quote +
On December 31 2016 09:30 thezanursic wrote:
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.

I think it's basically a sensational click baity title to get some traction and a reason to talk about why some players prefer one over the other, and a discussion about mechanics in RTS.

I noticed that the mods changed the title, it's a good example of the click bait nature; Nobody, or at least a lot fewer people, would read an article or rather an opinion piece titled "Starcraft II and Brood War belong to different Genres" over "SC2 is not a true successor to Brood War". And the title worked, TL is all up in arms about it, soo is Reddit, if this were 2011 with massive traffic on /r/Starcraft and Teamliquid the article would get serious buzz, essentially what I'm trying to say is that the title worked, and if it hadn't been titled this way, you probably wouldn't have read it in the first place.

BTW, just rewatched TSL 2 Finals yesterday, good games

Just to be clear, the piece was never published with the succession title. The OP of the Reddit and TL posts chose to ad lib the succession title. Succession was removed from the title days prior to publication.

? https://illiteracyhasdownsides.com/2016/12/30/starcraft-ii-is-not-a-successor-to-brood-war/

It's in the URL... I don't mean to drag this on but I'm guessing you changed the headline and overlooked the URL, which ended up causing the confusion you tried to prevent.
"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.'
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2016-12-31 00:48:47
December 31 2016 00:43 GMT
#96
If SC BW would be like SC2, yes it would be like SC2. But all things you mention can not in itself explain it. I am not denying there is an explanation. I am saying it isn't obvious and the fact that many elements are needed to stack on top of each other, and many of them unclear, proves exactly my point. And what is so bad about that? Why would one expect something to be completely transparent and predictable? It is already amazing enough how well something like the effect of MBS was predicted.

I hope that from the way I argue, you can see how I think and why I am not convinced. I am trained to try to not see patterns that aren't there.

I can make more arguments as to why I disagree with pathing inefficiencies being a major cause, but all those details are not important. I have seen nothing new, and in the past, I was not convinced. Neither am I now. One would actually expect the dynamics of an RTS game to be way less predictable and way more counter intuitive than it turned out to be. It is probably synergy and non-linear behavior of these elements. It is probably an emergent property, and not a direct effect of a single game feature.

More important, no one, including myself, made the argument against SC2, that battles wouldn't be drawn out in space and time enough. We knew it was in SC BW and we knew we liked it. But we didn't see or predict certain game features eliminating it from SC2. And yes, we debated high ground advantage to death.
grizzlybear
Profile Joined February 2016
19 Posts
December 31 2016 00:47 GMT
#97
On December 31 2016 09:43 NonY wrote:
Show nested quote +
On December 31 2016 09:33 grizzlybear wrote:
On December 31 2016 09:30 thezanursic wrote:
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.

I think it's basically a sensational click baity title to get some traction and a reason to talk about why some players prefer one over the other, and a discussion about mechanics in RTS.

I noticed that the mods changed the title, it's a good example of the click bait nature; Nobody, or at least a lot fewer people, would read an article or rather an opinion piece titled "Starcraft II and Brood War belong to different Genres" over "SC2 is not a true successor to Brood War". And the title worked, TL is all up in arms about it, soo is Reddit, if this were 2011 with massive traffic on /r/Starcraft and Teamliquid the article would get serious buzz, essentially what I'm trying to say is that the title worked, and if it hadn't been titled this way, you probably wouldn't have read it in the first place.

BTW, just rewatched TSL 2 Finals yesterday, good games

Just to be clear, the piece was never published with the succession title. The OP of the Reddit and TL posts chose to ad lib the succession title. Succession was removed from the title days prior to publication.

? https://illiteracyhasdownsides.com/2016/12/30/starcraft-ii-is-not-a-successor-to-brood-war/

It's in the URL... I don't mean to drag this on but I'm guessing you changed the headline and overlooked the URL.

If you read my prior post, this is explained. WordPress creates a URL when an article is first saved as a draft, not published. This article was never published with that title.
https://www.twitter.com/brownbear_47
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2016-12-31 00:49:37
December 31 2016 00:48 GMT
#98
On December 31 2016 09:47 grizzlybear wrote:
Show nested quote +
On December 31 2016 09:43 NonY wrote:
On December 31 2016 09:33 grizzlybear wrote:
On December 31 2016 09:30 thezanursic wrote:
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.

I think it's basically a sensational click baity title to get some traction and a reason to talk about why some players prefer one over the other, and a discussion about mechanics in RTS.

I noticed that the mods changed the title, it's a good example of the click bait nature; Nobody, or at least a lot fewer people, would read an article or rather an opinion piece titled "Starcraft II and Brood War belong to different Genres" over "SC2 is not a true successor to Brood War". And the title worked, TL is all up in arms about it, soo is Reddit, if this were 2011 with massive traffic on /r/Starcraft and Teamliquid the article would get serious buzz, essentially what I'm trying to say is that the title worked, and if it hadn't been titled this way, you probably wouldn't have read it in the first place.

BTW, just rewatched TSL 2 Finals yesterday, good games

Just to be clear, the piece was never published with the succession title. The OP of the Reddit and TL posts chose to ad lib the succession title. Succession was removed from the title days prior to publication.

? https://illiteracyhasdownsides.com/2016/12/30/starcraft-ii-is-not-a-successor-to-brood-war/

It's in the URL... I don't mean to drag this on but I'm guessing you changed the headline and overlooked the URL.

If you read my prior post, this is explained. WordPress creates a URL when an article is first saved as a draft, not published. This article was never published with that title.

Yeah I read that. I publish with WordPress myself. I just don't get why you're so bad at understanding what happened. You're going in circles. Your last reply talking about ad lib... you don't know what succession means, you don't know what ad lib means...
"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.'
RoomOfMush
Profile Joined March 2015
1296 Posts
December 31 2016 00:50 GMT
#99
On December 31 2016 09:43 Euphorbus wrote:
If SC BW would be like SC2, yes it would be like SC2. But all things you mention can not in itself explain it. I am not denying there is an explanation. I am saying it isn't obvious and the fact that many elements are needed to stack on top of each other, and many of them unclear, proves exactly my point. And what is so bad about that? Why would one expect something to be completely transparent and predictable? It is already amazing enough how well something like the effect of MBS was predicted.

I hope that from the way I argue, you can see how I think and why I am not convinced. I am trained to try to not see patterns that aren't there.

I can make more arguments as to why I disagree with pathing inefficiencies being a major cause, but all those details are not important. I have seen nothing new, and in the past, I was not convinced. Neither am I now. One would actually expect the dynamics of an RTS game to be way less predictable and way more counter intuitive than it turned out to be. It is probably synergy and non-linear behavior of these elements. It is probably an emergent property, and not a direct effect of a single game feature.

More important, no one, including myself, made the argument against SC2, that battles wouldn't be drawn out in space and time enough. We knew it was in SC BW and we knew we liked it. But we didn't see or predict certain game features eliminating it from SC2. And yes, we debated high ground advantage to death.

What useless drivel. Do you yourself actually understand what you are trying to say with all that text.
thezanursic
Profile Blog Joined July 2011
5479 Posts
Last Edited: 2016-12-31 00:53:10
December 31 2016 00:50 GMT
#100
On December 31 2016 09:33 grizzlybear wrote:
Show nested quote +
On December 31 2016 09:30 thezanursic wrote:
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.

I think it's basically a sensational click baity title to get some traction and a reason to talk about why some players prefer one over the other, and a discussion about mechanics in RTS.

I noticed that the mods changed the title, it's a good example of the click bait nature; Nobody, or at least a lot fewer people, would read an article or rather an opinion piece titled "Starcraft II and Brood War belong to different Genres" over "SC2 is not a true successor to Brood War". And the title worked, TL is all up in arms about it, soo is Reddit, if this were 2011 with massive traffic on /r/Starcraft and Teamliquid the article would get serious buzz, essentially what I'm trying to say is that the title worked, and if it hadn't been titled this way, you probably wouldn't have read it in the first place.

BTW, just rewatched TSL 2 Finals yesterday, good games

Just to be clear, the piece was never published with the succession title. The OP of the Reddit and TL posts chose to ad lib the succession title. Succession was removed from the title days prior to publication.

Ahh okay, I'll take your word for it since you wrote the article.

On December 31 2016 07:35 Foxxan wrote:
I dont buy the argument that the clicking on buildings, sending workers to mine etc are a core part of what an rts should look like, be like.
If we look at SC2, those things are gone -yes, But what instead is there to do for the player? Not much actually if you think about it. Your units die so fast when you engage, the micro isnt really much either- perhaps tvz in hots was closest to the "much micro to do through the game" but that aside, its not much to do.
Spreadning creep imo is super boring - Clicking buildings in broodwar is more fun here.

I want a modern RTS without these things broodwar provide BUT ADD other things which occupie the player/s throughout the game. Iam talking relevant stuff. For example, instead of managing your 1base in broodwar(you build most buildings in your main) if you could manage buildings on the map instead and more "tactic" buildings. The right defence here and there , i want to have vision here. I want to control this area of the map right here. and os on



Whatever the mechanical aspect to economy might be, there is always an unintended consequence that allows players to have their own stylistic way to play the game, if there is no mechanical aspect to economy there is no dichotomy between a macro focused player and a micro focused player. The author touched on this in this article, but it was very relevant in Brood War, even at the upper ends of the Proscene, at the early days of Brood War you had players who'd exclusively focus on one or the other, as time went on players would get better mechanics across the board, but you'd still get players who would focus on one or the other.

I think Day9 actually touches on this in one of his old BW dailies, at 16:35 he later notes while reviewing the second game, that he intentionally focused on mutalisk micro in game 2, because he found his mutalisk micro lacking in game 1, but that affected his ability to macro instead.



In the first game he says he wasn't focused enough on his mutalisk control, so he intentionally focused more on his mutalisk control in game 2, but as a consequence his macro suffered a bit, this is not to say you can't improve at both, but you always have to decide where you are going to place your focus, It's a pretty interesting daily overall if you feel like watching it.

The better you got at Brood War the better you were at splitting your attention, but as I stated before even two different pro-players might split their attention completely differently, one focusing on his mutalisk harass doing more damage or holding back the terran for longer, or the other focusing on executing the economical side of things more while harassing with his mutalisks, the more the game transitioned in to the later stages of the game the more this becomes the case, obviously at the start of the game there is nothing to focus on other than macro, but even the early game was informed by what the player was good at, micro intensive players were more likely to harass with their early units, I think Bisu is a great example of a protoss who is considerably more aggressive than the average protoss in PvZ and he simply got away with it because his mechanics were that good, most other protosses, BeSt for instance was a macro focused player instead, both made their styles work.

Come to think of it the "Six dragons" in Brood War are a pretty good example of 6 protoss players making protoss work for them in different ways in an era when Protosses were suffering.

http://wiki.teamliquid.net/starcraft/Six_Dragons
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
December 31 2016 00:51 GMT
#101
On December 31 2016 05:27 Dingodile wrote:
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.


That sound a awfull lot like "it was better in my day" there is some amazing movies and games that comes out today. I mean I can hardly find why FIFA is suppose to be worst now then it was in 2001.
Writerhttp://i.imgur.com/9p6ufcB.jpg
grizzlybear
Profile Joined February 2016
19 Posts
December 31 2016 00:51 GMT
#102
On December 31 2016 09:48 NonY wrote:
Show nested quote +
On December 31 2016 09:47 grizzlybear wrote:
On December 31 2016 09:43 NonY wrote:
On December 31 2016 09:33 grizzlybear wrote:
On December 31 2016 09:30 thezanursic wrote:
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.

I think it's basically a sensational click baity title to get some traction and a reason to talk about why some players prefer one over the other, and a discussion about mechanics in RTS.

I noticed that the mods changed the title, it's a good example of the click bait nature; Nobody, or at least a lot fewer people, would read an article or rather an opinion piece titled "Starcraft II and Brood War belong to different Genres" over "SC2 is not a true successor to Brood War". And the title worked, TL is all up in arms about it, soo is Reddit, if this were 2011 with massive traffic on /r/Starcraft and Teamliquid the article would get serious buzz, essentially what I'm trying to say is that the title worked, and if it hadn't been titled this way, you probably wouldn't have read it in the first place.

BTW, just rewatched TSL 2 Finals yesterday, good games

Just to be clear, the piece was never published with the succession title. The OP of the Reddit and TL posts chose to ad lib the succession title. Succession was removed from the title days prior to publication.

? https://illiteracyhasdownsides.com/2016/12/30/starcraft-ii-is-not-a-successor-to-brood-war/

It's in the URL... I don't mean to drag this on but I'm guessing you changed the headline and overlooked the URL.

If you read my prior post, this is explained. WordPress creates a URL when an article is first saved as a draft, not published. This article was never published with that title.

Yeah I read that. I publish with WordPress myself. I just don't get why you're so bad at understanding what happened. You're going in circles.

Perhaps I misunderstand your point. My point is that I never intended to publish an article with that title. So I didn't. I didn't worry about the URL because it's just a URL. It also contains a WWW. That is not relevant to the content.

Are you upset about the URL? If so, why?
https://www.twitter.com/brownbear_47
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2016-12-31 00:55:42
December 31 2016 00:51 GMT
#103
On December 31 2016 09:50 RoomOfMush wrote:
Show nested quote +
On December 31 2016 09:43 Euphorbus wrote:
If SC BW would be like SC2, yes it would be like SC2. But all things you mention can not in itself explain it. I am not denying there is an explanation. I am saying it isn't obvious and the fact that many elements are needed to stack on top of each other, and many of them unclear, proves exactly my point. And what is so bad about that? Why would one expect something to be completely transparent and predictable? It is already amazing enough how well something like the effect of MBS was predicted.

I hope that from the way I argue, you can see how I think and why I am not convinced. I am trained to try to not see patterns that aren't there.

I can make more arguments as to why I disagree with pathing inefficiencies being a major cause, but all those details are not important. I have seen nothing new, and in the past, I was not convinced. Neither am I now. One would actually expect the dynamics of an RTS game to be way less predictable and way more counter intuitive than it turned out to be. It is probably synergy and non-linear behavior of these elements. It is probably an emergent property, and not a direct effect of a single game feature.

More important, no one, including myself, made the argument against SC2, that battles wouldn't be drawn out in space and time enough. We knew it was in SC BW and we knew we liked it. But we didn't see or predict certain game features eliminating it from SC2. And yes, we debated high ground advantage to death.

What useless drivel. Do you yourself actually understand what you are trying to say with all that text.



Really? All that text?

Are you upset about the URL? If so, why?


You are responsible for the url. The url resulted in the titles on other sites. I guess the point would be that you cannot deny responsibility of that, which is fair. Though I do not know why Nony is drawing at straws at it so much. He used to be more about content in the past. It should be obvious to both of you what happened, and what the other means. I do not know why both of you are feigning ignorance.
ProMeTheus112
Profile Joined December 2009
France2027 Posts
December 31 2016 00:54 GMT
#104
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 agree with this, in my mind the conclusion is kinda opposite as article, I feel like in SC2 it's more the real time aspect that matters most, where you get to trap the attention of your opponent for huge damage is what decides games a lot, whereas BW has more strategy where you gradually build up your win against your opponent's decisions. In SC2, you don't gradually build strategies against your opponent as much, but you have more gamble style approaches. In BW the micro aspect blends with strategy more too because of how you don't get crippled and the mechanics like pathing lower dmg and highground/defender advantage and the general design of the races, not hardcounter, etc. So my conclusion is opposite, though BW has mechanical obstacles too... it certainly doesn't feel easier at all, opposite to me (only played WoL watched quite a bit of lotv). There are some strategic games in lotv but seriously I think it's a lot more about speedy traps and gambles. Which is also in BW in a different way that I think is more fair... honestly I would say BW is probably both more strategic and mechanical^^
thezanursic
Profile Blog Joined July 2011
5479 Posts
Last Edited: 2016-12-31 00:58:36
December 31 2016 00:56 GMT
#105
On December 31 2016 09:42 Mahanaim wrote:
Um... well... so since I enjoy SC2 a lot more than I enjoyed BW back in the days, does that mean I don't know how to differentiate between a good game and a bad game?

The Article never discusses whether SC2 is good, bad, better or worse. It actually congratulates SC2 for being the best at what it is, while trying to argue that Neo-RTS are a different Genre than Classic-RTS and it also touches on certain advantages of Classic RTS over Neo-RTS.

I'd generally agree, I don't like the direction SC2 went, but with what Blizzard tried to accomplish they basically did the best they possibly could have done with an RTS without the primary focus being mechanics
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
grizzlybear
Profile Joined February 2016
19 Posts
December 31 2016 00:58 GMT
#106
On December 31 2016 09:51 Euphorbus wrote:
Show nested quote +
On December 31 2016 09:50 RoomOfMush wrote:
On December 31 2016 09:43 Euphorbus wrote:
If SC BW would be like SC2, yes it would be like SC2. But all things you mention can not in itself explain it. I am not denying there is an explanation. I am saying it isn't obvious and the fact that many elements are needed to stack on top of each other, and many of them unclear, proves exactly my point. And what is so bad about that? Why would one expect something to be completely transparent and predictable? It is already amazing enough how well something like the effect of MBS was predicted.

I hope that from the way I argue, you can see how I think and why I am not convinced. I am trained to try to not see patterns that aren't there.

I can make more arguments as to why I disagree with pathing inefficiencies being a major cause, but all those details are not important. I have seen nothing new, and in the past, I was not convinced. Neither am I now. One would actually expect the dynamics of an RTS game to be way less predictable and way more counter intuitive than it turned out to be. It is probably synergy and non-linear behavior of these elements. It is probably an emergent property, and not a direct effect of a single game feature.

More important, no one, including myself, made the argument against SC2, that battles wouldn't be drawn out in space and time enough. We knew it was in SC BW and we knew we liked it. But we didn't see or predict certain game features eliminating it from SC2. And yes, we debated high ground advantage to death.

What useless drivel. Do you yourself actually understand what you are trying to say with all that text.



Really? All that text?

Show nested quote +
Are you upset about the URL? If so, why?


You are responsible for the url. The url resulted in the titles on other sites. I guess the point would be that you cannot deny responsibility of that, which is fair. Though I do not know why Nony is drawing at straws at it so much. He used to be more about content in the past. It should be obvious to both of you what happened, and what the other means. I do not know why both of you are feigning ignorance.

Gotcha. I think I do understand the point now. I think my expectation was for folks to be more charitable about the URL. But at the same time it's my responsibility to avoid creating such a situation in the first place.

I'll get this fixed in future posts.
https://www.twitter.com/brownbear_47
ProMeTheus112
Profile Joined December 2009
France2027 Posts
December 31 2016 01:00 GMT
#107
On December 31 2016 05:45 Hildegard wrote:
Shower thought: Auto-mining or multi-select buildings, more than 12 unit selection etc. could be upgrades in SC3.

agree^^
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
December 31 2016 01:50 GMT
#108
On December 31 2016 10:00 ProMeTheus112 wrote:
Show nested quote +
On December 31 2016 05:45 Hildegard wrote:
Shower thought: Auto-mining or multi-select buildings, more than 12 unit selection etc. could be upgrades in SC3.

agree^^


That sound good but it would be awful in a real game, first because of a clear immersion break and also because that it would mean that you become exponentially better as game go on especially at low level, it is pretty fucking hard to comeback when your worker don't auto-mine and you have to manually click every barrack to produce a marine and your opponent who have a better economy and is in the lead also doesn't have that to worry about, just try it in one of your game for fun your gonna get destroyed.

But most of all it would just be frustrating and useless, just like if hotkey, control group ect... became upgrades, either you don't have it for anyone or you have it for everybody.
Writerhttp://i.imgur.com/9p6ufcB.jpg
ProMeTheus112
Profile Joined December 2009
France2027 Posts
December 31 2016 05:40 GMT
#109
oooh nvm I understood it wrong, upgrades in game not what I had in mind
lantern77
Profile Joined June 2009
Canada60 Posts
December 31 2016 05:46 GMT
#110

Good video from the same guy as well.
Love, pain, and misery
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
Last Edited: 2016-12-31 05:55:43
December 31 2016 05:52 GMT
#111
On December 31 2016 09:43 NonY wrote:
Show nested quote +
On December 31 2016 09:33 grizzlybear wrote:
On December 31 2016 09:30 thezanursic wrote:
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.

I think it's basically a sensational click baity title to get some traction and a reason to talk about why some players prefer one over the other, and a discussion about mechanics in RTS.

I noticed that the mods changed the title, it's a good example of the click bait nature; Nobody, or at least a lot fewer people, would read an article or rather an opinion piece titled "Starcraft II and Brood War belong to different Genres" over "SC2 is not a true successor to Brood War". And the title worked, TL is all up in arms about it, soo is Reddit, if this were 2011 with massive traffic on /r/Starcraft and Teamliquid the article would get serious buzz, essentially what I'm trying to say is that the title worked, and if it hadn't been titled this way, you probably wouldn't have read it in the first place.

BTW, just rewatched TSL 2 Finals yesterday, good games

Just to be clear, the piece was never published with the succession title. The OP of the Reddit and TL posts chose to ad lib the succession title. Succession was removed from the title days prior to publication.

? https://illiteracyhasdownsides.com/2016/12/30/starcraft-ii-is-not-a-successor-to-brood-war/

It's in the URL... I don't mean to drag this on but I'm guessing you changed the headline and overlooked the URL, which ended up causing the confusion you tried to prevent.

Going off a huge tangent, but in WordPress there is a way to change URL of posts/pages. On the edit page, below the title, you should see the URL(permalink) for the page. There should be an edit button next to it.

I am not sure if this works on wordpress.com, but it does work on self-hosted wordpress sites.
todespolka
Profile Joined November 2012
221 Posts
Last Edited: 2016-12-31 06:05:33
December 31 2016 06:02 GMT
#112
Only the sc2 community could say sc2 is not the successor of bw. There are more similarities than differences. Sc2 is still an attention based game with economy, army, micro and macro.

I played both games religiously. The only difference between bw and sc2 is the interface, ai and pathing.
ETisME
Profile Blog Joined April 2011
12390 Posts
December 31 2016 06:21 GMT
#113
same genre, different game, as simple as this is imo
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2016-12-31 11:36:19
December 31 2016 11:32 GMT
#114
On December 31 2016 15:02 todespolka wrote:
Only the sc2 community could say sc2 is not the successor of bw. There are more similarities than differences. Sc2 is still an attention based game with economy, army, micro and macro.

I played both games religiously. The only difference between bw and sc2 is the interface, ai and pathing.



But it's apparently an AoE guy saying it, not SC community.


Ignoring the graphics and the newness that brought in sponsorship money and media attention, I agree they are the same genre. The main difference is that one is a good implementation, the other is a bad one.


I just saw on youtube that Blizzard had 12000 different builds of the game engine before release. Yet it took them till 2016 to make turrets of tanks tracking, allowing some micro as well as not making the tank look idiotic. It is just absurd.
What about those 12000 different builds did they ever consider how crisp unit movement was in their new build?


Let´s talk about the in-build bnet latency of SC2. What about Lan latency for SC2, finally?
Dingodile
Profile Joined December 2011
4133 Posts
Last Edited: 2016-12-31 12:30:43
December 31 2016 12:30 GMT
#115
On December 31 2016 09:51 Nakajin wrote:
Show nested quote +
On December 31 2016 05:27 Dingodile wrote:
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.


That sound a awfull lot like "it was better in my day" there is some amazing movies and games that comes out today. I mean I can hardly find why FIFA is suppose to be worst now then it was in 2001.

I really thought very very long about "it was better in my day". This is just wrong. If only all older games get 2016 graphics, that will tell you a different story.
Grubby | ToD | Moon | Lyn | Sky
207aicila
Profile Joined January 2015
1237 Posts
Last Edited: 2016-12-31 13:26:49
December 31 2016 13:24 GMT
#116
On December 31 2016 09:51 Nakajin wrote:
Show nested quote +
On December 31 2016 05:27 Dingodile wrote:
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.


That sound a awfull lot like "it was better in my day" there is some amazing movies and games that comes out today. I mean I can hardly find why FIFA is suppose to be worst now then it was in 2001.


Yes because we all know graphics is all that matter.

If anything that's worse too, because everyone is trying too hard to be super mega realistic which means in 5 years games will look like shit, but many old games had strong artistic direction that prevents them from seeming dated even now.

Sorry friend but when almost every $60 game that releases is a generic open world meme with the same mechanics, same progression, crafting, climb towers, a million sidequests and garbage story, yeah. Things were better when we had things like Fallout 2, System Shock, Planescape Torment, Deus Ex, Unreal, Quake etc.

Unless you're gonna backtrack and say "oh but what about the indie scene blah blah blah". Agreed, but those are not the games we're complaining about, and not the games whose graphics you're so eager to suck off. For the record my favourite game of 2016 is Enter the Gungeon so I'm not entirely ignorant about the indie scene.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
December 31 2016 15:42 GMT
#117
On December 31 2016 22:24 207aicila wrote:
Show nested quote +
On December 31 2016 09:51 Nakajin wrote:
On December 31 2016 05:27 Dingodile wrote:
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.


That sound a awfull lot like "it was better in my day" there is some amazing movies and games that comes out today. I mean I can hardly find why FIFA is suppose to be worst now then it was in 2001.


Yes because we all know graphics is all that matter.

If anything that's worse too, because everyone is trying too hard to be super mega realistic which means in 5 years games will look like shit, but many old games had strong artistic direction that prevents them from seeming dated even now.

Sorry friend but when almost every $60 game that releases is a generic open world meme with the same mechanics, same progression, crafting, climb towers, a million sidequests and garbage story, yeah. Things were better when we had things like Fallout 2, System Shock, Planescape Torment, Deus Ex, Unreal, Quake etc.

Unless you're gonna backtrack and say "oh but what about the indie scene blah blah blah". Agreed, but those are not the games we're complaining about, and not the games whose graphics you're so eager to suck off. For the record my favourite game of 2016 is Enter the Gungeon so I'm not entirely ignorant about the indie scene.


First, I never said anyting about graphic I don't really care about them and I play all my game in low because I have a crappy pc and I want good framerate. And for FIFA or any sport games I can't see how the mecanics where better in the early 2000 when it was just kick and run and now. Second Systen Shock and Planescape Torment are your definition of what games were betwen 1998 and 2007? Sorry to tell you that but those game sold like shit, so I don't see why the inde scene should be ignore when there are some huge commercial succes coming out if it, for exemple The Witness, Fez, Divinity : original sins, ect...

But most of all what about The Witcher, Mass Effect, the first bioshock, Fallout NV, Europa Universalis 4, Heart of Iron, Pillars of Eternity, Trine, ect... those are suppose to be shit?
I mean you can say that you love older FPS and RPG better then the new but there is difference between that and saying evretying is garbage now.

Also since the first post included movie : Manchester by the sea and Room are amazing and Star wars 2 and Catwoman are terrible.Just like eternal sunshine of the spotless mind is great and Batman vs Superman is bad. There is not a lot that has change in movie in the last 20 years.
Writerhttp://i.imgur.com/9p6ufcB.jpg
shadymmj
Profile Joined June 2010
1906 Posts
December 31 2016 15:54 GMT
#118
I don't think this is a "better game" kinda thread because we need to take in a couple of extra factors today.

the biggest one of course is mass appeal. no one seriously believes that LoL is a good game by any virtue other than sheer popularity. i guess you could say it's fun, like how many people find angry birds, plants vs zombies etc. fun.
but just like how bieber is top of the charts, popularity says very little about quality imo.

the second one is complexity. I think BW is extremely complex - I still don't understand the finer aspects of it. although complex games can be fun they usually appeal to a niche audience.

so it's just a matter of what you're aiming for. ultimately we would like an RTS that is both intellectually demanding and appeals to most players, but that seems to be a pipe dream.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
207aicila
Profile Joined January 2015
1237 Posts
Last Edited: 2016-12-31 16:31:02
December 31 2016 16:30 GMT
#119
On January 01 2017 00:42 Nakajin wrote:
Show nested quote +
On December 31 2016 22:24 207aicila wrote:
On December 31 2016 09:51 Nakajin wrote:
On December 31 2016 05:27 Dingodile wrote:
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.


That sound a awfull lot like "it was better in my day" there is some amazing movies and games that comes out today. I mean I can hardly find why FIFA is suppose to be worst now then it was in 2001.


Yes because we all know graphics is all that matter.

If anything that's worse too, because everyone is trying too hard to be super mega realistic which means in 5 years games will look like shit, but many old games had strong artistic direction that prevents them from seeming dated even now.

Sorry friend but when almost every $60 game that releases is a generic open world meme with the same mechanics, same progression, crafting, climb towers, a million sidequests and garbage story, yeah. Things were better when we had things like Fallout 2, System Shock, Planescape Torment, Deus Ex, Unreal, Quake etc.

Unless you're gonna backtrack and say "oh but what about the indie scene blah blah blah". Agreed, but those are not the games we're complaining about, and not the games whose graphics you're so eager to suck off. For the record my favourite game of 2016 is Enter the Gungeon so I'm not entirely ignorant about the indie scene.


First, I never said anyting about graphic I don't really care about them and I play all my game in low because I have a crappy pc and I want good framerate. And for FIFA or any sport games I can't see how the mecanics where better in the early 2000 when it was just kick and run and now. Second Systen Shock and Planescape Torment are your definition of what games were betwen 1998 and 2007? Sorry to tell you that but those game sold like shit, so I don't see why the inde scene should be ignore when there are some huge commercial succes coming out if it, for exemple The Witness, Fez, Divinity : original sins, ect...

But most of all what about The Witcher, Mass Effect, the first bioshock, Fallout NV, Europa Universalis 4, Heart of Iron, Pillars of Eternity, Trine, ect... those are suppose to be shit?
I mean you can say that you love older FPS and RPG better then the new but there is difference between that and saying evretying is garbage now.

Also since the first post included movie : Manchester by the sea and Room are amazing and Star wars 2 and Catwoman are terrible.Just like eternal sunshine of the spotless mind is great and Batman vs Superman is bad. There is not a lot that has change in movie in the last 20 years.


Oh okay so what matters to you is if a game sells well or not, and not if it's any good.

By your logic Justin Bieber must be one of the greatest music artists of all time.

[insert thinking emoji here]

And yes, System Shock is much better than Bioshock, Fallout 1 and 2 are much better than their sequels, The Witcher games are pretty good but super overrated by casuals who never played Baldur's Gate or Planescape Torment or other god-tier RPGs etc.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
December 31 2016 17:13 GMT
#120
On January 01 2017 01:30 207aicila wrote:
Show nested quote +
On January 01 2017 00:42 Nakajin wrote:
On December 31 2016 22:24 207aicila wrote:
On December 31 2016 09:51 Nakajin wrote:
On December 31 2016 05:27 Dingodile wrote:
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.


That sound a awfull lot like "it was better in my day" there is some amazing movies and games that comes out today. I mean I can hardly find why FIFA is suppose to be worst now then it was in 2001.


Yes because we all know graphics is all that matter.

If anything that's worse too, because everyone is trying too hard to be super mega realistic which means in 5 years games will look like shit, but many old games had strong artistic direction that prevents them from seeming dated even now.

Sorry friend but when almost every $60 game that releases is a generic open world meme with the same mechanics, same progression, crafting, climb towers, a million sidequests and garbage story, yeah. Things were better when we had things like Fallout 2, System Shock, Planescape Torment, Deus Ex, Unreal, Quake etc.

Unless you're gonna backtrack and say "oh but what about the indie scene blah blah blah". Agreed, but those are not the games we're complaining about, and not the games whose graphics you're so eager to suck off. For the record my favourite game of 2016 is Enter the Gungeon so I'm not entirely ignorant about the indie scene.


First, I never said anyting about graphic I don't really care about them and I play all my game in low because I have a crappy pc and I want good framerate. And for FIFA or any sport games I can't see how the mecanics where better in the early 2000 when it was just kick and run and now. Second Systen Shock and Planescape Torment are your definition of what games were betwen 1998 and 2007? Sorry to tell you that but those game sold like shit, so I don't see why the inde scene should be ignore when there are some huge commercial succes coming out if it, for exemple The Witness, Fez, Divinity : original sins, ect...

But most of all what about The Witcher, Mass Effect, the first bioshock, Fallout NV, Europa Universalis 4, Heart of Iron, Pillars of Eternity, Trine, ect... those are suppose to be shit?
I mean you can say that you love older FPS and RPG better then the new but there is difference between that and saying evretying is garbage now.

Also since the first post included movie : Manchester by the sea and Room are amazing and Star wars 2 and Catwoman are terrible.Just like eternal sunshine of the spotless mind is great and Batman vs Superman is bad. There is not a lot that has change in movie in the last 20 years.


Oh okay so what matters to you is if a game sells well or not, and not if it's any good.

By your logic Justin Bieber must be one of the greatest music artists of all time.

[insert thinking emoji here]

And yes, System Shock is much better than Bioshock, Fallout 1 and 2 are much better than their sequels, The Witcher games are pretty good but super overrated by casuals who never played Baldur's Gate or Planescape Torment or other god-tier RPGs etc.


No I am not saying sales determine if a games is good or not, I am saying that you can't say indie don't matter now when you talk about niche game like System Shock to say that games were better before. Those indie games are much more popular and have a big presence in the videogame industries, and there is some of them that are amazing.

I played Baldur's Gates and fallout 1-2 and a bit of tactics, they are very good games but it's not like that mean other RPG like New Vegas or the Witcher are not good. Also those type of game still exist, pillars of eternity, Divinity, wasteland 2 ect...

And I don't see why someone who didin't played a 20 years old game is suppose to be a casual.
Writerhttp://i.imgur.com/9p6ufcB.jpg
207aicila
Profile Joined January 2015
1237 Posts
December 31 2016 17:35 GMT
#121
On January 01 2017 02:13 Nakajin wrote:
Show nested quote +
On January 01 2017 01:30 207aicila wrote:
On January 01 2017 00:42 Nakajin wrote:
On December 31 2016 22:24 207aicila wrote:
On December 31 2016 09:51 Nakajin wrote:
On December 31 2016 05:27 Dingodile wrote:
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.


That sound a awfull lot like "it was better in my day" there is some amazing movies and games that comes out today. I mean I can hardly find why FIFA is suppose to be worst now then it was in 2001.


Yes because we all know graphics is all that matter.

If anything that's worse too, because everyone is trying too hard to be super mega realistic which means in 5 years games will look like shit, but many old games had strong artistic direction that prevents them from seeming dated even now.

Sorry friend but when almost every $60 game that releases is a generic open world meme with the same mechanics, same progression, crafting, climb towers, a million sidequests and garbage story, yeah. Things were better when we had things like Fallout 2, System Shock, Planescape Torment, Deus Ex, Unreal, Quake etc.

Unless you're gonna backtrack and say "oh but what about the indie scene blah blah blah". Agreed, but those are not the games we're complaining about, and not the games whose graphics you're so eager to suck off. For the record my favourite game of 2016 is Enter the Gungeon so I'm not entirely ignorant about the indie scene.


First, I never said anyting about graphic I don't really care about them and I play all my game in low because I have a crappy pc and I want good framerate. And for FIFA or any sport games I can't see how the mecanics where better in the early 2000 when it was just kick and run and now. Second Systen Shock and Planescape Torment are your definition of what games were betwen 1998 and 2007? Sorry to tell you that but those game sold like shit, so I don't see why the inde scene should be ignore when there are some huge commercial succes coming out if it, for exemple The Witness, Fez, Divinity : original sins, ect...

But most of all what about The Witcher, Mass Effect, the first bioshock, Fallout NV, Europa Universalis 4, Heart of Iron, Pillars of Eternity, Trine, ect... those are suppose to be shit?
I mean you can say that you love older FPS and RPG better then the new but there is difference between that and saying evretying is garbage now.

Also since the first post included movie : Manchester by the sea and Room are amazing and Star wars 2 and Catwoman are terrible.Just like eternal sunshine of the spotless mind is great and Batman vs Superman is bad. There is not a lot that has change in movie in the last 20 years.


Oh okay so what matters to you is if a game sells well or not, and not if it's any good.

By your logic Justin Bieber must be one of the greatest music artists of all time.

[insert thinking emoji here]

And yes, System Shock is much better than Bioshock, Fallout 1 and 2 are much better than their sequels, The Witcher games are pretty good but super overrated by casuals who never played Baldur's Gate or Planescape Torment or other god-tier RPGs etc.


No I am not saying sales determine if a games is good or not, I am saying that you can't say indie don't matter now when you talk about niche game like System Shock to say that games were better before. Those indie games are much more popular and have a big presence in the videogame industries, and there is some of them that are amazing.

I played Baldur's Gates and fallout 1-2 and a bit of tactics, they are very good games but it's not like that mean other RPG like New Vegas or the Witcher are not good. Also those type of game still exist, pillars of eternity, Divinity, wasteland 2 ect...

And I don't see why someone who didin't played a 20 years old game is suppose to be a casual.


LOL now you're moving the goalposts, classic and classy.

I didn't say indies don't matter, but the examples you bring like FIFA and Mass Effect are definitely extremely overrated. If you brought up games like The Binding of Isaac or Hotline Miami or Furi (2016 release represent, very good one too) then sure, those are phenomenal games that came out in the last decade.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-12-31 18:03:06
December 31 2016 18:01 GMT
#122
I think it is true that good games were a lot more common in the 1998-2007 or so, that doesn't mean there aren't exception or good games today or that there were no bad games back then. But overall there was more creativity and quality to games, nowadays more focus on graphics / production value / presentation / marketing etc, often at sacrifice of gameplay accuracy and/or depth. Something around when the wii came out the mainstream/casual/social game playing market developped and the focus of the industry started to shift or something like that. There were casuals before but I guess different percentage... simultaneously the companies grew like giants and many big eat the small and producers I guess have more power of decision in the game design / direction. That's not good for making the greatest games like happened more frequently in the era where games grew like more of a risk to take, new activity/craft to explore..
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
December 31 2016 18:06 GMT
#123
On January 01 2017 02:35 207aicila wrote:
Show nested quote +
On January 01 2017 02:13 Nakajin wrote:
On January 01 2017 01:30 207aicila wrote:
On January 01 2017 00:42 Nakajin wrote:
On December 31 2016 22:24 207aicila wrote:
On December 31 2016 09:51 Nakajin wrote:
On December 31 2016 05:27 Dingodile wrote:
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.


That sound a awfull lot like "it was better in my day" there is some amazing movies and games that comes out today. I mean I can hardly find why FIFA is suppose to be worst now then it was in 2001.


Yes because we all know graphics is all that matter.

If anything that's worse too, because everyone is trying too hard to be super mega realistic which means in 5 years games will look like shit, but many old games had strong artistic direction that prevents them from seeming dated even now.

Sorry friend but when almost every $60 game that releases is a generic open world meme with the same mechanics, same progression, crafting, climb towers, a million sidequests and garbage story, yeah. Things were better when we had things like Fallout 2, System Shock, Planescape Torment, Deus Ex, Unreal, Quake etc.

Unless you're gonna backtrack and say "oh but what about the indie scene blah blah blah". Agreed, but those are not the games we're complaining about, and not the games whose graphics you're so eager to suck off. For the record my favourite game of 2016 is Enter the Gungeon so I'm not entirely ignorant about the indie scene.


First, I never said anyting about graphic I don't really care about them and I play all my game in low because I have a crappy pc and I want good framerate. And for FIFA or any sport games I can't see how the mecanics where better in the early 2000 when it was just kick and run and now. Second Systen Shock and Planescape Torment are your definition of what games were betwen 1998 and 2007? Sorry to tell you that but those game sold like shit, so I don't see why the inde scene should be ignore when there are some huge commercial succes coming out if it, for exemple The Witness, Fez, Divinity : original sins, ect...

But most of all what about The Witcher, Mass Effect, the first bioshock, Fallout NV, Europa Universalis 4, Heart of Iron, Pillars of Eternity, Trine, ect... those are suppose to be shit?
I mean you can say that you love older FPS and RPG better then the new but there is difference between that and saying evretying is garbage now.

Also since the first post included movie : Manchester by the sea and Room are amazing and Star wars 2 and Catwoman are terrible.Just like eternal sunshine of the spotless mind is great and Batman vs Superman is bad. There is not a lot that has change in movie in the last 20 years.


Oh okay so what matters to you is if a game sells well or not, and not if it's any good.

By your logic Justin Bieber must be one of the greatest music artists of all time.

[insert thinking emoji here]

And yes, System Shock is much better than Bioshock, Fallout 1 and 2 are much better than their sequels, The Witcher games are pretty good but super overrated by casuals who never played Baldur's Gate or Planescape Torment or other god-tier RPGs etc.


No I am not saying sales determine if a games is good or not, I am saying that you can't say indie don't matter now when you talk about niche game like System Shock to say that games were better before. Those indie games are much more popular and have a big presence in the videogame industries, and there is some of them that are amazing.

I played Baldur's Gates and fallout 1-2 and a bit of tactics, they are very good games but it's not like that mean other RPG like New Vegas or the Witcher are not good. Also those type of game still exist, pillars of eternity, Divinity, wasteland 2 ect...

And I don't see why someone who didin't played a 20 years old game is suppose to be a casual.


LOL now you're moving the goalposts, classic and classy.

I didn't say indies don't matter, but the examples you bring like FIFA and Mass Effect are definitely extremely overrated. If you brought up games like The Binding of Isaac or Hotline Miami or Furi (2016 release represent, very good one too) then sure, those are phenomenal games that came out in the last decade.


Hum no the first post said "the prime time for movie and video game was 1998-2007" and then I said that there are some amazing games that come out today, and then you said that games today are all the same and graphics oriented (and also that I wanted to suck of a game for some reason) and that indie don't matter in the conversation because those are not what you are complaining against, and I said that I tough indie games have to be included in the conversation since they are part of what games are especially if you want to talk about relivelly "small" (in term of sales) games to say that late 90 early 2000 games were better. And I also said that I belive there are non indie games that are great to, like ME, The Witcher, Pillars of Eternity, and you don't like those games that. Ok.

And then you accuse me of "moving the goalpost" when the discution, at least in my eye is around the idea that "there is some amazing games that comes out today" and if you agree with that I don't see why you wanted to argue.
Writerhttp://i.imgur.com/9p6ufcB.jpg
avilo
Profile Blog Joined November 2007
United States4100 Posts
December 31 2016 23:59 GMT
#124
On December 31 2016 05:38 NonY wrote:
The author talked very little about what it means to be a successor. Even when we accept his different sub-genre argument, there remain other indicators that SC2 is a successor. Look at how many players and fans replaced BW with SC2, for instance. He doesn't seem very interested in discussing succession at all and instead focuses entirely on game design in his discussion and arguments, but still chose to make his title, main statement and conclusion about succession. I don't get it. I got enticed into reading something I thought I'd never read before and it's just another game design article that I feel like I've already read five versions of.

Show nested quote +
LOTV basically is a huge "fuck you" to the entire player base that enjoyed playing WOL/HOTS.

Wait you were enjoying yourself during WoL/HotS? It's hard to tell with you man.


I and most other people enjoyed the hell out of the game until Blizzard essentially stopped balancing it and then starting putting out the most absurd balance patches.

So basically before the broodlord/infestor era where it took blizzard roughly around 1 yr or so to admit that massing 50 infestors every game with broods was not healthy for the game.

Ever since that point, there have been very few "good" balance patches or changes made to the game...and very few impactful ones for game strategic diversity. I mean i think the issue is, Blizzard has got virtually every balance/design change for SC2 completely wrong, and then waits months to ever fix or address or iterate upon those changes. Would you not agree with that?

Brood infestor taking over game for 1+ yr leading to ZvZ embarrassment in tourney games of brood infestor vs brood infestor.

Mech not being viable for the entirety of the game's lifespan, even on the current "mech patch" it's basically still garbage and the changes were off the mark. They refused to make any meaningful changes for fear that they would "get it wrong" and disrupt balance...but now when they finally did make changes, the changes were almost negligible and wrong and they haven't shown they are iterating upon anything, such as the cyclone re-design, or swarmhost vs mech atm again.

Speaking of...the 1+ yr of mass swarmhost versus everything, again leading to ZvZ embarrassment in tourney games that were mass locusts vs mass locusts.

The correlation between all of the above types of things, which i'm sure i missed a ton of, are that there are always periods of absolute bullshit in terms of game balance that could easily be tweaked and changed and fixed if there was a competent lead balance dev working on SC2 that also actively still played the game.

I mean hell Nony, i see your passion for the game, but you probably recognize the same bullshit i do when it comes to blizzard's lack of iteration and consistent patching. I remember your thread about carrier leash range and how it could be incorporated into SC2 to add micro to the unit and bring it to be more viable...the problem is... you understand how that could be tweaked, i understand how that could be tweaked, and maybe a lot of people here understand the benefits of adding such things to the game but apparently there's not even a C+ level lead balance designer at blizzard that understood that thread or plays the game at a high enough level to understand your points, or how to implement it into the game.

I enjoy the game still like a lot of other people and i still stream it for a living too, just like you played for TL and stream too and other people that have a lot of passion for the game and want it to succeed and thrive again do.

I honestly think the SC2 community is delusional or too afraid for the longest time to call out one of the most incapable balance developers of all time. In regards to SC2 competition...it's kind of important that the game be decently balanced without the most absolute bullshit gameplay in the game, otherwise the game loses a lot of competitive integrity.

Blizzard should be constantly patching SC2 balance for competitive play, every month at the worst. MOBA games / Overwatch / Insert new Successful game here get a lot of attention and patches and it really shows with those products.

While i think Blizzard got the last patch largely wrong again (cyclone re-design bad, carriers op, swarmhosts op again) they did do somethings right like try to address mech viability, fix tankivacs, address carrier viability, address hydra viability. Those things are definitely good.

But we're just back to square one again. They do those things. Then they don't patch for another 3, 4, usually 6+ months. Like what the hell? We should all be angry as fuck over that to be honest. Because the issue is, the things that they get massively wrong such as current swarmhosts don't get patched or fixed again for way too long, which can cause player frustration and mess up competitive play + ladder.

So yeh...i still enjoy the game probably like you do Nony, but you have to remember players like me and you are the hardcore of the hardestcore. Players that are not as dedicated as us...after 1 week of playing vs 3 rax reaper, or mass adepts, are going to just stop playing the game or get really "annoyed."

Obviously Blizzard / Tim Morten implementing co-op commanders was a great way to start appealing SC2 to more casual players, and there's nothing really negative myself or anyone can say about that, i think that's great. But when it comes to the competitive multiplayer blizzard has literally no clue or direction on how to balance the game or iterate upon changes they make, and the proof is in how inconsistent blizzard is with their patching.

@_@
Sup
Descent
Profile Joined January 2008
1244 Posts
January 01 2017 00:27 GMT
#125
I disagree with the article, irregardless of how one categorizes the 'classic' and 'modern' RTS subgenres, SC2 is the successor to SC:BW. Maybe some people would prefer a SC:BW Remastered or SC:BW HD as a 'true' successor, but it doesn't change the fact that SC2 is the direct successor. The main problem with SC2 isn't that they 'modernized' task management, e.g. with unit pathing, limitless control groups, etc. It's that they never added any depth on top to make up for the simplications, and instead went for a ridiculous 3 game design (WoL, HotS, LotV) with nonsense meta changes (e.g. finally reintroducing the Lurker as a 'new' unit in LotV). So yes, they botched the game design and execution, but it doesn't change the fact that SC2 is the successor.
「 Dream & Future 」 ※ 「 STX SouL 」
JimmyJRaynor
Profile Blog Joined April 2010
Canada16707 Posts
January 01 2017 00:36 GMT
#126
On January 01 2017 01:30 207aicila wrote:
Show nested quote +
On January 01 2017 00:42 Nakajin wrote:
On December 31 2016 22:24 207aicila wrote:
On December 31 2016 09:51 Nakajin wrote:
On December 31 2016 05:27 Dingodile wrote:
Do we have any great successors? Look what happened to Diablo, PES, FIFA, GTA, CnC, Settlers, AoE etc... Same with movies. I really think the "prime time" at gaming and movie industries were around 1998-2007.


That sound a awfull lot like "it was better in my day" there is some amazing movies and games that comes out today. I mean I can hardly find why FIFA is suppose to be worst now then it was in 2001.


Yes because we all know graphics is all that matter.

If anything that's worse too, because everyone is trying too hard to be super mega realistic which means in 5 years games will look like shit, but many old games had strong artistic direction that prevents them from seeming dated even now.

Sorry friend but when almost every $60 game that releases is a generic open world meme with the same mechanics, same progression, crafting, climb towers, a million sidequests and garbage story, yeah. Things were better when we had things like Fallout 2, System Shock, Planescape Torment, Deus Ex, Unreal, Quake etc.

Unless you're gonna backtrack and say "oh but what about the indie scene blah blah blah". Agreed, but those are not the games we're complaining about, and not the games whose graphics you're so eager to suck off. For the record my favourite game of 2016 is Enter the Gungeon so I'm not entirely ignorant about the indie scene.


First, I never said anyting about graphic I don't really care about them and I play all my game in low because I have a crappy pc and I want good framerate. And for FIFA or any sport games I can't see how the mecanics where better in the early 2000 when it was just kick and run and now. Second Systen Shock and Planescape Torment are your definition of what games were betwen 1998 and 2007? Sorry to tell you that but those game sold like shit, so I don't see why the inde scene should be ignore when there are some huge commercial succes coming out if it, for exemple The Witness, Fez, Divinity : original sins, ect...

But most of all what about The Witcher, Mass Effect, the first bioshock, Fallout NV, Europa Universalis 4, Heart of Iron, Pillars of Eternity, Trine, ect... those are suppose to be shit?
I mean you can say that you love older FPS and RPG better then the new but there is difference between that and saying evretying is garbage now.

Also since the first post included movie : Manchester by the sea and Room are amazing and Star wars 2 and Catwoman are terrible.Just like eternal sunshine of the spotless mind is great and Batman vs Superman is bad. There is not a lot that has change in movie in the last 20 years.


Oh okay so what matters to you is if a game sells well or not, and not if it's any good.

By your logic Justin Bieber must be one of the greatest music artists of all time.

[insert thinking emoji here]

And yes, System Shock is much better than Bioshock, Fallout 1 and 2 are much better than their sequels, The Witcher games are pretty good but super overrated by casuals who never played Baldur's Gate or Planescape Torment or other god-tier RPGs etc.


long term community engagement are an objective measure of a game's quality. so games like NHL '94 , Tecmo Bowl, and M.U.L.E. are great games. You can blab away about how poorly they are designed though.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Euphorbus
Profile Joined December 2016
92 Posts
January 01 2017 00:45 GMT
#127
It is very easy. The people that matter inside the community, they cannot bite the hand that feeds them. Many people had new opportunities in RTS because Blizzard released a new game. It was either SC2, of a rare opportunity to be the sole foreigner in a Korean teamhouse, trying to win Courage.

So all those people that made some money off SC2, they couldn't be frrank about the game.


As for the communication between the balance team and the top players leading to actual improvements to the game, is there actually any evidence for that? I don't trust the top players to be honest. And some can be honestly delusional about race balance.
RealityIsKing
Profile Joined August 2016
613 Posts
January 01 2017 01:11 GMT
#128
On January 01 2017 09:45 Euphorbus wrote:
It is very easy. The people that matter inside the community, they cannot bite the hand that feeds them. Many people had new opportunities in RTS because Blizzard released a new game. It was either SC2, of a rare opportunity to be the sole foreigner in a Korean teamhouse, trying to win Courage.

So all those people that made some money off SC2, they couldn't be frrank about the game.


As for the communication between the balance team and the top players leading to actual improvements to the game, is there actually any evidence for that? I don't trust the top players to be honest. And some can be honestly delusional about race balance.


You can easily have representatives from all the races coming together in a meeting to settle on a mutual ground.
Lunchador
Profile Joined April 2010
United States776 Posts
Last Edited: 2017-01-01 01:25:34
January 01 2017 01:24 GMT
#129
Feels like kind of a pointless article to me. Of course SC2 belongs to the same genre as SC1. So does Warcraft 1-3, C&C, DoW, and any game that has you commanding all your forces in real time from a top-down view. The base game is the same: achieve victory by building an economy and infrastructure, train an army, and command them to fight your enemy. I have the same basic mindset playing SC2 as I did SC1: gather resources, and split my attention amongst economy, attacking, and defending. How to achieve those goals differs between each game, but the general objective is shared between each and every one of them. This is just kind of slapping your own definition of "genre" and I... don't see what the bottom line is, really.

Argue all you want about the differing mechanics or what your idea of "fun" is, but that's really detracting from the main point. The different games play out in completely different directions from each other but the basic idea and basic gameplay are shared. Is StarCraft 2 a successor to StarCraft 1? Yes, absolutely. Is Warcraft 3, a game that does things almost 100% differently from the games before, a successor to both Warcraft 2 and StarCraft 1? Yes, indeed!
Defender of truth, justice, and noontime meals!
lestye
Profile Blog Joined August 2010
United States4163 Posts
January 01 2017 02:30 GMT
#130
On January 01 2017 10:24 Lunchador wrote:
Feels like kind of a pointless article to me. Of course SC2 belongs to the same genre as SC1. So does Warcraft 1-3, C&C, DoW, and any game that has you commanding all your forces in real time from a top-down view. The base game is the same: achieve victory by building an economy and infrastructure, train an army, and command them to fight your enemy. I have the same basic mindset playing SC2 as I did SC1: gather resources, and split my attention amongst economy, attacking, and defending. How to achieve those goals differs between each game, but the general objective is shared between each and every one of them. This is just kind of slapping your own definition of "genre" and I... don't see what the bottom line is, really.

Argue all you want about the differing mechanics or what your idea of "fun" is, but that's really detracting from the main point. The different games play out in completely different directions from each other but the basic idea and basic gameplay are shared. Is StarCraft 2 a successor to StarCraft 1? Yes, absolutely. Is Warcraft 3, a game that does things almost 100% differently from the games before, a successor to both Warcraft 2 and StarCraft 1? Yes, indeed!

Ultimately thats why its pointless. The author of the article is drawing a line in the sand when he's only considering at best 4 titles, when you look at the genre as a whole you see the numerous similarities.


Would a Brood War player really think AoE is closely more related than SC2? I'm doubtful.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2017-01-01 05:14:57
January 01 2017 05:11 GMT
#131
--The article still has no discussion about what a sub-genre is. Two novels could be identical except one paragraph that explains how the object empowering the protagonist's incredible feats works, with one novel attributing it to magic and the other novel offering a scientific explanation. That little explanation determines whether the whole work is scifi or fantasy even though it's not really important to the story at all. If the article isn't actually about succession, but rather about sub-genres, then it still seems like it's lacking in its main point. Yes these RTS's have these design differences, but why is it important to put them in different genres? Is the genre thing actually that important to the article?

--It seems like the author could say SC2 isn't the spiritual successor to BW (which is a way of acknowledging that it is its actual successor but that it has important differences). I feel like this may have have been the best way to communicate the differences, or at least a better way than "not a successor" and "different sub-genre"

--In BW, your decisions are based on investing in different things: economy (bases and workers), production (buildings that make units), static defense (buildings with an attack), army, tech (ability to make new kinds of units), upgrades (+1, +2, etc), research (stim, storm, etc). A lot of these things have limits: supply cap (workers and army), tech (eventually you can build every unit), upgrades (+3), research (everything researched), bases (all expansions taken or mined out). But bases essentially don't have limits for most of the maps, at least not until very late game. Workers get more efficient the more bases you have, as the article explains, so their effectiveness is sort of uncapped even though the supply cap limits their numbers. Production buildings and static defense are essentially unlimited. So this creates a very obvious win condition in BW: take advantage of the uncapped things (bases, production buildings, and static defense) and you almost can't lose. Thus Artosis saying "when ahead, get more ahead" which applied far more in BW than it ever did in SC2. Because in the end, being ahead in BW would eventually lead to an unassailable position. Not so much in SC2, where you have to continue to play an RTS, not SimCity, to win the game.

Rather than players trading off between a focus on economy and military, every macro style has a similarly strong economy – the difference is the military strategy and unit compositions that are chosen. This places a huge emphasis on cost-efficient trades, which typically favor the defending player.

People have been complaining about SC2 not having a defender's advantage for its whole existence. When attacking into a concave or going through a choke point is dangerous, or when you have to deal with some kind of low ground vs high ground disadvantage, or when your latest round of production isn't instantly on offense and that matters, then there's a defender's advantage. But for SC2 a lot of these things didn't matter. The real default advantage goes to the attacker who gets to decide when an engagement happens and can plan for it rather than react to it, which is much easier not only mechanically but also strategically and tactically. The game has to build in automatic and effective advantages for the defender to be on even or better footing or else defensive styles will yield lower win rates. But it should err on the side of a weak defender's advantage, or there'll be fewer attackers and thus less action.

Unit control has a chess-like feel to it – controlling an Oracle is less about achieving anything than it is about executing the right strategic decisions to get it in the right place at the right time to achieve a specific goal. Once that’s accomplished, the unit can do the rest on its own, at least relative to units in classic games.

The Oracle is the worst example here (read more of the article preceding this quote to understand the author's argument better). But on a quick tangent, BW is the game that is far more rock-paper-scissors. There are far more hard counters in BW. The author's argument here is specifically about unit control, but the idea of having the right strategic decisions to be in the right place at the right time -- that determines wins and losses in BW far more than SC2. Maybe when we look back at WoL, which had a lot of scouting issues (especially for Zerg and PvP), then SC2 is comparable. But current SC2 is not even close to BW.

Anyway, back to the Oracle. The Oracle a lot of the time now is either anticipated or it is naturally accounted for in a normal build. The vast majority of the time, the Oracle can expect resistance upon arrival. But whatever it faces, it must be controlled well to be effective at all. The ONLY exception is in a low skill game where the Oracle flies in, activates its weapon, and both players don't look there again until the Oracle is out of energy and all workers are dead. Realistically, the Oracle was designed from every direction to be the perfect counterexample because you can't just let it go unsupervised for any reason: if you hold position just outside of a turret, its energy will be wasted; if you attack move, it'll target their army or static defense instead of workers; if they run their workers away, its deceleration/acceleration forces you to weave move commands; if you don't focus fire, you'll only damage a bunch of workers instead of killing them; it never becomes useless because its abilities are so useful at every stage of the game, so you can never carelessly send it on a suicide mission. Its range is small and you're always trying to use it at max range. It gets one shot by mines that require you to rotate your camera to see. Its skill ceiling is so high. It always requires a lot of attention when it's in enemy territory and it's balanced so well because each worker it kills makes a big difference at that time in the game, and the skill of safely getting maximum worker kills has not been mastered by the best protoss in the world. Every commentator judges an Oracle's performance, estimating whether it did enough or not. I was just watching Stats do Oracle builds on his stream and he was making some mistakes every time.

DT's in BW are a far far better example than Oracles in SC2. They result in more instant wins and require less skill to micro, both to achieve their win condition (kill enemy detection) and to harass workers if the game is going to continue.

--SC2 requires hardly any thinking (strategy) at all if you want to play that way. You can pick one build per matchup per map and just improve mechanics so much that you could conceivably win Blizzcon. An easy way to demonstrate this is Korean players outclassing non-Korean players while doing the exact same strategies. Or you can look another way: any pro player can pick any old build and get high GM on the ladder. Another way: look at how much better one player can be at executing an extremely straightforward build against top pros, like Parting with the Soul Train build. Other top Protoss practiced the same build exactly and Parting still distinguished himself as the best. Or consider that SC2 players still need to specialize their builds and unit compositions because they can't play everything at the same level mechanically. SC2 players absolutely can focus completely on mechanics and rise all the way to the top. The games won't play out the same as BW where you earn an advantage and "spend" it on economy, over and over, until the game is decided. But the same things that actually earn you advantages will occur, without the building of a ridiculous economy/production, and you'll have a killing blow planned just the same.

--If there are 1000 viable strategies in RTS, and any given RTS can implement 500 of them, then I'd say SC2 eliminated some of the ones that involved repeated choices to invest in economy and production. Does that define a genre? Like the science fiction vs fantasy distinction, sometimes it doesn't inform anything and sometimes it can make a big difference.

--You may even say that SC2 has fewer viable strategies than BW, simply pruning those ones and not adding any of its own. But does this matter if SC2 has more viable strategies than its pro players can uncover (that is, the game is always producing new strategies), if it has more strategies than a single player can master, if the strategies are so hard to execute that they cannot ever really be mastered (so improving via mechanics is always an option)? I think back to the scifi vs fantasy distinction. Is it really important or is it a trivial distinction? It can be an important distinction. Or you might find that the things that are truly causing wins and losses are similar, and SC2 removing the sprawling economy aspect was just amputating a useless limb, though one that we definitely grew to love and appreciate (myself included -- I always preferred playing small advantage -> economic investment style). You can still do it in SC2, it's just not so obvious and big as in BW. But most of the essence of playing BW is there in SC2 too.
"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.'
3FFA
Profile Blog Joined February 2010
United States3931 Posts
January 01 2017 05:25 GMT
#132
On December 30 2016 20:55 Liquid`Ret wrote:
Really nice post, been having some of these thoughts myself lately as well.

Just the other day I after playing a SC2 game I was thinking of how much I miss just managing my bases/macro everywhere and being occupied with that almost entirely, and finding it very fun to keep busy with.

When I played SC:BW I would focus almost entirely on macro and getting my economy near flawless as possible, and then as a result of that I could just awkwardly control my units into a win, and it was very satisfying/fun to me.

The actual fighting/micro was a lot less appealing to me than the base management/macro aspects, and even in Sc2, I've felt that way. Just that sc2 offered a lot less in that department than sc;bw did. There's creep spread and injects, but after years it became so boring, BW had so much more to offer in that regard, and even though most tasks completly mundane and largely thanks to outdated interface, it never got boring for some reason. BW also did offer a lot in micro, say with mutalisks or some smaller group of units, but it was a lot different than the type of mass armies control in SC2.

Looking back now, I think I've had so much more fun with BW than SC2, and I think I've always felt that way since switching to Sc2, even throughout being a pro and all that, there was always part of me that felt it just wasn't that fun. Maybe it was just nostalgia.. I don't know.

That said, when I go back to BW now I find it almost impossible to deal with the unit pathing, lol. Despite having played it for so long before and never having a problem with it then.

Fully agreed. They are essentially two different sub-genres in a sense. It's a strange change, and one that indeed has left me feeling that SC2 Melee is not nearly as fun as BW Melee was in the past. However, now the BW pathing is much more noticeable. To adjust back to BW you basically have to start kinda fresh and re-learn the things you learned that let you get around the BW pathing and really deal with it.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
PuddleZerg
Profile Joined August 2015
United States82 Posts
January 01 2017 08:17 GMT
#133
On December 30 2016 20:31 mantequilla wrote:
age of mythology rulez


fuck yeah
"Weapons grade autism" - Destiny
Charoisaur
Profile Joined August 2014
Germany15958 Posts
January 01 2017 13:57 GMT
#134
On January 01 2017 14:11 NonY wrote:

--SC2 requires hardly any thinking (strategy) at all if you want to play that way. You can pick one build per matchup per map and just improve mechanics so much that you could conceivably win Blizzcon. An easy way to demonstrate this is Korean players outclassing non-Korean players while doing the exact same strategies. Or you can look another way: any pro player can pick any old build and get high GM on the ladder. Another way: look at how much better one player can be at executing an extremely straightforward build against top pros, like Parting with the Soul Train build. Other top Protoss practiced the same build exactly and Parting still distinguished himself as the best. Or consider that SC2 players still need to specialize their builds and unit compositions because they can't play everything at the same level mechanically. SC2 players absolutely can focus completely on mechanics and rise all the way to the top. The games won't play out the same as BW where you earn an advantage and "spend" it on economy, over and over, until the game is decided. But the same things that actually earn you advantages will occur, without the building of a ridiculous economy/production, and you'll have a killing blow planned just the same.

I disagree with this. You can't be very succesful just with good mechanics. When you see players like Byun with his 2/1/1 timing or PartinG with his soultrain it may look like they are so good with this because of their mechanics but the real reason why they are so succesful is that they have played the build so often that they have refined the ideal way to react to each situation.
the real factor that differentiates them from other players is their decision-making.
just look at Byuns 2/1/1 build in tvz. He never overcommits, he always knows exactly when he should commit and when not, where to attack, when to stutterstep back and when to targetfire banes. He almost never loses his medivacs without doing some significant damage.
Similar PartinGs soultrain, he always knew the ideal way to attack on each map, carefully casted forcefields to not waste to much energy and waited for the perfect opportunity to crush the zerg army.

My point is that with every strategy your decisionmaking needs to be absolutely on point, just mechanics don't help you in alot of situations.
Many of the coolest moments in sc2 happen due to worker harassment
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2017-01-01 14:59:40
January 01 2017 14:52 GMT
#135
they have played the build so often that they have refined the ideal way to react to each situation.

No I don't think the players who are worse are unable to identify when a mistake is made. They know it even just after it has happened, and always when watching the replay. The knowledge is there already. The ability to put that knowledge to use during a real game against the best in the world is what mechanics are for. With good mechanics, so many things are automatic and fast that your mind can stay ahead of the game rather than struggling to keep up and missing opportunities. Mechanics teach you the quickest and easiest mental effort and quickest and easiest physical effort to complete each task well. Some players get a knack for controlling certain unit compositions, or certain units in particular, and for macroing certain builds, and their mechanics become a cut above the rest for those strategies. But if you take a player who is worse than them and put them in a game that pauses every 2 seconds, so that they can gather their thoughts and plan the best moves for the next 2 seconds, they'll definitely outperform the best player. So practicing until information can be processed that quickly live would also result in a superior performance. And that's a matter of pure mechanics.

The alternative is that players are experimenting. They see multiple things they can do each moment and they're not sure which one is optimal, so one game they try one thing and another game they try another. They gather evidence and draw a conclusion. And when they get to a tournament, Parting wins because he already saw a zerg behave that way in practice, already got to experiment in several directions, and already figured out the best path. While the other player had not filled in that knowledge space yet, had no idea what to do, and guessed incorrectly. This just isn't the case. The situation isn't that complicated and players have practiced it many 100's of times, enough to already know what there is to know. You'll see players do exactly what Parting does, but without the consistency of Parting.
"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.'
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
January 01 2017 19:04 GMT
#136
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.
Hildegard
Profile Blog Joined November 2012
Germany306 Posts
January 01 2017 22:57 GMT
#137
On December 31 2016 10:50 Nakajin wrote:
Show nested quote +
On December 31 2016 10:00 ProMeTheus112 wrote:
On December 31 2016 05:45 Hildegard wrote:
Shower thought: Auto-mining or multi-select buildings, more than 12 unit selection etc. could be upgrades in SC3.

agree^^


That sound good but it would be awful in a real game, first because of a clear immersion break and also because that it would mean that you become exponentially better as game go on especially at low level, it is pretty fucking hard to comeback when your worker don't auto-mine and you have to manually click every barrack to produce a marine and your opponent who have a better economy and is in the lead also doesn't have that to worry about, just try it in one of your game for fun your gonna get destroyed.

But most of all it would just be frustrating and useless, just like if hotkey, control group ect... became upgrades, either you don't have it for anyone or you have it for everybody.


I think it can work if the numbers are tuned right. A game in which someone has it and the other doesn't obviously doesn't work. It's more about if you choose to have it 15 seconds earlier or if you do something else first. There might be late-game upgrades that are more of a choice of yes or now than of when that could support different playstyles.

The point about spiraling out of control is a different one. It's about comeback mechanics and neither BW nor SC2 have real comeback mechanics outside of stuff like Dark Shrine. It's an interesting question if the genre would benefit from comeback mechanics. I doubt it because RTS is essentially about small advantages that accumulate to snowballing to victory. SC2 has more focus on the fights and one could argue that control in fights is a comeback mechanic. Units die fast and it's possible to make a comeback based on a single good engagement.

In short: I think it's incredibly hard to make it work but I think it's possible and would add more depth.
tl.net humour: https://www.kurtvonmeier.com/blog-1/2018/1/14/on-audio-alan-watts-and-g-spencer-brown-discuss-laws-of-form
Heyjoray
Profile Joined September 2015
240 Posts
Last Edited: 2017-01-02 03:55:46
January 01 2017 23:08 GMT
#138
The title should have been; StarCraft II and Brood War Belong to different Sub-Genres. The current one is still wrong
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2017-01-02 11:54:14
January 02 2017 11:53 GMT
#139
Very interesting thread.
User was warned for being hilarious
Garmer
Profile Joined October 2010
1286 Posts
January 02 2017 13:16 GMT
#140
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
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 02 2017 15:19 GMT
#141
it would be easier if both games would have the same gamespeed. But executing less in a shorter timeframe can equal itself out, or be harder since it is easier to make mistakes.

I liked the threat title. Made me roll my eyes thinking how the rts genre doomed itself by pushing innovative gameplay away, as it was not rts.
NonY
Profile Blog Joined June 2007
8748 Posts
January 02 2017 15:41 GMT
#142
On January 02 2017 22:16 Garmer wrote:
Show nested quote +
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
"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.'
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
January 02 2017 16:24 GMT
#143
On January 03 2017 00:41 NonY wrote:
Show nested quote +
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

This is something the author of the blog also talked a bit about in his last one. Tasks which seem to be hard (like scouting and reacting perfectly) and tasks which seem to be easy (like sending your worker to mining). He argues that sc2 deals more with "hard tasks" which makes it more frustrating/harder even though mechanically you have less tasks to do.
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 |
dantuts
Profile Joined September 2010
Philippines19 Posts
January 02 2017 17:32 GMT
#144
people will comeback..
duke91
Profile Joined April 2014
Germany1458 Posts
January 02 2017 20:16 GMT
#145
On January 03 2017 00:41 NonY wrote:
Show nested quote +
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

but then sc2 has things that are objectively more difficult to do that bw doesnt.


That's a huge list of nothing
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
January 02 2017 20:23 GMT
#146
On January 03 2017 05:16 duke91 wrote:
Show nested quote +
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

but then sc2 has things that are objectively more difficult to do that bw doesnt.


That's a huge list of nothing

Too bad even korean progamers/coaches suggested that sc2 is "too hard". It seems these guys disagree with you.
While there are simply more tasks in bw that isn't the only measurement of difficulty
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 |
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-03 12:55:58
January 03 2017 12:29 GMT
#147
Of course SC2 is more 'difficult'. Every second unit has spellcasting and there are many non-transparent mechanisms in the game. Also, there are many hard counters.

SC2 is hard to learn, easy to master.


So it seems that to many people, executing more mundane tasks makes the game more fun, even though that is counter-intuitive.. Maybe the way Starcraft operates gives the player, regardless of skill level, more of a feeling that they are improving.
It is going to be a huge chore to play many games of SC2, or any other game, without feeling you are getting any better.

I also still think that the way units are visible, or not, and the way armies move and the level of micro makes SC2 just less fun as a spectator sport.


I agree with Nony that a key skill is to make the right decision under pressure in an actual game. But I wonder if that actually has to do with the mechanics of the game. I hear the speed of SC2 might be a bit higher. It has more to do with keeping your cool and having overhead. Normal decisions have to be automatic. I guess the moment you start thinking consciously and start hesitating, you don't take clear action and you fall apart. This decision has to be taken in miliseconds. I guess that is the hard part of RTS period at the highest level. And that has not so much to do with APM requirements.


Also, I'd like to point out that playing with fast and efficient multitasking isn't something that comes from hand speed. It is mental speed. You need to keep this mental task-list of things to do. And you need to update it in real time. The faster you can do this, the higher your apm.

I didn't feel SC2 was any fun. Partly because of the reduced focus on mechanics. You can accidentally play the right strategy/unit composition, accidentally decide to attack at the right moment. You cannot accidentally have very good micro or macro.
But looking back, the main reason I disliked SC2 is the way units moved and battled took place. Too often two balls of armies attack moving into each other.

I just couldn't get over the 200ms unit delay and the clumping/pushing/balling up of units.


When SC2 was announced, I had great hopes for getting an even more interesting game (remember some units in Starcraft that were barely used. And maybe TvT being too status quo-ish and ZvZ being too 2-dimensional. I think there was room for improvement and more diverse gameplay. I also hoped for completely different units.

But Blizzard decided to keep all core units and to simplify the interface, update the graphics, and see where that would go.
I wanted the same gameplay and mechanics, but different units. Not the same units, but different gameplay.

I hoped that the way SKorea did Starcraft would cross over. That didn't really hapoen, well at least not with SC2. And even in SKorea, SC2 was a complete flop, but mostly due to Blizzard's war against Kespa, not so much the game itself.

Don't forget that in SKorea, there level of skill is still a pyramid. That they have so many very strong players is partly because they have a very wide base of their pyramid. Many people would play Starcraft with their GF/BF, using 50 apm, having a lot of fun. That didn't happen with SC2.

I think Blizzard lost a lot of money here. Considering the sales of Starcraft in SKorea, like every 1 in 20 people having bought the game (and consider the number of pirated copies), and considering the role of esports/game being on tv on that.
That Blizzard's first move with SC2 in Korea was to shut down Starcraft from national tv, that was a huge blow. Yes, we have streams now, but when Blizzard decided to try to shut down OGN and MBC, online streaming with Twitch or Afreeca wasn't what it is now. It could have been that it would have been completely impossible to even watch.


The way Blizzard did the single player is actually even more puzzling. But that's another discussion.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2017-01-03 12:58:17
January 03 2017 12:50 GMT
#148
On January 03 2017 00:41 NonY wrote:
Show nested quote +
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



what are those things that are more difficult in sc2? the strategies to apply are kind equal, the macro is more hard in BW no contest here, the micro also is more hard in BW due to the path e various unit limitations

i really i can't see in what categories sc2 is harder to be honest

On January 03 2017 21:29 Euphorbus wrote:
Of course SC2 is more 'difficult'. Every second unit has spellcasting and there are many non-transparent mechanisms in the game. Also, there are many hard counters.

SC2 is hard to learn, easy to master.


.


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
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-03 13:01:43
January 03 2017 12:53 GMT
#149
Maybe SC2 is more difficult because there was a lot more competition and everyone was closer in skill. In that way, for a top player, SC2 is a lot harder, because you aren't going to win as much, and it isn't very obvious how it is actually possible for you to improve. (note that is different from recognizing what you ought to have done better. The question is why you didn't make the right decision in that moment, and what to do about it so that next time, you will.)
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2017-01-03 12:56:54
January 03 2017 12:56 GMT
#150
On January 03 2017 05:23 The_Red_Viper wrote:
Show nested quote +
On January 03 2017 05:16 duke91 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

but then sc2 has things that are objectively more difficult to do that bw doesnt.


That's a huge list of nothing

Too bad even korean progamers/coaches suggested that sc2 is "too hard". It seems these guys disagree with you.
While there are simply more tasks in bw that isn't the only measurement of difficulty


ah well i know what they are referring too, it's the old argument about the fact that since sc2 is more easy it's actually more harder, because it's more difficult to emerge from the mass, this is the reason why you see every time a new pro that climb the ladder, where in BW flash was unbeaten for many years...

that is not the real definition of difficult
Euphorbus
Profile Joined December 2016
92 Posts
January 03 2017 13:12 GMT
#151
Maybe read the post as clearly as I worded it.
Laurens
Profile Joined September 2010
Belgium4542 Posts
January 03 2017 13:41 GMT
#152
On January 03 2017 21:50 Garmer wrote:
Show nested quote +
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.
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-03 13:45:31
January 03 2017 13:44 GMT
#153
No game is strictly harder than the other? Really? Yes, you cannot measure how 'hard' SC2 or Starcraft is. But you can in simpler cases. This statement is simply factually wrong.

Neither me nor Nony is currently B on iccup. But he misread, so his comment is confusing anyway.
Laurens
Profile Joined September 2010
Belgium4542 Posts
January 03 2017 13:50 GMT
#154
On January 03 2017 22:44 Euphorbus wrote:
No game is strictly harder than the other? Really? Yes, you cannot measure how 'hard' SC2 or Starcraft is. But you can in simpler cases. This statement is simply factually wrong.

Neither me nor Nony is currently B on iccup. But he misread, so his comment is confusing anyway.


I obviously meant "Between SC2 and BW, no game is strictly harder than the other."
Not for all games in general..
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-03 14:08:03
January 03 2017 14:06 GMT
#155
Well, how would you know? Did you measure it? We know games can be harder or easier than other games. But we cannot measure it with SC2 or Starcraft. So how can you know?

The problem is, you do have to admit that games can be of different skill requirements. Some are 100% luck based. Other games are solved. Then there's a mix of skill and luck. So given that games have different difficulties/skill curves, how can you know that for SC2 and Starcraft, they are exactly the same?

It would be very unlikely that they are exactly as difficult, as they are both complex games. Almost certainly, one is harder than the other, just because of the degrees of freedom involved here.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
January 03 2017 14:15 GMT
#156
On January 02 2017 22:16 Garmer wrote:
Show nested quote +
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

That is like saying that chess or go are not strategic because one of them is more strategic.
The harder it becomes, the more you should focus on the basics.
Laurens
Profile Joined September 2010
Belgium4542 Posts
Last Edited: 2017-01-03 14:20:58
January 03 2017 14:16 GMT
#157
"No game is strictly harder than the other" does not imply they are of equal difficulty.

You assert yourself that it cannot be measured how hard SC2 or BW is, that answers all your questions.
If a value cannot be measured, it can also not be compared.

If I score girl A 8/10 for looks and 4/10 for personality, and girl B 4/10 for looks and 8/10 for personality, can you say which girl is "better"? If no, must they therefore be "equal"?

Best analogy I could come up with at the minute xD
The point is, there are various degrees of freedom at play as you noted, some things will be objectively harder in BW, while some are objectively harder in SC2, and which of these is more important to overall difficulty depends from person to person. Similarly, someone who cares more about personality will say girl B is better, while someone who cares more about looks will say girl A is better, but you cannot objectively say A>B or B>A.
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-03 14:28:03
January 03 2017 14:21 GMT
#158
That's odd. Are you sure you are using the right words? Maybe you meant to say that Starcraft is not in all aspects harder than SC2?

Because when you talk about Starcraft and SC2 in specific, and then say " no game is" instead of "SC2 is not, ... than Starcraft", it is a general statement about all games.

And when you say that Starcraft is not harder than SC2 and SC2 is not harder than Starcaft, it in fact means they are equally difficult.

Unless, of course, you mean that they cannot be harder because the concept of 'hardness' is flawed or doesn't exist. But if that is what you meant, you would have just said that.

Your comments are confusing and I think it is because you don't realize what the words you are using mean.



You assert yourself that it cannot be measured how hard SC2 or BW is, that answers all your questions.
If a value cannot be measured, it can also not be compared.


I say it cannot be measured because it is a measurement problem. Not a problem of difficulty as a concept not existing.
I do not think it is in principle unmeasurable. And I don't think that if we someday measure it, and Starcraft is more difficult than SC2, that it only starts being more difficult from the moment of measurement onward. I think one game is more difficult than the other. I think one can make arguments about which game it is. I have some ideas about how it might possibly be measured. And I do not think that will change based on if we can actually measure it or not.


If I score girl A 8/10 for looks and 4/10 for personality, and girl B 4/10 for looks and 8/10 for personality, can you say which girl is "better"? If no, must they therefore be "equal"?


How can a girl score 4/10 for personality? I can kind of see how it can score 8/10 for looks. If you are going to use an analogy, find a proper one.

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.



Best analogy I could come up with at the minute xD
The point is, there are various degrees of freedom at play as you noted, some things will be objectively harder in BW, while some are objectively harder in SC2, and which of these is more important to overall difficulty depends from person to person. Similarly, someone who cares more about personality will say girl B is better, while someone who cares more about looks will say girl A is better, but you cannot objectively say A>B or B>A.


You wouldn't measure how hard a game is on a person by person basis.
Laurens
Profile Joined September 2010
Belgium4542 Posts
January 03 2017 14:27 GMT
#159
On January 03 2017 23:21 Euphorbus wrote:
That's odd. Are you sure you are using the right words? Maybe you meant to say that Starcraft is not in all aspects harder than SC2?


Yes, that is exactly what I mean, as noted by "Some things are harder in BW, some things are harder in SC2"

Because when you talk about Starcraft and SC2 in specific, and then say " no game is" instead of "SC2 is not, ... than Starcraft", it is a general statement about all games.


It isn't. If I talk about 2 specific games and then say: "No game ... than the other" the meaning is pretty clear.

And when you say that Starcraft is not harder than SC2 and SC2 is not harder than Starcaft, it in fact means they are equally difficult.


I disagree. Refer to my edited example about A and B above.



The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
January 03 2017 14:29 GMT
#160
Ok seems like this is a dead thread pretty soon
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 |
Laurens
Profile Joined September 2010
Belgium4542 Posts
January 03 2017 14:33 GMT
#161
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.
Euphorbus
Profile Joined December 2016
92 Posts
January 03 2017 14:34 GMT
#162
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.
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-03 14:46:27
January 03 2017 14:38 GMT
#163
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-03 14:45:11
January 03 2017 14:39 GMT
#164
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.



Garmer
Profile Joined October 2010
1286 Posts
January 03 2017 18:24 GMT
#165
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...
NonY
Profile Blog Joined June 2007
8748 Posts
January 03 2017 18:42 GMT
#166
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.
"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.'
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6586 Posts
January 03 2017 19:37 GMT
#167
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
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-03 20:18:51
January 03 2017 19:50 GMT
#168
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.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2017-01-04 08:15:32
January 04 2017 08:15 GMT
#169
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
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2017-01-04 14:55:20
January 04 2017 14:44 GMT
#170
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?
"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.'
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-04 15:13:18
January 04 2017 15:05 GMT
#171
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.


AzAlexZ
Profile Joined September 2016
Australia3303 Posts
Last Edited: 2017-01-04 15:37:23
January 04 2017 15:33 GMT
#172
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
Faker is the GOAT!
Creager
Profile Joined February 2011
Germany1894 Posts
Last Edited: 2017-01-04 15:43:34
January 04 2017 15:40 GMT
#173
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.
... einmal mit Profis spielen!
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-01-04 15:50:29
January 04 2017 15:48 GMT
#174
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?
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-04 16:30:00
January 04 2017 16:15 GMT
#175
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.
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2017-01-04 17:06:22
January 04 2017 16:40 GMT
#176
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.
"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.'
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-04 17:29:29
January 04 2017 17:24 GMT
#177
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.
MoosyDoosy
Profile Joined November 2014
United States4519 Posts
Last Edited: 2017-01-04 17:39:35
January 04 2017 17:37 GMT
#178
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.
"Just a second too late rsoultin :D" - My 4k Guardian post
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2017-01-04 18:28:43
January 04 2017 18:26 GMT
#179
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.
"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.'
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-04 18:39:46
January 04 2017 18:38 GMT
#180
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.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 04 2017 18:40 GMT
#181
On December 30 2016 23:06 Freezard wrote:
Curious why the author says that BW feels easier to play than SC2. Makes no sense to me. Also remember when you could build Barracks before Supply Depot in SC2 beta? Well you can still do that in BW, I hate how they limited the strategy in such ways in SC2. I think the game was actually at its best during beta.


The reason for this decision was because they listened to their player base. Not the specific suggestions, but the specific complaints. This need to fix the game based on what a collection of vocal players complained about instead of designing it without player experience in mind is one of the biggest problems with SC2's design.

However, call a spade a spade. Continually comparing the two will do nothing but lead to a discussion about which game was better. They are both good games, for their own separate reasons. No one says American Football is bad because FIFA futbol is better.
Hark, what baseball through yonder window breaks?
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2017-01-04 19:39:26
January 04 2017 19:37 GMT
#182
On January 04 2017 23:44 NonY wrote:
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?


what i mean is that many people were able to reach the maximum this explain why you see every years a different progamer, it's more easy to cap the skill on SC2 than BW

On January 05 2017 02:37 MoosyDoosy wrote:
Show nested quote +
On December 30 2016 22:49 Charoisaur wrote:
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.


that's another reason why the skill cieling is far higher in BW, you have to master more parts of the game, not only the strategic aspect
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2017-01-04 23:55:52
January 04 2017 23:53 GMT
#183
On January 05 2017 03:38 Euphorbus wrote:
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.

absolutely pointless trivial bullshit. you wasted so much time just to come to this, that you have nothing useful to say at all. and this garmer guy is so dumb i cant believe it's not intentional trolling. i cant even tell
"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.'
Foxxan
Profile Joined October 2004
Sweden3427 Posts
January 05 2017 00:19 GMT
#184
lol@nony

Myself dont see the pointless in that quote nony did.

Alot of people know, ALOT of people know that the skill ceiling isnt reached in broodwar nor sc2 and many other games. Sure thats a good thing but thats not what matters in the end or overall, what matters is WHAT SKILL THE PLAYER IS USING. Arguing that the skillceiling is high is pure crap, argue instead WHAT SKILL IS BEING USED HERE.

So if someone is writing bullshit its nony imo.
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-05 00:48:56
January 05 2017 00:48 GMT
#185
All I was saying is that I concede the point that current top SC2 players make meaningful mistakes. But I don't think that fact is a refutation of the core issue. I even said that 10 years ago while you didn't seem so sure.
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
January 05 2017 02:01 GMT
#186
Loved the article will follow your youtube, very excited topic!
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
Hexe
Profile Joined August 2014
United States332 Posts
January 05 2017 02:13 GMT
#187
Didnt people outside of the fervor of teamliquid think that the game was too similar to starcraft one? I recall a few reviewers thought that was a negative attribute. The mechanics both games use are almost exactly the same.

People are bringing up MBS as if that were some kind of great difference. In this corner you can select twelve buildings by double clicking, and in the other corner, you must click each twelve times and hold the shift key.

Threads and articles like this merely exist on TL for people to reignite a made up war between the two games.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 05 2017 03:48 GMT
#188
On January 05 2017 09:19 Foxxan wrote:
lol@nony

Myself dont see the pointless in that quote nony did.

Alot of people know, ALOT of people know that the skill ceiling isnt reached in broodwar nor sc2 and many other games. Sure thats a good thing but thats not what matters in the end or overall, what matters is WHAT SKILL THE PLAYER IS USING. Arguing that the skillceiling is high is pure crap, argue instead WHAT SKILL IS BEING USED HERE.

So if someone is writing bullshit its nony imo.


Lets simplify it then.

Can players still get better at SC2?

Are the top players better then the middling players?

Are the top pro players better than the middling pro players?

What are your answers to this, and then give me your conclusion.
Hark, what baseball through yonder window breaks?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
January 05 2017 04:14 GMT
#189
On January 05 2017 12:48 Thieving Magpie wrote:
Show nested quote +
On January 05 2017 09:19 Foxxan wrote:
lol@nony

Myself dont see the pointless in that quote nony did.

Alot of people know, ALOT of people know that the skill ceiling isnt reached in broodwar nor sc2 and many other games. Sure thats a good thing but thats not what matters in the end or overall, what matters is WHAT SKILL THE PLAYER IS USING. Arguing that the skillceiling is high is pure crap, argue instead WHAT SKILL IS BEING USED HERE.

So if someone is writing bullshit its nony imo.


Lets simplify it then.

Can players still get better at SC2?

Are the top players better then the middling players?

Are the top pro players better than the middling pro players?

What are your answers to this, and then give me your conclusion.

Shark lives undersea and shark want to walk earth says capuff and the shark is awake.
(When this person quotes me i will say something irrelevant cuz he never stays in line with what he quotes.)
Espers
Profile Joined August 2009
United Kingdom606 Posts
Last Edited: 2017-01-05 05:49:37
January 05 2017 05:24 GMT
#190
Army control was affected, too. Controlling a maximum supply army in a classic real time strategy game was extraordinarily difficult due to things like poor unit AI, weak pathing, and limitations in the user interface around control groups. This created a comeback mechanic in which superior mechanical control of a smaller group of units by the losing player could defeat a winning player managing an uncontrollably large army. Modern real time strategy games change this. Armies are mechanically easier to control, meaning that a player with a larger army will usually defeat a player with a smaller army. Comeback mechanics instead center around strategic decisions like harassment or tech switches.


Yeah I really like this point.
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
January 05 2017 05:47 GMT
#191
LOL so many people here arguing about what game is harder, and Tyler is just trying to say it doesn't matter which one is harder.

What matters is that they are both hard at different things in the game.

Are people saying 'LoL is harder than 'Dota2'? Well I don't know, cuz i don't play any of those games, but does it matter? Both have their difficulties, and both are good games (judging from my observation with the TI and LCS).

Both BW and SC2 required the players to be the best, and only a small number of players are near the best, yet even they have room to grow. Were there BW players that achieved near perfect gameplay? Perhaps, but did they do it every game every time? Unlikely.

Are there SC2 players that show signs of brilliance but falter down the road? Of course.

We are comparing tangerines to clementines. Are they both small delicious citrus fruits? Sure. Does it matter if I think clemintines are sweeter than tangerines? No because both are rather sweet.

Sure we could measure the difference in difficulty in both games, but does it answer anything? We could give statistics on winrates over everyone careers, but that is meaningless.

Some of you that are claiming BW is harder are only arguing with yourselves. Those claiming both are hard are being trolled, at least I think they are. Absolutely no one, and I mean no one, is claiming SC2 is harder than BW.

So let this stupid thread die, so another one can replace it in a few months please.
hiroshOne
Profile Joined October 2015
Poland425 Posts
Last Edited: 2017-01-05 06:15:13
January 05 2017 06:14 GMT
#192
I feel like war between fans of BW and sc2 is like old war Atari fans vs Commodore 64 fans. But the old war at least had classXD

But seriously. I know fron where it comes from. BW fans are mostly older guys who played this game when it was the greatest. They had no time or passion to transition into sc2 and that's why they try to diminish sc2 saying that it's worse than it's predecessor.That makes them "pros" and people with better taste in their own eye.

In the other hand we have mostly younger playerbase which was late to fully experience phenomenonn that BW was. That's why they diminish BW which makes an excuse in their own eyes for not trying to experience it at all.

What i mean is that both games are very good and different in many ways. And as such- they bring different experience. Overall the only thing that matters is the player's taste.

I played both-BW in it's prime and sc2. I enjoy both still and i wish both parties bury the hatchet :-)
Ultima Ratio Regum
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2017-01-05 07:25:35
January 05 2017 06:16 GMT
#193
On January 05 2017 14:47 Jett.Jack.Alvir wrote:
LOL so many people here arguing about what game is harder, and Tyler is just trying to say it doesn't matter which one is harder.

What matters is that they are both hard at different things in the game.

Are people saying 'LoL is harder than 'Dota2'? Well I don't know, cuz i don't play any of those games, but does it matter? Both have their difficulties, and both are good games (judging from my observation with the TI and LCS).

Both BW and SC2 required the players to be the best, and only a small number of players are near the best, yet even they have room to grow. Were there BW players that achieved near perfect gameplay? Perhaps, but did they do it every game every time? Unlikely.

Are there SC2 players that show signs of brilliance but falter down the road? Of course.

We are comparing tangerines to clementines. Are they both small delicious citrus fruits? Sure. Does it matter if I think clemintines are sweeter than tangerines? No because both are rather sweet.

Sure we could measure the difference in difficulty in both games, but does it answer anything? We could give statistics on winrates over everyone careers, but that is meaningless.

Some of you that are claiming BW is harder are only arguing with yourselves. Those claiming both are hard are being trolled, at least I think they are. Absolutely no one, and I mean no one, is claiming SC2 is harder than BW.

So let this stupid thread die, so another one can replace it in a few months please.



Just because some idiots argue about nonsense for the last pages doesn't mean that the thread is bad. The blog had some interesting thoughts in it. And even the "how difficult" debate could yield interesting bits, in what areas are these games difficult? How does that relate to fun/game design.
Modern games tend to go the way of streamlining things so you need less and less actions to do what you want to do. That alone could be discussed for lots and lots of pages tbh.
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 |
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
Last Edited: 2017-01-05 07:25:26
January 05 2017 07:24 GMT
#194
Ok sorry about the tone in my previous post. I was getting a bit annoyed with the repetitive/circular argument, and lost my cool a bit with that post.

hiro and Viper bring up very good points, and others have too. Not entirely a stupid thread.

There is some merit with measuring difficulty, but it can sometimes be a hard metric to measure. To reiterate what Nony said (not verbatim) some things that are difficult for one person, may not be so for another. That is why comparing BW to SC2 is a bit futile.

However, there are some metrics that many could agree. I think, and many others might agree, macro in BW was harder than SC2. Blizzard streamlined the macro for SC2 so that the skill floor was easier to attain. I think that is why many say BW is harder than SC2. Not because of a theoretical skill ceiling, but a difference in difficult skill floor.

I really sucked 1v1 multiplayer in BW. Like blowing a dirty hobo's penis suck. I enjoyed playing BGH maps, but other than that I couldn't win a map if my son depended on it. But that doesn't mean BW is harder than SC2 overall. Just harder in that one aspect for me.
Garmer
Profile Joined October 2010
1286 Posts
January 05 2017 08:12 GMT
#195
On January 05 2017 12:48 Thieving Magpie wrote:
Show nested quote +
On January 05 2017 09:19 Foxxan wrote:
lol@nony

Myself dont see the pointless in that quote nony did.

Alot of people know, ALOT of people know that the skill ceiling isnt reached in broodwar nor sc2 and many other games. Sure thats a good thing but thats not what matters in the end or overall, what matters is WHAT SKILL THE PLAYER IS USING. Arguing that the skillceiling is high is pure crap, argue instead WHAT SKILL IS BEING USED HERE.

So if someone is writing bullshit its nony imo.


Lets simplify it then.

Can players still get better at SC2?

Are the top players better then the middling players?

Are the top pro players better than the middling pro players?

What are your answers to this, and then give me your conclusion.



if none can get better forever than it mean that the skill cieling was reached, it's simply

you can't simply throw away the argument that the skill cieling can not be reached, the skill cieling is the possible(not impossible) highest skill someone can reach
papaz
Profile Joined December 2009
Sweden4149 Posts
January 05 2017 08:12 GMT
#196
In 10 years from now there will still be these BW vs SC threads.

Honestly there are so many different views on what is a good rts there is literally 0 chance for Blizzard to ever make an RTS where people will be happy.

I think Blizzard is doing a good job and people are just up in the arms for the sake of it. No matter what they change these threads keep popping up.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 05 2017 08:27 GMT
#197
On January 05 2017 17:12 Garmer wrote:
Show nested quote +
On January 05 2017 12:48 Thieving Magpie wrote:
On January 05 2017 09:19 Foxxan wrote:
lol@nony

Myself dont see the pointless in that quote nony did.

Alot of people know, ALOT of people know that the skill ceiling isnt reached in broodwar nor sc2 and many other games. Sure thats a good thing but thats not what matters in the end or overall, what matters is WHAT SKILL THE PLAYER IS USING. Arguing that the skillceiling is high is pure crap, argue instead WHAT SKILL IS BEING USED HERE.

So if someone is writing bullshit its nony imo.


Lets simplify it then.

Can players still get better at SC2?

Are the top players better then the middling players?

Are the top pro players better than the middling pro players?

What are your answers to this, and then give me your conclusion.



if none can get better forever than it mean that the skill cieling was reached, it's simply

you can't simply throw away the argument that the skill cieling can not be reached, the skill cieling is the possible(not impossible) highest skill someone can reach


You did not answer any of the questions asked in the post you quoted.
Hark, what baseball through yonder window breaks?
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2017-01-05 14:13:45
January 05 2017 14:06 GMT
#198
On January 05 2017 09:48 Euphorbus wrote:
All I was saying is that I concede the point that current top SC2 players make meaningful mistakes. But I don't think that fact is a refutation of the core issue. I even said that 10 years ago while you didn't seem so sure.

I can just ask one last time before I go out of town for a while:

On January 05 2017 03:38 Euphorbus wrote:
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.

Since you've drawn these conclusions, you've measured the effect you're talking about and you've measured the spectrums of skill. Can you say specifically (like the matchup and the strategy) where pros were working on improving their win rate and felt this effect in LotV and where pros in BW were able to make use of their different spectrum of skill in a similar situation? Get as specific as you can describing the process pros went through and link the matches.

The existence of such a thing isn't even something I'd argue against, even if I disagree with it. I just want to see it. You make a really big statement that is absolutely meaningless to me and I'd just like to see the analysis behind it that inspires you to make the statement so I can associate some actual SC activity with it. I'm going out of town for four days so take your time.

I hardly poke my head into these discussions anymore these days but I just can't stand discussions full of people making observations and proclaiming their conclusions without showing the specific games that inspire it. The author of the article honestly embarrassed himself in the eyes of anyone who knows what an Oracle is and I think if he'd just put the effort into linking the games supporting his description, he would have corrected himself. Instead he just proclaimed things and was totally wrong. Show, don't tell.
"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.'
Laurens
Profile Joined September 2010
Belgium4542 Posts
Last Edited: 2017-01-05 14:53:32
January 05 2017 14:37 GMT
#199
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.


I don't necessarily think it's fundamentally vague and cloudy, I just think it's entirely subjective.

Your explanation of averaging weights does not make it objective. Ask 100 people to assign weights to Micro/Macro difficulty and then you can compute some averages, sure. Then you can use some formula to get a 'difficulty' value out of it.*
Now ask 100 other people the same thing and you will get different average weights, hence a different value. That means difficulty is subjective.

And from there, I believe it is pointless to argue about which one is "more difficult", since difficulty is a subjective value. The answer to this question will vary from person to person, and you can never make the general claim "X is more difficult than Y period"

* (How one would come to an objective formula to combine micro difficulty and macro difficulty in one difficulty value is another question altogether - which I also think is impossible to solve but that's besides the point)

edit: I should also note, like Nony above, that your posts have shown a lack of quantitative claims and definitions
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-05 15:20:51
January 05 2017 14:59 GMT
#200
To Nony:

I explicitly said I have not measured it. Have you?

You used to agree with me. And now you don't. So what measurement did you do to change your mind?

So I am in one state of 'delusion' for which I have no hard empirical evidence.
You went from one state of 'delusion' to the other, also with no hard empirical evidence.

If there is something that is odd then it is you changing your mind when your old predictions have come true.

Yes, in the end SC2 failed for other reasons (war on kespa, unit response to micro, too hard to learn, bad single player, bad bnet). It failed before it could fail on exactly that argument you made 10 years ago.

All I am saying is that you were right.

Also, if I bade my argument on a single game, that argument would be bad. So I don't know why you ask for that.

When SC2 beta came out and I found it no fun, I quit, finished my degree and did a PhD. I don't know anything about SC2 strategy. I never argued SC2 strategy. All I see is my and your old predictions for SC2, and how they came true. Best examples are the proteams disbanding, Stork, Jaedong, Flash and Bisu going back to Starcraft. Yes, who appears in the final 16 of tournaments and the winrates more resembling WC3 than Starcraft did play a role, but that alone is too vague and might be the result of variance or the game just being new.

At least our old views led to predictions that came true. In science, a theory that fits the data is a good theory. Yes, there has been a lot more going on, but we don't have much to go off. Either you have no opinion, which was never your position, or you do the best you can do with an opinion.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 05 2017 15:08 GMT
#201
Chess is not strategically easier than sprinting just because you need less mechanics in chess.

Sprinting is not less strategic than chess just because you can lean on mechanics more.

Trying to argue which game is harder is idiotic.
Hark, what baseball through yonder window breaks?
todespolka
Profile Joined November 2012
221 Posts
Last Edited: 2017-01-05 15:15:45
January 05 2017 15:12 GMT
#202
Only we call sc2 another genre. For most people its just a modern version of bw. This is also my opinion.

Sc2 has just as many tricks, is as difficult as bw today (maybe even more). This was not the case in wol! Lotv changed a lot for the better.

People complained about limited selection, pathing, ai, difficulty of spell casting in bw and blizzard changed it.

Sc2 has an easier macro than bw. But this is not a bad thing. It lowers the entry level, makes the game intuitive and comfortable. In bw you used a big part of your actions for macro. In sc2 it is the other way around. But thanks to macro mechanics, macro is always part of the game.

Sc2 comes very close to bw today. If blizzard doesnt stop to refine the game, it will surpass bw in quality (i played both games for many years and am a fan of both games). Its really sad, that sc2 is only the most popular rts and not one of the big e-sports. This game has more layers of depth than anything else.
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-05 15:36:18
January 05 2017 15:19 GMT
#203
On January 05 2017 23:37 Laurens wrote:
Show nested quote +
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.


I don't necessarily think it's fundamentally vague and cloudy, I just think it's entirely subjective.


But it is only subjective when you want it to be. We already agreed it cannot be fundamentally subjective.


Your explanation of averaging weights does not make it objective. Ask 100 people to assign weights to Micro/Macro difficulty and then you can compute some averages, sure. Then you can use some formula to get a 'difficulty' value out of it.*
Now ask 100 other people the same thing and you will get different average weights, hence a different value. That means difficulty is subjective.


Oh, the method is definitely objective. The issue is what the conclusions mean. I get a strong feeling you don't really understand or feel how to manipulate big data, so maybe this is pointless, but let me say this. I never said you ask people to rate difficulties. You came up with people ranting people on looks and personalities, making claims about that. I disagreed with the claims in your analogy (and also with the analogy itself).

If you ask 100 people, and get one result. Then ask 100 people, and you get a completely different result, something is wrong. Your sampling size is either too small, or the two populations you are sampling are different. Your argument here is a general arguments against statistics in general. I don't see how it is even relevant in this discussion. But to me all it does is suggest that you do not understand statistics.
If you have a population and you think asking the first 100 randomly selected people will give you a different answer than asking the second 100 randomly selected people, something is very odd here.

In either case, if this can work or not says nothing about if something is subjective or objective.
You can ask 100 Clinton voters and 100 Trump voters who won the popular vote. They will give widely different answers. But that doesn't mean the notion of who won the popular vote is subjective.


And from there, I believe it is pointless to argue about which one is "more difficult", since difficulty is a subjective value. The answer to this question will vary from person to person, and you can never make the general claim "X is more difficult than Y period"


No no no. First of all, do never talk about persons. Talk about populations. If you want to ask how difficult a game is, all you are getting is perceived difficulty, not difficulty. I am not interested in perceived difficulty myself. But say you are.

Say you put some poll on TL and people vote on the difficulty of SC2, scaling from 1 to 10. You get data. That's it. That's the objective result of what people on TL.net, interested enough to vote in a poll on SC2 difficulty say about their perceived difficulty of SC2. It is an objective answer. Not subjective. And yes, perceived difficulty is a subjective thing, which is why I would not be interested in it. People with different gaming backgrounds will experience the same SC2 difficulty, yet report their experience some other difficulty. If you also ask people about their age, or their gaming background, and split up the data, the distributions may be very different because obviously people are not going to agree about how difficult a game is.

This is why you would measure how difficult a game is based on outcomes of games only. What happens inside the game or what happens inside a person's head, you ignore for 100%.

That you get different answers for a voluntary poll on Fomos, or 'forcing' everyone that enters Blizzcon to vote, that is true and besides the point. If you are going to do polling, which I suggest you should not even try as it would be rather pointless, you need to be very aware what you sampled and how your sample relates to the population you want to make conclusions about.


* (How one would come to an objective formula to combine micro difficulty and macro difficulty in one difficulty value is another question altogether - which I also think is impossible to solve but that's besides the point)


I guess this asks about deconvolution. I can say something about that. But for that I will revert for that to your original example about judging females on looks and personality, so whatever I say cannot be misrepresented. What is your background in math and statistics? So I know where to start.


Laurens
Profile Joined September 2010
Belgium4542 Posts
January 05 2017 16:15 GMT
#204
You can ask 100 Clinton voters and 100 Trump voters who won the popular vote. They will give widely different answers. But that doesn't mean the notion of who won the popular vote is subjective.


They won't... Clinton won the popular vote, Trump won the electoral college, this is objective.

Now ask 100 people who would make the better president: Trump or Clinton? This is subjective.

If you want to ask how difficult a game is, all you are getting is perceived difficulty, not difficulty. I am not interested in perceived difficulty myself. But say you are.


My entire argument is that perceived difficulty is the best thing you can compute. There is no other difficulty that can be computed.

What is your background in math and statistics? So I know where to start.


I fail to see how my background is relevant to the discussion at hand. I'm pretty sure you're about to argue something that I did not argue against, and is entirely pointless to the objective vs subjective discussion, but go ahead.
4 years computer science at University of Oxford, first class honours, now in the final year of my PhD in computer science.
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
Last Edited: 2017-01-05 18:03:34
January 05 2017 17:32 GMT
#205
There's no question that BW was superior in every regard except graphics and unit pathing and even the unit pathing somewhat worked to make BW better in that the AI was so poor that anything you weren't actually multi-tasking often ended badly so in other words, you had to actually be good instead of just pretending to be. Its no wonder every top player can look back on the whole ordeal and agree that SC2 was no successor. The 2 games demand entirely different playstyles, quality of players, and strategies.

That being said, the article was pretty good for someone who never really played BW although he was definitely wrong on the whole BW had less strategic importance thing, but a lot of responders covered that already.

One thing I feel I should address is the "lack of bonjwas" in sc2. I have to agree with Korea on this one. If there's a lack of people who are able to dominate the scene, it actually does indicate that there is a low bar. I do feel that LotV attempted to address this and is by no means an easy game, but it is still a lower bar because they focused on the wrong things if they wanted to recapture BW's difficulty. They added silly mechanics through the 3 expansions and didn't focus on what actually made BW great. Do you really think there would be such fanfare for sports if there weren't dominant teams and players that managed to basically claim the whole scene for several years? All signs point to "no". Teams and players able to master a game so well that it seems they're unbeatable for a good period of time makes viewership and support spike for the duration of their reign. People start coming to the sport simply because of the star if they become big enough. If you don't have that, you don't have a real game. I know people think they do now, but people like me know that 10-20 years later, we will be proven right as always.

If you truly want to save the longevity of a scene, you have to demand skill and higher bars over all. Making things easy sounds good on paper but it only leads to a revolving door scenario. All these things have lead to a total paradigm shift over the years towards less skill, more accessible to everyone but overall worse things in every regard that actually matters. If you want to charge $200 for a game that used to be $80-100 and cheat people by horrible policies they are too weak-minded to actually stand up for themselves or do anything about, this future is a paradise. To old schoolers with a fighter-type mentality and a lust for competitive evolution, everything post-2010 has pretty much been total hell.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-05 18:09:37
January 05 2017 17:59 GMT
#206
On January 06 2017 01:15 Laurens wrote:
Show nested quote +
You can ask 100 Clinton voters and 100 Trump voters who won the popular vote. They will give widely different answers. But that doesn't mean the notion of who won the popular vote is subjective.


They won't... Clinton won the popular vote, Trump won the electoral college, this is objective.



Really? If you get stuck here, I don't see how this can proceed. We are polling what people think. Why? Because that is what you started to talk about.

Not really related, but in some polls 52% of republicans actually think Trump won the popular vote.

I have to assume your mistake is deliberate. But I do not know where to proceed from there.

If you want to ask how difficult a game is, all you are getting is perceived difficulty, not difficulty. I am not interested in perceived difficulty myself. But say you are.



My entire argument is that perceived difficulty is the best thing you can compute. There is no other difficulty that can be computed.


I don't see where you argued that. And with that statement, I wonder if you actually mean to say 'compute' or if you mean something else. Anyway, this debate is going no where. I am talking about doing measurements on games. You keep wanting to want to talk about the opinions of people playing games.

Making my first statement on this issue, my position would be that perceived difficulty will be the last thing you can compute. Can't be bothered to argue for it. Seemed like a truism.


Show nested quote +
What is your background in math and statistics? So I know where to start.


I fail to see how my background is relevant to the discussion at hand.


Are you really being honest? You ask me to explain to you a rather complex way to deconvolute a dataset, and you wonder how your knowledge is relevant?


I'm pretty sure you're about to argue something that I did not argue against,


I guess you know your own inclinations and debating pitfalls really well, then.


and is entirely pointless to the objective vs subjective discussion, but go ahead.
4 years computer science at University of Oxford, first class honours, now in the final year of my PhD in computer science.


Ok, then you do know something. That makes it even more puzzling to me how you don't know what deconvolution is and why you respond in such a stupid way. Out of 100 people reading this, I will be the only person believing this. So here we go.

In your example, you have males report on female attractiveness. Say they magically get to spend 24 hours of quality time with all females that are rated, so they can score both attractiveness of looks and personality.
All males score all females on their overall attractiveness.

Now we have the following dataset. We have a matrix of n by m, where n is the number of girls and m is the number of boys. We know from the literature that most biological traits fit a normal distribution. And we know from the literature that males in fact rate female attractiveness fairly, meaning they actually rate them on a normal curve. (females don't, by the way, so this is only easier because males do not generate a skewed distribution).
To differentiate, we need to remove all the girls where males give similar answers, as we cannot deconvolute two normal curves that have the same μ and σ) We remove all girls for the dataset where their own variance is really small. The assumption is that girls that are 'polarizing' are either good looking or boring, or not so good looking but interesting. So you can use a Monte Carlo to find some selection of females where males disagree most.

Now we 'know' (it was your a priori assumption) that if we take a overall attractiveness dataset, that it is composed of two datasets superimposed on each other. One normal distribution rating the looks, with a certain weighing factor, and one distribution that may be but doesn't have to be a normal distribution, also with a weighing factor.
There is a finite number of ways to take a normal distribution, add to it something that is likely either a skewed normal distribution (but most likely also a fair normal distribution), and to get the resulting data.
You can solve for which functions these are, and how much you need of each to get the final dataset. Once you know that, you know which weigh the average boy gives to either looks or personality.
How exactly to do that you should already know, or you can ask your grad students, as they will know it even better than me. But basically it comes down to either finding a function that fits the data in the matrix, and using fourier transform methods, or solving for aA + bB = C, where A, B and C are matrices, and a and b are scalers, with certain constraints put on the properties of a, b, A and B, and C being our measured dataset. You can use Expectation–maximization algorithm in matlab.

Now we can go back to individual males. Rather than taking all the females and their average score, we can take a male and the score of all females, ordered from high to low. We can use the same function shapes and calculate which value is needed for both of them to most closely match the distribution they have.

So we get a estimated value for each individual male. The data doesn't answer which shape&weight is attractiveness and which is looks. And all this assumes the way males rank females is only composed of two things (which it isn't, but it was your example.



Ok, this is all completely pointless and irrelevant to the discussion, but he asked for it. Don't blame me for him making claims about what can be known if males rate females. Same techniques can in principle be applied to games, but doing this in reality with games will turn in a completely confusing clusterfuck, which in his idealized example, it will work.
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
January 05 2017 18:04 GMT
#207
brood war was masterfully layered (albeit on accident) and had distinct strategy and timings i never saw from SC2
University of Kentucky Basketball #1
Laurens
Profile Joined September 2010
Belgium4542 Posts
Last Edited: 2017-01-05 18:41:29
January 05 2017 18:36 GMT
#208
I don't see where you argued that.

In one of my earlier posts I said: "there is no such thing as objective game difficulty."

I am talking about doing measurements on games. You keep wanting to want to talk about the opinions of people playing games.

As far as I can see, all the measurements you suggest, including deconvolution, incorporate the opinions of people...
Feel free to provide a measurement of game difficulty that does not include people's opinions. I'm interested to hear it.

Out of 100 people reading this, I will be the only person believing this.

Rofl. Feel free to dig deep enough into the archives of tl.net forums. You'll find activity from me in UKUTL threads (uk university team league), oxford sc2 society, varsity games between oxford and cambridge, etc.
I can PM you pictures of my certificate, bod card, and alumni card tomorrow if you like

Ok, this is all completely pointless and irrelevant to the discussion, but he asked for it.

1) I'm glad you realise, but then why did you post it? I even warned you it would be pointless...
2) Did I really? What I asked for was an objective formula, and the decision to use the male/female example was all yours.

Seems like we mostly disagree on what is subjective and what is objective. Perhaps it is time to agree to disagree.

Tip for future discussions: use less ad hominems, it doesn't help your claims.
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-05 19:19:58
January 05 2017 19:17 GMT
#209
I didn't say you didn't claim it. I said you didn't argue for it.

I stand by my claim. Someone who doesn't know the difference between an opinion or fact, objective or subjective, claim and argument, such a person is not what one would expect based on the reputation of Oxford. But I believe you. People rarely lie on the internet. Especially not about their education.

Why did I post all that shit? Because you fucking asked for it. What? Why are you so surprised when people give you more respect than you yourself apparently think you deserve?

I don't know what you think 'objective' means, but such a method will give the same result regardless of who uses it. That's usually called 'an objective method'.

My ad hominems don't help my claims? Didn't they learn you in Oxford that they also don't hurt my claims? My claims are good or bad, factual or non-factual, independent of whatever ad hominem I may engage in as well.

When I am in a debate and my opponent is dishonest or deliberately trying to sabotage or be tricky, yes I will call them out. Call it ad hominem if you like. But I will do so nonetheless.

As you gave me advice, let me give you some as well.

Don't act like an idiot on purpose.
Don't feign ignorance to sabotage debates and to deliberately cause confusion.
Don't ridicule the other for their patience to explain things to you. Especially not when you just requested it.
Don't bring up Oxford or PhD when you feign ignorance about undergrad and even high school concepts.

I can't get past the point you do not understand what sampling in polling means.
I can't get over the fact that you cannot distinguish between what a fact is and what people think is factual.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 05 2017 20:09 GMT
#210
On January 06 2017 03:04 Bill Murray wrote:
brood war was masterfully layered (albeit on accident) and had distinct strategy and timings i never saw from SC2


meh, will never be as strategically respected as chess and gets even less views than LoL why even bother watching it at all, dead game obviously.
Hark, what baseball through yonder window breaks?
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
Last Edited: 2017-01-05 23:58:33
January 05 2017 23:43 GMT
#211
On January 06 2017 00:19 Euphorbus wrote:
Say you put some poll on TL and people vote on the difficulty of SC2, scaling from 1 to 10. You get data. That's it. That's the objective result of what people on TL.net, interested enough to vote in a poll on SC2 difficulty say about their perceived difficulty of SC2. It is an objective answer. Not subjective. And yes, perceived difficulty is a subjective thing, which is why I would not be interested in it. People with different gaming backgrounds will experience the same SC2 difficulty, yet report their experience some other difficulty. If you also ask people about their age, or their gaming background, and split up the data, the distributions may be very different because obviously people are not going to agree about how difficult a game is.

This is why you would measure how difficult a game is based on outcomes of games only. What happens inside the game or what happens inside a person's head, you ignore for 100%.

I don't know how you can come to a conclusion about the difficulty of a 1v1 game purely by the outcome.

When were talking about difficulty were talking about how hard it is to perform the desired task optimally. I think most high level players of any game will agree with the statement that to be able to recognize the actions required to achieve something, you have to be almost be able to do it yourself. For instance when we talk about how hard macro is in BW, I doubt I can give a fair assessment compared to that of NonY.

Since by this premise you would require somebody to be perfect at something to gain a valid opinion on how difficult it is, going by the route of peoples opinions should in theory be a non-viable option. A good example of this would be the way how the SC community mocked LoL for being a super casual game and being way more easy than SC2. But I'm not convinced that one is harder (when accounting for the different skill sets required of course).

This is why in my opinion we have to look in-depth into a game and try to quantify every decision somebody has to make, and how hard the actions are to perform when a decision is made.
How you would analyses this would probably take quite a few pages. But it IMO it would be like a summing all the realistic game states, the choices within those states, and effort required to perform each possible action.
A good example of this in would be the way how SC:BW is compared to SC2 with regards to MBS.


EDIT:
On January 05 2017 23:59 Euphorbus wrote:
Also, if I bade my argument on a single game, that argument would be bad. So I don't know why you ask for that.

You don't hold everything on a single game, but providing example games are incredibly valuable because they expose details that are normally lost withing text.
The harder it becomes, the more you should focus on the basics.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
January 05 2017 23:48 GMT
#212
On January 06 2017 02:32 sCCrooked wrote:
One thing I feel I should address is the "lack of bonjwas" in sc2. I have to agree with Korea on this one. If there's a lack of people who are able to dominate the scene, it actually does indicate that there is a low bar. I do feel that LotV attempted to address this and is by no means an easy game, but it is still a lower bar because they focused on the wrong things if they wanted to recapture BW's difficulty. They added silly mechanics through the 3 expansions and didn't focus on what actually made BW great. Do you really think there would be such fanfare for sports if there weren't dominant teams and players that managed to basically claim the whole scene for several years? All signs point to "no". Teams and players able to master a game so well that it seems they're unbeatable for a good period of time makes viewership and support spike for the duration of their reign. People start coming to the sport simply because of the star if they become big enough. If you don't have that, you don't have a real game. I know people think they do now, but people like me know that 10-20 years later, we will be proven right as always.

A lack of domination does not equate to a low bar. You can have 30 world class players, but that doesn't mean getting there was easy or that the bar was low. Just that you have 30 people at an equal level.

I think it is much more likely that a lack of domination means a lack of external forces that are creating these outliers, like the amount of players that are trying to become the best.
The harder it becomes, the more you should focus on the basics.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 05 2017 23:49 GMT
#213
On January 06 2017 08:43 sabas123 wrote:
Show nested quote +
On January 06 2017 00:19 Euphorbus wrote:
Say you put some poll on TL and people vote on the difficulty of SC2, scaling from 1 to 10. You get data. That's it. That's the objective result of what people on TL.net, interested enough to vote in a poll on SC2 difficulty say about their perceived difficulty of SC2. It is an objective answer. Not subjective. And yes, perceived difficulty is a subjective thing, which is why I would not be interested in it. People with different gaming backgrounds will experience the same SC2 difficulty, yet report their experience some other difficulty. If you also ask people about their age, or their gaming background, and split up the data, the distributions may be very different because obviously people are not going to agree about how difficult a game is.

This is why you would measure how difficult a game is based on outcomes of games only. What happens inside the game or what happens inside a person's head, you ignore for 100%.

I don't know how you can come to a conclusion about the difficulty of a 1v1 game purely by the outcome.

When were talking about difficulty were talking about how hard it is to perform the desired task optimally. I think most high level players of any game will agree with the statement that to be able to recognize the actions required to achieve something, you have to be almost be able to do it yourself. For instance when we talk about how hard macro is in BW, I doubt I can give a fair assessment compared to that of NonY.

Since by this premise you would require somebody to be perfect at something to gain a valid opinion on how difficult it is, going by the route of peoples opinions should in theory be a non-viable option. A good example of this would be the way how the SC community mocked LoL for being a super casual game and being way more easy than SC2. But I'm not convinced that one is harder (when accounting for the different skill sets required of course).

This is why in my opinion we have to look in-depth into a game and try to quantify every decision somebody has to make, and how hard the actions are to perform when a decision is made.
How you would analyses this would probably take quite a few pages. But it IMO it would be like a summing all the realistic game states, the choices within those states, and effort required to perform each possible action.
A good example of this in would be the way how SC:BW is compared to SC2 with regards to MBS.


If we base the skill of the game based on difficulty then lets take a game that is considered competitive and is respected as strategy game: chess

Is the mechanic of the game in question at least as difficult as chess?
Hark, what baseball through yonder window breaks?
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
Last Edited: 2017-01-06 00:09:07
January 06 2017 00:01 GMT
#214
On January 06 2017 08:49 Thieving Magpie wrote:
Show nested quote +
On January 06 2017 08:43 sabas123 wrote:
On January 06 2017 00:19 Euphorbus wrote:
Say you put some poll on TL and people vote on the difficulty of SC2, scaling from 1 to 10. You get data. That's it. That's the objective result of what people on TL.net, interested enough to vote in a poll on SC2 difficulty say about their perceived difficulty of SC2. It is an objective answer. Not subjective. And yes, perceived difficulty is a subjective thing, which is why I would not be interested in it. People with different gaming backgrounds will experience the same SC2 difficulty, yet report their experience some other difficulty. If you also ask people about their age, or their gaming background, and split up the data, the distributions may be very different because obviously people are not going to agree about how difficult a game is.

This is why you would measure how difficult a game is based on outcomes of games only. What happens inside the game or what happens inside a person's head, you ignore for 100%.

I don't know how you can come to a conclusion about the difficulty of a 1v1 game purely by the outcome.

When were talking about difficulty were talking about how hard it is to perform the desired task optimally. I think most high level players of any game will agree with the statement that to be able to recognize the actions required to achieve something, you have to be almost be able to do it yourself. For instance when we talk about how hard macro is in BW, I doubt I can give a fair assessment compared to that of NonY.

Since by this premise you would require somebody to be perfect at something to gain a valid opinion on how difficult it is, going by the route of peoples opinions should in theory be a non-viable option. A good example of this would be the way how the SC community mocked LoL for being a super casual game and being way more easy than SC2. But I'm not convinced that one is harder (when accounting for the different skill sets required of course).

This is why in my opinion we have to look in-depth into a game and try to quantify every decision somebody has to make, and how hard the actions are to perform when a decision is made.
How you would analyses this would probably take quite a few pages. But it IMO it would be like a summing all the realistic game states, the choices within those states, and effort required to perform each possible action.
A good example of this in would be the way how SC:BW is compared to SC2 with regards to MBS.


If we base the skill of the game based on difficulty then lets take a game that is considered competitive and is respected as strategy game: chess

Is the mechanic of the game in question at least as difficult as chess?

You mean if the mechanical execution of chess is hard? No of course not.
That is why I also talked about the amount of choices somebody has to make and the amount of possible states that can exist within the game. Within that regard chess is incredibly hard, and that is reason why it is such a respected strategy game, same goes for go.

Anyway, I'm going to sleep now, I will respond again once I wake up.
The harder it becomes, the more you should focus on the basics.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 06 2017 00:09 GMT
#215
On January 06 2017 09:01 sabas123 wrote:
Show nested quote +
On January 06 2017 08:49 Thieving Magpie wrote:
On January 06 2017 08:43 sabas123 wrote:
On January 06 2017 00:19 Euphorbus wrote:
Say you put some poll on TL and people vote on the difficulty of SC2, scaling from 1 to 10. You get data. That's it. That's the objective result of what people on TL.net, interested enough to vote in a poll on SC2 difficulty say about their perceived difficulty of SC2. It is an objective answer. Not subjective. And yes, perceived difficulty is a subjective thing, which is why I would not be interested in it. People with different gaming backgrounds will experience the same SC2 difficulty, yet report their experience some other difficulty. If you also ask people about their age, or their gaming background, and split up the data, the distributions may be very different because obviously people are not going to agree about how difficult a game is.

This is why you would measure how difficult a game is based on outcomes of games only. What happens inside the game or what happens inside a person's head, you ignore for 100%.

I don't know how you can come to a conclusion about the difficulty of a 1v1 game purely by the outcome.

When were talking about difficulty were talking about how hard it is to perform the desired task optimally. I think most high level players of any game will agree with the statement that to be able to recognize the actions required to achieve something, you have to be almost be able to do it yourself. For instance when we talk about how hard macro is in BW, I doubt I can give a fair assessment compared to that of NonY.

Since by this premise you would require somebody to be perfect at something to gain a valid opinion on how difficult it is, going by the route of peoples opinions should in theory be a non-viable option. A good example of this would be the way how the SC community mocked LoL for being a super casual game and being way more easy than SC2. But I'm not convinced that one is harder (when accounting for the different skill sets required of course).

This is why in my opinion we have to look in-depth into a game and try to quantify every decision somebody has to make, and how hard the actions are to perform when a decision is made.
How you would analyses this would probably take quite a few pages. But it IMO it would be like a summing all the realistic game states, the choices within those states, and effort required to perform each possible action.
A good example of this in would be the way how SC:BW is compared to SC2 with regards to MBS.


If we base the skill of the game based on difficulty then lets take a game that is considered competitive and is respected as strategy game: chess

Is the mechanic of the game in question at least as difficult as chess?

You mean if the mechanical execution of chess is hard? No of course not.
That is why I also talked about the amount of choices somebody has to make and the amount of possible states that can exist within the game. Within that regard chess is incredibly hard, and that is reason why it is such a respected strategy game, same goes for go.


Agreed. Because different games test different things. Grade one game on the realities of another game and all you'll have is chaos.
Hark, what baseball through yonder window breaks?
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-06 02:23:28
January 06 2017 02:14 GMT
#216
On January 06 2017 08:43 sabas123 wrote:
I don't know how you can come to a conclusion about the difficulty of a 1v1 game purely by the outcome.


It's the same argument as all arguments with Elo-derived ranking systems using what happens inside a game rather than merely the outcome.

I am not saying you definitely shouldn't use game statistics besides the outcome. I am not sure. More data can contain more information, but more data also means it is very tricky to interpret.
If you want to read more about this, I am sure there are placed, websites, books or scientific literature, that debate introducing more variables into an Elo-derived skill ranking like Glicko, Trueskill, etc.
But there is a reason why basically no skill rating system uses in game statistics to reinterpret who won and who lost.


When were talking about difficulty were talking about how hard it is to perform the desired task optimally. I think most high level players of any game will agree with the statement that to be able to recognize the actions required to achieve something, you have to be almost be able to do it yourself. For instance when we talk about how hard macro is in BW, I doubt I can give a fair assessment compared to that of NonY.


If a game is infinitely hard so everyone is equally terrible at it, any result will be a 50/50 coin flip, regardless of talent and practice. I hope you realize a game just being hard isn't an end in itself. I don't know if you were here debating it 10 years ago. I refer you to the Nony quote from 2008 or so, about macro skill in Starcraft and game longevity.

As for top players being more able to say how hard something is, I would object here as well. It will be opposite. Skilled and talented players do things that are very hard for others automatically. I don't even know what it means for something to be hard. I guess the only way to experience that something is hard is to do it, practice, but see no improvement. So just not being able to do something no matter what.

Just a silly example. Recognizing a face is a very hard task. But for normal people, it is very easy. We do not even have to think about it. A blind person cannot do it no matter what. Certain people will have great difficulty with this, however. And to program computer code to do it turns out to be quite complex. Can you say something about how difficult this is?

As for measuring how hard some task inside a game, or any task, is in some quantitative manner, I don't know how one would do such a thing.
All I can think of is comparing an average person, sitting at the base of the pyramid of skill, with someone at the top. All I can think of is counting how many tiers there are between the base and the top of the pyramid. It may be binary. You either know how to play the game, or you don't know. If two people who know how to play the game, play the game, the game will be a draw (or first move player wins). If two people who do not know how to play the game, the outcome will be 50/50. If a person that does and a person that does not know how to play the game, the player that knows wins 100% of the time.

On the opposite side you have a game where no player is equal in skill to anyone else. So every time two people play(and assuming you can magically fix their skill level in time), one person is therefore more skilled than the other. And the more skilled person will always beat the less skilled player, even if they play an infinite amount of games.

My definition of 'hard' is therefore a game where skilled players win out more against less skilled players. Where both variance and luck play only a small role. Where a small increase in skill has a very large effect on the outcome of a game.


Since by this premise you would require somebody to be perfect at something to gain a valid opinion on how difficult it is, going by the route of peoples opinions should in theory be a non-viable option. A good example of this would be the way how the SC community mocked LoL for being a super casual game and being way more easy than SC2. But I'm not convinced that one is harder (when accounting for the different skill sets required of course).


LoL works mainly because it is a team game. You test the teamwork ability of the players. You cannot really compare that with the tasks tested by a 1vs1 game. Introducing teamwork kind of solves the whole problem of what skills you test. I didn't play much moba and it seems many that do queue op solo a lot of the time. But that is kind of the point of the game, it seems. Not clicking a last hit on a creep vs the AI (which I think LoL doesn't even have).


We used to mock other games, true. But we didn't do that because LoL is easier than SC2. Both games weren't even announced back then. If you are mocking LoL today because SC2 is so hard, you aren't really being anywhere close as cool as we Starcraft people used to be.



This is why in my opinion we have to look in-depth into a game and try to quantify every decision somebody has to make, and how hard the actions are to perform when a decision is made.
How you would analyses this would probably take quite a few pages. But it IMO it would be like a summing all the realistic game states, the choices within those states, and effort required to perform each possible action.
A good example of this in would be the way how SC:BW is compared to SC2 with regards to MBS.


Game states? If you are going to compare game states in RTS vs game states in Moba, you really think it would lead anywhere? There are so many, this doesn't even work for chess.
I can kind of see how you can estimate how many decisions a player has to make. You can maybe approximate it. And that would be fixed in time for certain game phases, not be an exponentially growing three of states.


As for those eager to discuss chess, do you know what chess people mean when they refer to 'mechanical' and 'strategical' skill/ability?
mappostorm
Profile Joined May 2016
3 Posts
January 06 2017 02:49 GMT
#217
I started playing bw in 2001 and played it for about a year with about 300 matches with a mix of 1v1/2v2...mostly 2v2. I played mainly on a private server and was quite decent among the other players there but I remember playing on bnet where you could send a bot a message and it finds you an opponent. My stats were something like 1-40 lol. I stopped playing here not because I stopped liking the game but I got a new pc and switched to wc3 ripppp

Few years later I had the itch to play RTS again and was considering going back to wc3 but the sc2 trailer came out and I waited for that.

As sc2 release date came closer sometime early 2009 I thought I'd play some bw to prepare for sc2. I played for about 4 months and got completely destroyed. Never got past D- and a C- player was impossible to beat for me. My biggest achievement during that time was beating a C- player that offraced lol. So uuhhh yeah I sucked at bw and was just barely scratching the surface of this game.

I got into the sc2 beta few months before the actual game came out and without much effort I was in the highest division...platinum I think. When the game came out I was always in the highest division...diamond, master(not gm though!). You could argue that doesn't mean much during this era of sc2 because there were players flocking in from all sorts of games and figuring out how to play it it's obviously much harder to get to masters in sc2's current state where the active players are all veterans.

I played this game for about 5 months and was constantly improving until just one day I thought this game is not really that interesting to me. At the time I did not really question it and just quit but thinking about it now the reason is most likely the macro mechanics. Thinking about both games in a sandbox mode. In sc2 without an opponent I could max out quite fast probably not making too many mistakes. In bw I never was anywhere close to good at macro. There were so many replays I watched of myself where the opponent didn't do any type of harassment to me just let me do my own thing and attacked me with 200/200 and full control of the map and I would have something like 70-100 supply lol. Anyways I had a lot of fun jumping around with hotkeys and finding something that needs to be done. Sc2 there's a lot of cycling between buildings and units and waiting to do something but macro does ramp up with harassment/engages.

I obviously performed better in sc2 than bw(I sucked at the start of bw and when the game matured) the reason is obviously the interface. For me the magic of bw is this interface with limitations and how a player can compensate for these shortcomings and with player skill can make it seem to run smoothly when in reality it's a sinking ship but being kept afloat somehow. In terms of a developers point of view many of these limitations are seen as problems that need to be solved. They were all solved for sc2(automine, mbs, unit pathing, worker rally point, clumping? etc) and what happened? It created a different game where the focus is not that much on macro and units move faster and do such high DPS that micro only shines in small skirmishes or multitasking.

What I would've wanted to happen was that sc2 started as a full bw port with prettier gfx similar to how dota transitioned to dota 2. Then work from there. This way there wouldn't have been the initial bw vs sc2 split right from the start. It's still scary though because players wouldn't want anything to change balance wise/interface wise/unit wise.

Anyways sc2 failed to bring out what I thought was awesome in bw. Easier macro and underwhelming looking micro(unfortunate design choice of units...bw was quite lucky with how all the units interacted with each other). I find it crazy how there was 10 years of sc1 progamer footage and it doesn't seem blizzard built from there. Like here's brood war an amazing game how do we make it more amazing?

Obviously sc2 is still hard(but is it fun?) and has more emphasis on other skills like decision making/builds/multitasking/positioning but bw has all these things too while the game has the learning curve of an instrument to control to your desire. Every time I watch a pro bw players first person view it looks to me like an artist creating something amazing every single time.

this seems like a blog post lol oops :D
duke91
Profile Joined April 2014
Germany1458 Posts
January 06 2017 03:33 GMT
#218
On January 06 2017 11:49 mappostorm wrote:
Anyways sc2 failed to bring out what I thought was awesome in bw. Easier macro and underwhelming looking micro(unfortunate design choice of units...bw was quite lucky with how all the units interacted with each other). I find it crazy how there was 10 years of sc1 progamer footage and it doesn't seem blizzard built from there. Like here's brood war an amazing game how do we make it more amazing?


Blizzard doesn't care about making amazing games. It cares about making money. Imagine how badly received a copy of BW would be through reviews, which determines sales. People always want something new even though old stuff are still doing well.

Drawing from the legacy of BW, Blizzard cashed out big with SC2. That's what they cared about. It showed when they actively sued KESPA and hindered many OSL's from taking place in 2011-2012.
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
usopsama
Profile Joined April 2008
6502 Posts
Last Edited: 2017-01-06 16:37:17
January 06 2017 03:37 GMT
#219
StarStruck
Profile Blog Joined April 2010
25339 Posts
January 06 2017 04:30 GMT
#220
On January 06 2017 00:12 todespolka wrote:
Only we call sc2 another genre. For most people its just a modern version of bw. This is also my opinion.

Sc2 has just as many tricks, is as difficult as bw today (maybe even more). This was not the case in wol! Lotv changed a lot for the better.

People complained about limited selection, pathing, ai, difficulty of spell casting in bw and blizzard changed it.

Sc2 has an easier macro than bw. But this is not a bad thing. It lowers the entry level, makes the game intuitive and comfortable. In bw you used a big part of your actions for macro. In sc2 it is the other way around. But thanks to macro mechanics, macro is always part of the game.

Sc2 comes very close to bw today. If blizzard doesnt stop to refine the game, it will surpass bw in quality (i played both games for many years and am a fan of both games). Its really sad, that sc2 is only the most popular rts and not one of the big e-sports. This game has more layers of depth than anything else.


There is absolutely zero substance to your post and all opinion. Please tell me who complained when they were developing sc2? They did it on their own because they wanted to be able to let their mothers play in Dustin B's words.

You want substance? There are more upsets and swings in SC2 then there ever was in BW. You know many times a foreigner would have to play a Korean player to take a game off them? There is much less chance for someone who is just not on the same level to take a game off them.

SC2 isn't even close to what BW is. You can hoot all you want. It isn't even close and lol at your thought of SC2 surpassing BW in quality when all the changes have made players and viewers go away. Only reason people were saying they enjoyed the game or thought it was better is because they were playing it. Now that a lot of them have quit and moved on they're admitting the fact that they found BW much more enjoyable. Don't take my word for it. Ask them.

What you call constant balance changes isn't more depth. It's called poor game design and units that just don't mesh that they constantly have to keep patching it when BW hasn't been patched in fucking ages.

There's your substance.
StarStruck
Profile Blog Joined April 2010
25339 Posts
January 06 2017 04:32 GMT
#221
On January 06 2017 12:37 usopsama wrote:
Brood War = Chess (More thinking)

Starcraft 2 = 3-second speed Chess (More reflexes)


BW isn't Chess. Read Ret's post about superior mechanics being able to beat other players. The APM in the two games are very different and BW is EXHAUSTING as it's a click fest.

So many people talking as if they know both games. Even if they played BW it probably wasn't for over a decade.
StarStruck
Profile Blog Joined April 2010
25339 Posts
January 06 2017 04:48 GMT
#222
On January 06 2017 13:32 StarStruck wrote:
Show nested quote +
On January 06 2017 12:37 usopsama wrote:
Brood War = Chess (More thinking)

Starcraft 2 = 3-second speed Chess (More reflexes)


BW isn't Chess. Read Ret's post about superior mechanics being able to beat other players. The APM in the two games are very different and BW is EXHAUSTING as it's a click fest.

So many people talking as if they know both games. Even if they played BW it probably wasn't for over a decade.



On January 05 2017 15:14 hiroshOne wrote:
I feel like war between fans of BW and sc2 is like old war Atari fans vs Commodore 64 fans. But the old war at least had classXD

But seriously. I know fron where it comes from. BW fans are mostly older guys who played this game when it was the greatest. They had no time or passion to transition into sc2 and that's why they try to diminish sc2 saying that it's worse than it's predecessor.That makes them "pros" and people with better taste in their own eye.

In the other hand we have mostly younger playerbase which was late to fully experience phenomenonn that BW was. That's why they diminish BW which makes an excuse in their own eyes for not trying to experience it at all.

What i mean is that both games are very good and different in many ways. And as such- they bring different experience. Overall the only thing that matters is the player's taste.

I played both-BW in it's prime and sc2. I enjoy both still and i wish both parties bury the hatchet :-)


This has nothing to do with being older or younger. I will speak for myself. I played for both for a very long time to understand they are very different. The whole idea that they belong to different genres is silly. This isn't about diminishing one game to the next. This is about understanding what makes Brood War, Brood War and SC2, SC2. Other than the lore and units in name.. these two games are nothing alike.

As for skill ceilings. There are no skill ceilings per say. People/players have their own limitations in terms of what they're capable of and you have consider the talent pool as well. It is what it is. Accept it for what it is.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
Last Edited: 2017-01-06 14:05:55
January 06 2017 14:03 GMT
#223
On January 06 2017 11:14 Euphorbus wrote:
Show nested quote +
On January 06 2017 08:43 sabas123 wrote:
I don't know how you can come to a conclusion about the difficulty of a 1v1 game purely by the outcome.

It's the same argument as all arguments with Elo-derived ranking systems using what happens inside a game rather than merely the outcome.

ELO is a system to determine the skill of players compared to each other inside a game, it does not indicate the difficulty of game. ELO has nothing to do with that.


If a game is infinitely hard so everyone is equally terrible at it, any result will be a 50/50 coin flip, regardless of talent and practice. I hope you realize a game just being hard isn't an end in itself. I don't know if you were here debating it 10 years ago. I refer you to the Nony quote from 2008 or so, about macro skill in Starcraft and game longevity.


On what do you base this on? The closest thing we have to an "infinitely hard" game would be something like BW or Go, and your statement doesn't hold up for a second there.

Game states? If you are going to compare game states in RTS vs game states in Moba, you really think it would lead anywhere? There are so many, this doesn't even work for chess.
I can kind of see how you can estimate how many decisions a player has to make. You can maybe approximate it. And that would be fixed in time for certain game phases, not be an exponentially growing three of states.

Game state is important. It is an important part to evaluate the success of a move, for instance: You have choice to castle, or to move the queen to any position. The success of any of those move depends heavily on the current game state (what pieces are on the board and where). I'm not saying I know how properly compare state between games, but it certainly is a big factor.
The harder it becomes, the more you should focus on the basics.
Euphorbus
Profile Joined December 2016
92 Posts
Last Edited: 2017-01-06 14:31:58
January 06 2017 14:29 GMT
#224
On January 06 2017 23:03 sabas123 wrote:
Show nested quote +
On January 06 2017 11:14 Euphorbus wrote:
On January 06 2017 08:43 sabas123 wrote:
I don't know how you can come to a conclusion about the difficulty of a 1v1 game purely by the outcome.

It's the same argument as all arguments with Elo-derived ranking systems using what happens inside a game rather than merely the outcome.

ELO is a system to determine the skill of players compared to each other inside a game, it does not indicate the difficulty of game. ELO has nothing to do with that.


Elo also shows skill gap between two players. I don't know what you mean with 'inside a game'. Also, the part you quote isn't about any of what you seem to want to talk about.


Show nested quote +

If a game is infinitely hard so everyone is equally terrible at it, any result will be a 50/50 coin flip, regardless of talent and practice. I hope you realize a game just being hard isn't an end in itself. I don't know if you were here debating it 10 years ago. I refer you to the Nony quote from 2008 or so, about macro skill in Starcraft and game longevity.


On what do you base this on? The closest thing we have to an "infinitely hard" game would be something like BW or Go, and your statement doesn't hold up for a second there.

[/quote]

Infinity isn't a number.


Show nested quote +

Game states? If you are going to compare game states in RTS vs game states in Moba, you really think it would lead anywhere? There are so many, this doesn't even work for chess.
I can kind of see how you can estimate how many decisions a player has to make. You can maybe approximate it. And that would be fixed in time for certain game phases, not be an exponentially growing three of states.

Game state is important. It is an important part to evaluate the success of a move, for instance: You have choice to castle, or to move the queen to any position. The success of any of those move depends heavily on the current game state (what pieces are on the board and where). I'm not saying I know how properly compare state between games, but it certainly is a big factor.



Creating an algorithm measuring how strong of a move something is is a lot easier than measuring how difficult it is. Originally, you were talking about measuring difficulty. While you made no clear statements, it seemed you wanted to go into the area of claiming that the more different states a game can progress into, the more states that need to be considered, the harder the decision is. But this is not correct. And it is obvious when we consider a human playing chess.
YokoKano
Profile Blog Joined July 2012
United States612 Posts
January 06 2017 16:58 GMT
#225
there's just not enough you can do with the anti-mobile units like PFs, nexus cannons, pylon cannons in later patches, carriers, battlecruisers, and the like. since we don't have shield batteries in competitive play i think Ret is dead on about the base management system, and I hope that in future installments of Starcraft we get back to base-management and try not to pick on niche Warcraft stuff.

IQ 155.905638752
bluQ
Profile Blog Joined January 2011
Germany1724 Posts
Last Edited: 2017-01-06 18:29:05
January 06 2017 18:28 GMT
#226
The blog post really hits on some very very good points. I would like to see some new and fresh RTS and would love to test it out and see how it compares to sc2 for me. WC4 maybe? Kappa.

On January 06 2017 11:49 mappostorm wrote:
Every time I watch a pro bw players first person view it looks to me like an artist creating something amazing every single time.

As someone who never really played competitive BW, this is so true!



User was warned for this post
www.twitch.tv/bluquh (PoE, Starbow, HS)
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 07 2017 00:18 GMT
#227
On January 07 2017 03:28 bluQ wrote:
The blog post really hits on some very very good points. I would like to see some new and fresh RTS and would love to test it out and see how it compares to sc2 for me. WC4 maybe? Kappa.

Show nested quote +
On January 06 2017 11:49 mappostorm wrote:
Every time I watch a pro bw players first person view it looks to me like an artist creating something amazing every single time.

As someone who never really played competitive BW, this is so true!



WoL zvz was one of my favorite to watch but most hated to play. It was fast paced, micro intensive, and every single click mattered.

I wish they could take the SC2 pathing, controls, and responsiveness and put it in an AoE style game. Melee, archers, etc... but fast pace and lower unit counts than the empire series.
Hark, what baseball through yonder window breaks?
c0sm0naut
Profile Joined April 2011
United States1229 Posts
January 07 2017 02:38 GMT
#228
whoever said the comment about artistry:

broodwar macro and overall strategy feels like art, looks like art

sc2 micro feels like art, looks like art
Dante08
Profile Blog Joined February 2008
Singapore4128 Posts
January 07 2017 10:41 GMT
#229
Agree with the post, Broodwar and SC2 belong to different genres.

Broodwar is like playing real life football while SC2 is like playing FIFA. Less demanding mechanically so you can focus more on strategy.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
January 07 2017 11:11 GMT
#230
Why does it matter what "genre" a game is? people are just obsessed with labels ...

This article reads like another attempt to "expertly" shit on sc2. He keeps on saying how he is not saying what is better, yet he is repeatedly judgemental. He also doesnt seem to understand sc2 very well and just parrots the keyboard warrior hate for it that you can see in all of the other "well thought out treatizes" on this matter.

Overall,it is just yet another word vomit for "I'd like to do more mindless clicking". I'd wonder what happened with the "a link to someones blog is not good for a thread" policy, but I am already aware of the "sc2 design flaws cirklejerk" exception.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
January 07 2017 11:32 GMT
#231
On January 07 2017 20:11 opisska wrote:
Why does it matter what "genre" a game is? people are just obsessed with labels ...

This article reads like another attempt to "expertly" shit on sc2. He keeps on saying how he is not saying what is better, yet he is repeatedly judgemental. He also doesnt seem to understand sc2 very well and just parrots the keyboard warrior hate for it that you can see in all of the other "well thought out treatizes" on this matter.

Overall,it is just yet another word vomit for "I'd like to do more mindless clicking". I'd wonder what happened with the "a link to someones blog is not good for a thread" policy, but I am already aware of the "sc2 design flaws cirklejerk" exception.

While i agree that you can tell what the author prefers i still think you are unfair calling it "shitting on sc2". That's more you interpreting something into it which isn't really there.

About the genre label, well it shows the differences between sc bw and sc2 and explains why it feels different. In the traditional sense i wouldn't say it's a different "genre" but more a modernization of the genre. And sc2 is still rather on the "classic" side of things tbf. The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games. In essence that means it will be closer and closer to round based games where the real time part will be less and less impactful.
The other possibility already happened with mobas, going allin on the micro part of rts
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 |
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2017-01-07 12:27:37
January 07 2017 12:24 GMT
#232
On January 07 2017 20:32 The_Red_Viper wrote:
The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games.



a sad truth

i feel really fortunate to have lived in the two decades where we appreciated mechanics appropriately. fuck the mindgames, sure they play a part, but rts is about microing armies, defending at home and managing resources. i dont see myself spending a dime on an esport thats doesnt have the tension that arises out of multitasking + resource management, its just not impressive, theres no tension or suspense. watching dota players win a cool 10 mil just microing one unit while sc2 players practice for 8 hr days for 40 k is just wrong but thats the world we live in now
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
January 08 2017 11:05 GMT
#233
On January 07 2017 20:32 The_Red_Viper wrote:
Show nested quote +
On January 07 2017 20:11 opisska wrote:
Why does it matter what "genre" a game is? people are just obsessed with labels ...

This article reads like another attempt to "expertly" shit on sc2. He keeps on saying how he is not saying what is better, yet he is repeatedly judgemental. He also doesnt seem to understand sc2 very well and just parrots the keyboard warrior hate for it that you can see in all of the other "well thought out treatizes" on this matter.

Overall,it is just yet another word vomit for "I'd like to do more mindless clicking". I'd wonder what happened with the "a link to someones blog is not good for a thread" policy, but I am already aware of the "sc2 design flaws cirklejerk" exception.

While i agree that you can tell what the author prefers i still think you are unfair calling it "shitting on sc2". That's more you interpreting something into it which isn't really there.

About the genre label, well it shows the differences between sc bw and sc2 and explains why it feels different. In the traditional sense i wouldn't say it's a different "genre" but more a modernization of the genre. And sc2 is still rather on the "classic" side of things tbf. The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games. In essence that means it will be closer and closer to round based games where the real time part will be less and less impactful.
The other possibility already happened with mobas, going allin on the micro part of rts

People in general have always disliked mechanically difficult games. In the past people just put up with it. Developers' knowledge about game design combined with more powerful computers and better written engines allowed for the developing of games that allowed players to enjoy the gameplay aspect of a game more than the mechanical aspect. Gaming back in the 1990s and early 2000s was still incredibly niche, and gamers regarded as social recluses who'd rather spend time alone in front of their computers rather than go out and socialise. Nowadays everybody plays video games, whether it is mobile gaming or console gaming. This is largely due to the evolution in gaming design: playing a video game nowadays does not require you to first spend hours upon hours just learning how the game works. You just start the game and play because the mechanics are obvious and easy. On top of that playing provides a fun and engaging experience and does not feel like working a second job.

Of course there are those games in which mechanics are an important part of the gameplay experience. Starcraft: Brood War and SC2 are games like that, and the Soulsborne series has revived that genre somewhat, although it is not nearly as mechanically demanding as an RTS that requires players to have north of 100 APM just to play halfway decently.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
January 08 2017 11:54 GMT
#234
On January 08 2017 20:05 maartendq wrote:
Show nested quote +
On January 07 2017 20:32 The_Red_Viper wrote:
On January 07 2017 20:11 opisska wrote:
Why does it matter what "genre" a game is? people are just obsessed with labels ...

This article reads like another attempt to "expertly" shit on sc2. He keeps on saying how he is not saying what is better, yet he is repeatedly judgemental. He also doesnt seem to understand sc2 very well and just parrots the keyboard warrior hate for it that you can see in all of the other "well thought out treatizes" on this matter.

Overall,it is just yet another word vomit for "I'd like to do more mindless clicking". I'd wonder what happened with the "a link to someones blog is not good for a thread" policy, but I am already aware of the "sc2 design flaws cirklejerk" exception.

While i agree that you can tell what the author prefers i still think you are unfair calling it "shitting on sc2". That's more you interpreting something into it which isn't really there.

About the genre label, well it shows the differences between sc bw and sc2 and explains why it feels different. In the traditional sense i wouldn't say it's a different "genre" but more a modernization of the genre. And sc2 is still rather on the "classic" side of things tbf. The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games. In essence that means it will be closer and closer to round based games where the real time part will be less and less impactful.
The other possibility already happened with mobas, going allin on the micro part of rts

People in general have always disliked mechanically difficult games. In the past people just put up with it. Developers' knowledge about game design combined with more powerful computers and better written engines allowed for the developing of games that allowed players to enjoy the gameplay aspect of a game more than the mechanical aspect. Gaming back in the 1990s and early 2000s was still incredibly niche, and gamers regarded as social recluses who'd rather spend time alone in front of their computers rather than go out and socialise. Nowadays everybody plays video games, whether it is mobile gaming or console gaming. This is largely due to the evolution in gaming design: playing a video game nowadays does not require you to first spend hours upon hours just learning how the game works. You just start the game and play because the mechanics are obvious and easy. On top of that playing provides a fun and engaging experience and does not feel like working a second job.

Of course there are those games in which mechanics are an important part of the gameplay experience. Starcraft: Brood War and SC2 are games like that, and the Soulsborne series has revived that genre somewhat, although it is not nearly as mechanically demanding as an RTS that requires players to have north of 100 APM just to play halfway decently.


For a lot of genres this works better than for rts games though i think. RTS games require you to build a base, control huge armies, etc. If you remove more and more mechanics it simply gets closer to a round based game where strategy > everything. Some people surely like that, but at that point, why not play a round based strategy game to begin with?
I am not saying that sc2 is even close to that, but to me it looks like that's the direction it is headed and the next big rts will be way, way closer to that.
Maybe though it might just remove macro as much as possible and be a lot more about "micro" (abilities...) but even there i doubt people would like it tbh. I think people really dislike any form of multitasking, controlling more than one thing at a time. I don't see how you can make a good rts game without any form of multitaskign though :/
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 |
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2017-01-08 12:00:07
January 08 2017 11:59 GMT
#235
On January 07 2017 20:32 The_Red_Viper wrote:
Show nested quote +
On January 07 2017 20:11 opisska wrote:
Why does it matter what "genre" a game is? people are just obsessed with labels ...

This article reads like another attempt to "expertly" shit on sc2. He keeps on saying how he is not saying what is better, yet he is repeatedly judgemental. He also doesnt seem to understand sc2 very well and just parrots the keyboard warrior hate for it that you can see in all of the other "well thought out treatizes" on this matter.

Overall,it is just yet another word vomit for "I'd like to do more mindless clicking". I'd wonder what happened with the "a link to someones blog is not good for a thread" policy, but I am already aware of the "sc2 design flaws cirklejerk" exception.

While i agree that you can tell what the author prefers i still think you are unfair calling it "shitting on sc2". That's more you interpreting something into it which isn't really there.

About the genre label, well it shows the differences between sc bw and sc2 and explains why it feels different. In the traditional sense i wouldn't say it's a different "genre" but more a modernization of the genre. And sc2 is still rather on the "classic" side of things tbf. The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games. In essence that means it will be closer and closer to round based games where the real time part will be less and less impactful.
The other possibility already happened with mobas, going allin on the micro part of rts

maybe that wasn't the author's goal but people here sure are taking the opportunity to rehash the same old "sc2 sucks" arguments
vibeo gane,
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2017-01-08 12:23:08
January 08 2017 12:22 GMT
#236
On January 08 2017 20:59 -NegativeZero- wrote:
Show nested quote +
On January 07 2017 20:32 The_Red_Viper wrote:
On January 07 2017 20:11 opisska wrote:
Why does it matter what "genre" a game is? people are just obsessed with labels ...

This article reads like another attempt to "expertly" shit on sc2. He keeps on saying how he is not saying what is better, yet he is repeatedly judgemental. He also doesnt seem to understand sc2 very well and just parrots the keyboard warrior hate for it that you can see in all of the other "well thought out treatizes" on this matter.

Overall,it is just yet another word vomit for "I'd like to do more mindless clicking". I'd wonder what happened with the "a link to someones blog is not good for a thread" policy, but I am already aware of the "sc2 design flaws cirklejerk" exception.

While i agree that you can tell what the author prefers i still think you are unfair calling it "shitting on sc2". That's more you interpreting something into it which isn't really there.

About the genre label, well it shows the differences between sc bw and sc2 and explains why it feels different. In the traditional sense i wouldn't say it's a different "genre" but more a modernization of the genre. And sc2 is still rather on the "classic" side of things tbf. The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games. In essence that means it will be closer and closer to round based games where the real time part will be less and less impactful.
The other possibility already happened with mobas, going allin on the micro part of rts

maybe that wasn't the author's goal but people here sure are taking the opportunity to rehash the same old "sc2 sucks" arguments

While there surely are people who specifically use every chance to make clear that they dislike sc2 very much, there are also people who simply wanna discuss the differences in game mechanics. I think sc2 could use a lot of things bw did and that it would make it a better game as well. I don't need all the limitations to be happy, i want the effect it had on the game though. If you can get it without removing smartcast (as an example) then i am happy with that as well.

Ofc it depends on what you want out of your rts. I argue though that a game in a franchise should "feel" the same as the games which came before even if it tries new things. It is arguable if sc2 feels the same, i would say no it does not.
A good example would be the three base cap in sc2 which simply wasn't there in bw and how it impacts the game (the author mentions this in the blog as well). I don't think it improved the game at all, the change was a bad one.
Feel free to disagree but it would be interesting to see why you think so.

That arguing about all of this might be useless is another topic though, but even if sc2 doesn't change the discussion at hand imo is worthwile just because it helps to understand the genre (and a bit of gamedesign)
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 |
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 08 2017 13:11 GMT
#237
On January 08 2017 21:22 The_Red_Viper wrote:
Show nested quote +
On January 08 2017 20:59 -NegativeZero- wrote:
On January 07 2017 20:32 The_Red_Viper wrote:
On January 07 2017 20:11 opisska wrote:
Why does it matter what "genre" a game is? people are just obsessed with labels ...

This article reads like another attempt to "expertly" shit on sc2. He keeps on saying how he is not saying what is better, yet he is repeatedly judgemental. He also doesnt seem to understand sc2 very well and just parrots the keyboard warrior hate for it that you can see in all of the other "well thought out treatizes" on this matter.

Overall,it is just yet another word vomit for "I'd like to do more mindless clicking". I'd wonder what happened with the "a link to someones blog is not good for a thread" policy, but I am already aware of the "sc2 design flaws cirklejerk" exception.

While i agree that you can tell what the author prefers i still think you are unfair calling it "shitting on sc2". That's more you interpreting something into it which isn't really there.

About the genre label, well it shows the differences between sc bw and sc2 and explains why it feels different. In the traditional sense i wouldn't say it's a different "genre" but more a modernization of the genre. And sc2 is still rather on the "classic" side of things tbf. The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games. In essence that means it will be closer and closer to round based games where the real time part will be less and less impactful.
The other possibility already happened with mobas, going allin on the micro part of rts

maybe that wasn't the author's goal but people here sure are taking the opportunity to rehash the same old "sc2 sucks" arguments

While there surely are people who specifically use every chance to make clear that they dislike sc2 very much, there are also people who simply wanna discuss the differences in game mechanics. I think sc2 could use a lot of things bw did and that it would make it a better game as well. I don't need all the limitations to be happy, i want the effect it had on the game though. If you can get it without removing smartcast (as an example) then i am happy with that as well.

Ofc it depends on what you want out of your rts. I argue though that a game in a franchise should "feel" the same as the games which came before even if it tries new things. It is arguable if sc2 feels the same, i would say no it does not.
A good example would be the three base cap in sc2 which simply wasn't there in bw and how it impacts the game (the author mentions this in the blog as well). I don't think it improved the game at all, the change was a bad one.
Feel free to disagree but it would be interesting to see why you think so.

That arguing about all of this might be useless is another topic though, but even if sc2 doesn't change the discussion at hand imo is worthwile just because it helps to understand the genre (and a bit of gamedesign)


If we go by "designed as" then none of what people like about Broodwar is "designed as"

No one made BW so you'd have sprawling bases.

BW was not designed so you needed 500 apm walk and chew gum at the same time--it's just that people realized "you know, these limitations they didn't think about goes away if we just ignore them."

You know how many units they expected armies to be? 12-24, maybe 36 units total, not sauron Zerg, not 100-150 supply worth of units.

You know how many bases they thought people would have? 2-3, just like the multiplayer maps that came with the game suggests. Not the the sprawling vistas that the BW scene had to custom make.

If you want to talk about design intent, let's focus on design intent. If you want to talk about design as practiced, let's talk about design as practiced.
Hark, what baseball through yonder window breaks?
B-royal
Profile Joined May 2015
Belgium1330 Posts
January 08 2017 14:02 GMT
#238
On January 07 2017 11:38 c0sm0naut wrote:
whoever said the comment about artistry:

broodwar macro and overall strategy feels like art, looks like art

sc2 micro feels like art, looks like art


Eh ok. I think I'll take marine medic vs mutalisk micro over anything Sc2 has, any day of the week.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-01-08 14:38:28
January 08 2017 14:28 GMT
#239
The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games.

Players these days doesnt seem to dislike difficult mechanics as long as they are dynamic, requires decisionmaking and feels rewarding.
A good rts will come around sometime and that game will have difficult mechanics. It will have simple macro such as unlimited selection of buildings/units, not send workers to minerals and so on.

But more decisionmaking and much more micro. and difficult micro, requires effort from one and more drawn out fights that require stamina, tactic brain strategy brain fast fingers fast thinking, will be very rewarding game and from that day when this RTS comes, people will look at PC games and say "THIS IS ART".

They will finally understand how good a game can be.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2017-01-08 14:52:34
January 08 2017 14:45 GMT
#240
On January 08 2017 22:11 Thieving Magpie wrote:
Show nested quote +
On January 08 2017 21:22 The_Red_Viper wrote:
On January 08 2017 20:59 -NegativeZero- wrote:
On January 07 2017 20:32 The_Red_Viper wrote:
On January 07 2017 20:11 opisska wrote:
Why does it matter what "genre" a game is? people are just obsessed with labels ...

This article reads like another attempt to "expertly" shit on sc2. He keeps on saying how he is not saying what is better, yet he is repeatedly judgemental. He also doesnt seem to understand sc2 very well and just parrots the keyboard warrior hate for it that you can see in all of the other "well thought out treatizes" on this matter.

Overall,it is just yet another word vomit for "I'd like to do more mindless clicking". I'd wonder what happened with the "a link to someones blog is not good for a thread" policy, but I am already aware of the "sc2 design flaws cirklejerk" exception.

While i agree that you can tell what the author prefers i still think you are unfair calling it "shitting on sc2". That's more you interpreting something into it which isn't really there.

About the genre label, well it shows the differences between sc bw and sc2 and explains why it feels different. In the traditional sense i wouldn't say it's a different "genre" but more a modernization of the genre. And sc2 is still rather on the "classic" side of things tbf. The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games. In essence that means it will be closer and closer to round based games where the real time part will be less and less impactful.
The other possibility already happened with mobas, going allin on the micro part of rts

maybe that wasn't the author's goal but people here sure are taking the opportunity to rehash the same old "sc2 sucks" arguments

While there surely are people who specifically use every chance to make clear that they dislike sc2 very much, there are also people who simply wanna discuss the differences in game mechanics. I think sc2 could use a lot of things bw did and that it would make it a better game as well. I don't need all the limitations to be happy, i want the effect it had on the game though. If you can get it without removing smartcast (as an example) then i am happy with that as well.

Ofc it depends on what you want out of your rts. I argue though that a game in a franchise should "feel" the same as the games which came before even if it tries new things. It is arguable if sc2 feels the same, i would say no it does not.
A good example would be the three base cap in sc2 which simply wasn't there in bw and how it impacts the game (the author mentions this in the blog as well). I don't think it improved the game at all, the change was a bad one.
Feel free to disagree but it would be interesting to see why you think so.

That arguing about all of this might be useless is another topic though, but even if sc2 doesn't change the discussion at hand imo is worthwile just because it helps to understand the genre (and a bit of gamedesign)


If we go by "designed as" then none of what people like about Broodwar is "designed as"

No one made BW so you'd have sprawling bases.

BW was not designed so you needed 500 apm walk and chew gum at the same time--it's just that people realized "you know, these limitations they didn't think about goes away if we just ignore them."

You know how many units they expected armies to be? 12-24, maybe 36 units total, not sauron Zerg, not 100-150 supply worth of units.

You know how many bases they thought people would have? 2-3, just like the multiplayer maps that came with the game suggests. Not the the sprawling vistas that the BW scene had to custom make.

If you want to talk about design intent, let's focus on design intent. If you want to talk about design as practiced, let's talk about design as practiced.


Even if it was all an accident it wouldn't matter for the argument though. We have an end result and people liked that result. Why not look at the causes and try to get the same feeling for the second game in that franchise? I get that as a designer you cannot eb 100% sure about the outcome, what people actually do with the stuff you design. But you can try and give them the tools, see what happens and go from there. If we look at sc2's design goals (blizzard stated these a few times) it looks great, but the means to get there are what is weird. (like the "economy change" they did with lotv which was in reality a simple mapchange and nothign more)
As i said, i think it is pretty normal to expect a game in a franchise to "feel" the same way as the other games did. That's one of the reasons nintendo games are liked so much, you know what you get.


On January 08 2017 23:28 Foxxan wrote:
Show nested quote +
The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games.

Players these days doesnt seem to dislike difficult mechanics as long as they are dynamic, requires decisionmaking and feels rewarding.
A good rts will come around sometime and that game will have difficult mechanics. It will have simple macro such as unlimited selection of buildings/units, not send workers to minerals and so on.

But more decisionmaking and much more micro. and difficult micro, requires effort from one and more drawn out fights that require stamina, tactic brain strategy brain fast fingers fast thinking, will be very rewarding game and from that day when this RTS comes, people will look at PC games and say "THIS IS ART".

They will finally understand how good a game can be.

I hope you are right but i doubt it As i said before, i don't necessarily need all the bw limitations and difficult mechanics. I am interested in the end result. I think it is important to have clear design goals and don't interfere with these "because something is cool" (i think a lot of sc2's problems stem from that).
I doubt there will be such an rts though simply because i don't think your first statement is true at all. What is this game you can send me to which actually does all of that which people like?
On top of that i don't see people likign to multitask. Every successful multiplayer game these days requires you to only focus on one specific thing. Even if you reduce macro to basically zero, you need multitasking to control your army. In that hypothetical game this army control would probably be even more difficult because you need the depth there. I doubt people would like it.
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 |
remeigius
Profile Joined January 2017
3 Posts
January 08 2017 16:01 GMT
#241
On January 07 2017 20:32 The_Red_Viper wrote:
The next big rts will probably be way more radical with its "modern" approach, simply because players these days seem to dislike mechanical difficult games. In essence that means it will be closer and closer to round based games where the real time part will be less and less impactful.
The other possibility already happened with mobas, going allin on the micro part of rts

The subgenre of real-time tactics already exists, just because some games do not want to be as mechanical difficult as classical rts titles does not mean the end of the world for rts games. CnC 4 tried to be over simplistic and almost no one liked that game.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-01-08 16:12:09
January 08 2017 16:09 GMT
#242
What is this game you can send me to which actually does all of that which people like?

Sorry man, no such game exist(yet) and no game comes even close.

On top of that i don't see people likign to multitask.

I understand what you mean I think. I mean, multitasking initself isnt fun i guess, especially if its "fast mutlitasking" meaning there are very fast action that is necessary.

So i believe if you slow it down, so you dont need these super fast actions on many areas. So lets say you have actions on three different places at once. If you focus on one place 80% of the time it could be a really nice result. I think people would like this.
Or maybe even 33% on each place but its still not even close to the speed of fast sc2 and even broodwar. Its "slower".

To give en example:
In bw and sc2, you drop something and you kill workers- Workers die REALLY FAST so if lets say 6marines stand there for 10sec, it could mean all your workers are dead.
Instead of workers that collect minerals, what if buildings collect it and what if htose buildings die much slower.

Now it already slowed it down - So to really kill your opponent you cant just simple drop something and if it stays there and do damage for free for 10seconds you win - no, you will need much more movements with your units, you need do outtactic him or outstrategic him and still stay sharp when fights occur.

For example, to outtactic someone in sc2, you attack infront with some bio force and than if he comes to that location - you drop units in his main.
Yes this will happen in that RTS as well but there will be much more finesse in that one.

I am pretty confident we will have a game like this ,but not anytime soon. Atleast 5years.


The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
January 08 2017 16:22 GMT
#243
On January 09 2017 01:09 Foxxan wrote:
Show nested quote +
What is this game you can send me to which actually does all of that which people like?

Sorry man, no such game exist(yet) and no game comes even close.



I specifically meant your first statement here:

Players these days doesnt seem to dislike difficult mechanics as long as they are dynamic, requires decisionmaking and feels rewarding.


On January 09 2017 01:09 Foxxan wrote:
Show nested quote +
On top of that i don't see people likign to multitask.

I understand what you mean I think. I mean, multitasking initself isnt fun i guess, especially if its "fast mutlitasking" meaning there are very fast action that is necessary.

So i believe if you slow it down, so you dont need these super fast actions on many areas. So lets say you have actions on three different places at once. If you focus on one place 80% of the time it could be a really nice result. I think people would like this.
Or maybe even 33% on each place but its still not even close to the speed of fast sc2 and even broodwar. Its "slower".

To give en example:
In bw and sc2, you drop something and you kill workers- Workers die REALLY FAST so if lets say 6marines stand there for 10sec, it could mean all your workers are dead.
Instead of workers that collect minerals, what if buildings collect it and what if htose buildings die much slower.

Now it already slowed it down - So to really kill your opponent you cant just simple drop something and if it stays there and do damage for free for 10seconds you win - no, you will need much more movements with your units, you need do outtactic him or outstrategic him and still stay sharp when fights occur.

The micro we have in bw and sc2 isnt really "advanced" at all imo either. Well Dark swarm is a bit advanced but the advanced part is very small overall.

I see so much potential man. Iam kinda confident that a game like this will happen, but not soon though. Atleast 5years, like a new unknown company that comes along or something.
I considder like every developer bad.



I am not even talking about screen switching necessarily. (even though that's obviously the "hardest" part of multitasking.
I would go as far as saying that people are already disliking simply selecting different things on the same screen and control that. Like for example pullign some workers to repair a bunker and at the same time micro the main army.
Basically "multitasking" is everything which requires you to select different units/buildngs/etc at any given time. The problem is that in rts games you do nothign else really, it's all about finding the right priorities to do certain tasks with lots of different units/buildings.

Like for example in mobas, heroes which have more than one "unit" to control seem to be picked less as well. People don't like to control more things at once.

To get into your example: I would actually like that. It should be designed so one small mistake won't lose you the game, especially when that mistake can happen in the span of a fraction of a second. Sc2 does a bad job in that regard imo.


The thing is that no matter what you change, it impacts so many things you simply cannot foresee 100%. That's why constant iterations are so important. It is ok to fuck it up if you are willing to change it asap again
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 |
Foxxan
Profile Joined October 2004
Sweden3427 Posts
January 08 2017 18:14 GMT
#244
Interesting perspective about multitasking. In mobas in particular the multitasking there feels like crap overall. I can understand why people dont play those heroes, me myself dislike to play those heroes alot cuz it just feels bad.
ANd i in general dont really dislike multitasking.

But for people to like and appreciate it needs to feel rewarding and satisfying. SC2 dont do that well at all.
Infact BW does it best and iam not sure i would call it good either in that game.

Its hard to explain in words. But ye i dont have much more to say.

The thing is that no matter what you change, it impacts so many things you simply cannot foresee 100%. That's why constant iterations are so important. It is ok to fuck it up if you are willing to change it asap again

Sorry if i misunderstand this.
You mean when you make a game, lets say a new rts you make constant changes to it? Test? Change more and so on.
Ye then i agree 100%. You will probably need to spend an enormous energy to really make it great overall.

With a lot of testing and failing and thinking.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
January 08 2017 18:47 GMT
#245
Oh yeah i mean constant iterations in developing a game. I would have liked if the beta phases in particular would have tested a lot more live with beta testers. Instead we often got "our in house team tested X and it didn't do much, etc"
And even now, with how the ptr changes can be tested now i don't see why they don't test more. The actual multiplayer team who is doing stuff has to be incredibly small. But yeah that's kinda off topic now.

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 |
Jealous
Profile Blog Joined December 2011
10152 Posts
Last Edited: 2017-01-11 03:05:44
January 11 2017 03:04 GMT
#246
Another potential option for "real time" strategy games would be something like Clash of Clans, where you make your army in your base first, then you use micro to engage the battles. I guess a more accurate example would be, what was the UMS called, Starcraft Tournament? You have 15 minutes to macro then you played a micro tournament with the army you made against your opponents. I can see that being the "future" of RTS as it cleanly divides the two aspects of the game which may be more pleasant for people who are just so overwhelmed by all of the work that goes into RTS like Brood War.

As people have mentioned earlier in the thread, casual gamers are being increasingly spoonfed "fun" with little-to-no "effort" or "investment" besides time. Progress through many modern casual games is mostly linear and is more based on time than concerted practice, training, or studying of guides/replays/whatever. Casual gamers make up the majority of the market so they need to be catered to by companies in order to ensure profit. Thus, I find it unlikely that a company like Blizzard which spends a ton of money on their dev team and other resources like advertising, server upkeep, etc. will find it worthwhile to make a traditionally challenging RTS in the future and will most likely veer the genre towards the casual market even more. Our best chance is a grassroots campaign with a kickstarter and some super dedicated fans with coding experience. However, I don't even really think that is necessary because I would just ask myself, "Why not just play Brood War/AoE2?" I'm sure I'm not alone in this boat.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
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