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"Thank You Everyone!" David Kim leaves StarCraft 2 - Page 7

Forum Index > SC2 General
290 CommentsPost a Reply
Prev 1 5 6 7 8 9 15 Next All
Be civil.
Ysellian
Profile Joined December 2010
Netherlands9029 Posts
April 07 2017 23:26 GMT
#121
Good luck on your next project David! You did the best you could given the tools you had available.
jimminy_kriket
Profile Blog Joined February 2007
Canada5520 Posts
April 07 2017 23:38 GMT
#122
Bye David. Thanks for all your time and effort. You did a good job.
life of lively to live to life of full life thx to shield battery
Penev
Profile Joined October 2012
28503 Posts
April 07 2017 23:40 GMT
#123
On April 08 2017 08:05 SetGuitarsToKill wrote:
I'm still going to blame David for things, even if they are things he had nothing to do with. He's the new Obama

omg imagine the guy who's replacing him
I Protoss winner, could it be?
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
April 07 2017 23:50 GMT
#124
Thank you Dayvie for all the years together. People may have accused you of questionable balance changes, but I was personally very grateful to you for willingly taking all the negativity as a head of a group with a very heavy burden. Thank you for all the years together, and I wish you a awesome journey in your next project.
Celebrating Starcraft since... a long time ago.
blunderfulguy
Profile Blog Joined April 2016
United States1415 Posts
April 07 2017 23:54 GMT
#125
On April 08 2017 08:40 Penev wrote:
Show nested quote +
On April 08 2017 08:05 SetGuitarsToKill wrote:
I'm still going to blame David for things, even if they are things he had nothing to do with. He's the new Obama

omg imagine the guy who's replacing him

Oh... Oh sweet heavens... oh no oh nononononono D Kim come back I miss you already! D:
Blunder Man doing everything thing a blunder can.
Edpayasugo
Profile Joined April 2013
United Kingdom2216 Posts
April 08 2017 00:05 GMT
#126
Thanks for your hard work DK
FlaSh MMA INnoVation FanTaSy MKP TY Ryung | soO Dark Rogue | HuK PartinG Stork State
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
April 08 2017 00:09 GMT
#127
On April 08 2017 07:21 JackONeill wrote:
On the one hand, I'm glad that he's stating that he'll be working on blizz's new project so i can avoid it like the plague.
On the other hand, that means that blizz pulling ressources from SC2 multiplayer because it doesn't bring enough money has gone as far as re-allocating the "head" of the balance team, which means even less patches and changes.

Overall i guess that means changes for SC2 multi are done, which finally extinguishes the last hope people unsatisfied with LOTV.


I wonder if you did not read the post enough times or u just too (slow?) to process this? He himself wanted the change and there is no suprise after 6 years... you saw it with alot of ppl in Blizzard or anywhere else after some time the change is good. Im actually suprised that he were reading this toxic things for 6 years lol
twitch.tv/pharaphobia
F1rstAssau1t
Profile Joined November 2010
1341 Posts
April 08 2017 00:12 GMT
#128
Too little, too late.
#1 Kloggmosexual | Gambit 4 lyfe! | DiamondGOD | #iBelieve
MLuneth
Profile Joined January 2012
Australia557 Posts
April 08 2017 00:23 GMT
#129
Sad to see him go but will be interesting to see where he goes next and who steps into his shoes
Innovation is a PatchTerran
Oalfredo77
Profile Joined July 2016
35 Posts
April 08 2017 01:02 GMT
#130
Thank you David Kim,

GG compadre.
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
April 08 2017 01:08 GMT
#131
I'm super curious what he's gonna do for his "project."
kiss kiss fall in love
KingofdaHipHop
Profile Blog Joined October 2013
United States25602 Posts
April 08 2017 01:08 GMT
#132
thank you david kim for you hard work and dedication to the game we all love. good luck in your next venture!
Rain | herO | sOs | Dear | Neeb | ByuN | INnoVation | Dream | ForGG | Maru | ByuL | Golden | Solar | Soulkey | Scarlett!!!
Cricketer12
Profile Blog Joined May 2012
United States13990 Posts
April 08 2017 01:15 GMT
#133
Rip DK best of luck in next project
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
AzAlexZ
Profile Joined September 2016
Australia3303 Posts
April 08 2017 01:19 GMT
#134
On April 08 2017 08:05 SetGuitarsToKill wrote:
I'm still going to blame David for things, even if they are things he had nothing to do with. He's the new Obama

Awaiting the 'new Donald Trump' of SC2's Game designer

All jokes aside, Thank you for everything done, David Kim! I am so happy to have gotten a chance (well, multiple chances) to enjoy this game! Thank you for all the hard work, contributions and sacrifices you have given to this game!

Wish you the best in the Future! GL HF
Faker is the GOAT!
MushinSSC
Profile Joined April 2016
31 Posts
April 08 2017 01:27 GMT
#135
It's kinda sad, I hope luck's always with you in whatever path you take DK!
RWLabs
Profile Joined March 2017
Korea (South)273 Posts
April 08 2017 01:33 GMT
#136
Honestly I wasn't a fan of this guy's decisions. However I think he was merely the fall guy whose decisions were very limited.
Aldaris was the good guy of Brood War.
ReachTheSky
Profile Joined April 2010
United States3294 Posts
April 08 2017 01:52 GMT
#137
DK's new project is sc3 folks, heard it here first.
TL+ Member
Excalibur_Z
Profile Joined October 2002
United States12238 Posts
April 08 2017 02:28 GMT
#138
On April 08 2017 08:06 Eridanus wrote:
Show nested quote +
On April 08 2017 07:31 XERX wrote:
Brood War had boring units but how you moved them around and micro'd them made them incredibly fun to play with they should have focused on making every unit exciting and fun to play with.


You need 'boring' units. The end product is larger than the sum of all components.

Units in SC were nice to micro. You got it backwards. The people that wrote the AI for SC2, the collision mechanics, the way position of units is determined in the game engine, how units move and rotate, those people never ever considered how it would 'feel' to control those units in battles, and how even beginning users would be able to improve the effectiveness of their armies by adjusting and improving upon the default unit behavior/AI.


So maybe Blizzard thought about how the game would be a competitive game. But if so, they did it backwards. Instead of producing a game with good fundamentals, where you don't have units that have a mind of their own and fight your desire to control them, they tried really hard to come up with cool and special units. In the end that just led to gimmicky gameplay mechanics.

Just take the simple example of zerg, creep and unit speed. It is a nice idea at the start. But when you think about it in gameplay terms, all it means is that zerg units are too slow to fight properly, unless the zerg fights on creep. Giving them a speed bonus on creep just means that overall the units have to be slower, or same speed and weaker.

Same with warp gate. Blizzard doesn't get that.

And their game engine is fundamentally unable to facilitate a game where you can properly control units. That's the worst thing. No balance or unit design can ever fix that.
And neither did it make the game more fun.


In the end you just need some basic simple units that can be properly controlled. The complexity of the game starts to take over perpetually. You do not try to force it. Just take PvP in SC. Two armies of just two boring units, fighting it out, at the start of the game. Yet in no way is it boring to play. Neither unit would ever be considered for SC2 (or SC3, WC4, etc).
So yes, they also tried way too hard to make every unit, in itself, fun to play with. They thought way too long about how much of a 'wow' a unit would give the first moment you got it in single player. Not good for a game you hope to play 1vs1 in 2035.

So I stand by my position. You have it backwards.


In game design, there exist things called "core tenets", or "pillars". These are your absolute, most-fundamental, bedrock, foundational concepts that can never change. You construct these core tenets, then you build the rest of your game on top of them.

In BW, the core tenets were clearly:
1. Make the races feel different and unique.
2. Give each unit a specific purpose.

And that's probably about it. For SC2, it was probably the same. Except this is a sequel, so it has to be different enough to not be a replacement. This is the inherent difficulty in designing SC2. The core tenets were probably "do those things but MORE!" and they probably got too specific and narrow. That's how you end up with things like creep speed bonuses and warp-in and Planetary Fortresses. Once you've established those as your immovable principles, you have to build your game around them. They definitely went above and beyond BW's core tenets, and that was probably their goal. And the game does feel familiar but new and different at the same time.

So I'd say you're exactly right about a lot of factors. I believe I recall reading that the first step in designing SC2 was to first build the engine and then recreate SC1 inside of it and work from there. Back in 2002 this was how they started with Diablo3: remake all your assets from D2 in the new engine and go from there. And "go from there" always means "improve it in some way" -- make it bigger, louder, more exciting, more impressive, whatever your design goal is. I'm sure as they played SC1 in the SC2 engine they brainstormed and iterated for years on how to make a proper sequel. I'm sure I would have taken the same approach: "make the races feel even MORE different, even from SC1" and "give the units even MORE specific roles". There's inherent danger in that path, though, as we understand.
Moderator
ruypture
Profile Joined May 2014
United States367 Posts
April 08 2017 02:36 GMT
#139
i'd post something mean but. idk dont hate the player or something
어윤수|이신형|이재동|이승형
Alienship
Profile Joined July 2015
China27 Posts
April 08 2017 02:49 GMT
#140
Though I have been heavily criticizing some of your decisions and judgement regarding the balance, I still want to express my gratitude towards the effort you and the team put into SC2 and the achievements you have made. Your performance on the position of game designer isn't perfect, yet sufficiently remarkable. For seven years, SC2 has been a vibrant and ever growing game with solid design, and become the sole survivor of RTS genres in e-sport. It is your and the team's effort that maintains this status for such a long period of time.
God speed, David!
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