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[Interview] Frost Giant Studios: "It's hard to work on som…

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TL.net ESPORTS
Profile Joined July 2011
4 Posts
Last Edited: 2020-10-22 01:59:40
October 21 2020 22:55 GMT
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Former Blizzard employees and StarCraft 2 veterans recently announced the establishment of Frost Giant Studios, a games company aiming to create a spiritual successor to Blizzard RTS titles such as StarCraft: Brood War, WarCraft 3, and StarCraft 2.

TL.net had a chance to talk extensively with several members of the development team from Frost Giant Studios and discuss their approach to continuing the legacy of the Blizzard RTS.

[image loading]

Interview participants:

Tim Morten, Production Director: The production director of StarCraft 2 during the Legacy of the Void era.

Tim Campbell, Game Director: Worked on RTS titles such as C&C Red Alert 2, C&C Generals, and was the lead campaign designer on WarCraft III: The Frozen Throne.

Kevin "Monk" Dong, Lead co-op designer: Previously the lead co-op designer in StarCraft 2. TL.net writer and staff member before that!

Ryan Schutter, Lead user experience designer: Previously the lead designer on StarCraft 2. Creator of the Gameheart spectator mode for StarCraft 2.

*This interview has been edited for clarity and length.


Wax: You guys could have done anything after moving on from Blizzard, but decided on an RTS game. Why?

Tim Campbell: We're making an RTS? *laughs*

Tim Morten: For me, two things. First, it's my favorite genre. My favorite genre to play, but also favorite genre to work on. I just want to make another one.

The other part that's also really meaningful and motivating to me is—I think everybody feels this—it's hard to work on something and not feel a desire to want to see the community continue to thrive. All of us had to work on managing StarCraft past the point where there were going to be new, big releases. And I think we did it because we cared about the product, but we also did it because we care about the players. There really is a sincere desire to give the community reason to look forward to the future, and to build something new.

Tim Campbell: I love RTS. I've been lucky enough to have had a chance to work on several, and they're the most fun development experiences, and this is the kind of game that I got into the industry to make originally. So I had a chance to work on Red Alert 2 and the start of C&C Generals, WarCraft III, and The Frozen Throne, and I've been itching to work on another RTS ever since then. And so, the opportunity to be able to dive into this genre to build this type of game with this group of people right now, is just an unbelievable opportunity that I'm super excited about

Kevin Dong (Monk): I really kind of imprinted on RTS early in life with WarCraft 2, Brood War, with WarCraft 3, and now StarCraft 2. Again, to echo Tim's point, I guess just personally on a somewhat philosophical level, I find happiness in finding a community and having a feeling of belonging in that community. So this is kind of my way of staying in that community and trying to help the community in any way possible.

Ryan Schutter: And for me, my initials are "RTS," so I've mostly just kind of shaped my whole life around that. But my last name is pronounced 'shooter,' so if it doesn't work I've got that, I can just make a switch.

But really, I just love RTS games, I've been playing them my entire life. There's nothing else quite like it. And I really want to continue that genre into the future because I want future generations to be able to experience how awesome it is.

What was it like trying to get funding for an RTS studio in this day and age? The outside perception of RTS is that it's in decline, it's not a hot genre. What were your pitches to investors like?

Tim M: There's a few things I'll say on this. The first is about hot genres. The games industry is considered hit driven. That's true for a lot of media industries; film is like this as well. But hot at the moment doesn't necessarily mean that that's predictive of what's going to be hot in the future. You know, look at how we've gone from say, from battle royale to Fall Guys, to Among Us, there's always something hot at the moment.

It's not about what's the biggest thing right now, it's about what's got potential. And we all know that this genre is tremendously fun, has a tremendously passionate community behind it. Historically, you look at other communities, whether it's the MMO community, the CCG community, the team based shooter community, heck, the early MOBA community. These are all communities that had a passionate core, gameplay that the passionate core knew was great, and they found ways to break out.

In talking to investors, there was belief that those ingredients exist with RTS. And most of these investors have... You've got general partners and you have analysts. The general partners are the guys who make the decisions, and the analysts are the guys that make the recommendations. And a lot of these analysts, like us, came up as core gamers. And these guys, it was amazing how consistent love for RTS was across these investor groups that I talked to. And to be fair, the guys who are our lead investors, were founded by the former CEO of ESL. The next big investor was Riot Games, who took MOBA to the popularity that it's achieved. I think these guys especially get it. But it was surprisingly a better response than I even anticipated going out, when I wasn't sure what to expect.

Tim C: I think that's a big part of the appeal to the investors lies with the community itself. Other genres definitely have hit driven business models like you're talking about, Tim, with audiences going up and down. But the RTS audience and the SC2 community in particular, is among the most consistent and loyal communities that there is in games, bar none. And, that consistent audience, and the presence of that strong and passionate a player base that's still engaged now—how many years after StarCraft's release?—that is incredibly compelling to the investors, and it's something that they absolutely wanted to support

You make it sound like the investors were fans who bought in based on passion, on unquantifiable factors. But did you also have to present data to support RTS, whether it's publicly available stats on who's playing RTS on Steam, or internal information about StarCraft II from your time at Blizzard?

Tim M: The short answer is I didn't have to present that kind of information. I did have some amount of experiential information I could share from StarCraft. There is a little bit of information for They are Billions or Frostpunk or some of these other games that are indies on Steam. There are some press releases from Microsoft around Age of Empires, so there's a little bit of quantitative data there.

But I think, MOBA is a great example to take. If you look at what the player counts were on the original DOTA before HON happened, before League or Dota 2, the player base was a fraction of what RTS is today. And, if you go back early enough, that's true for autobattlers, it's true for battle royale, all of these genres that became big were small at some point.

RTS isn't small. RTS has millions of monthly active users. Even if we just had another success that was the size of StarCraft II, that's a commercial success that nobody would look at the return on and be disappointed. But I really believe that there's an opportunity to do even better than that.

So anyhow, every pitch deck an investor sees has what they call the hockey stick. You know, where people are saying this thing is THIS size now, but look at what happens as it goes up the hockey stick, and it's gonna go huge! And so, literally ever pitch they get, they're hearing that claim. I think it's about what are the claims that feel believable to them. These guys, they're games investors, it's what they do—this space. Specifically, they all agreed that this genre feels fertile to grow and to break out.

Tim C: Building on that a little bit, I think our pitch to investors was probably different than a lot of groups. Pitches in that, I've heard for years, just a recurring drumbeat of "RTS is dead," "RTS is too complicated or too hard or too intimidating," and we need to slice off this chunk, or simplify that in order to move forward as a genre.

And our pitch was none of that. Our pitch was we believe in this category, the community, the audience, the fundamentals of gameplay, the model of game that has come out of Blizzard with WarCraft and StarCraft. This is sound. This is really good. It's compelling, it's something that there's a lot of passion about, both within our dev team and out in the player base. And we can take what's already there and already great, and we can refine and advance that without having to radically hack it apart or change the formula. We can just take something great and make it even greater.

The seed money of $4.7m is already probably higher than the total budget of some of the notable indie RTS games that have come out in the previous few years like Frostpunk or They Are Billions. And you say you're trying to make a "triple A" game. What specifically are you trying to do that's different or bigger than the indie RTS games that have come out post-StarCraft II?

Tim M: Just in terms of scope of SC2, for example, there were four main pillars coming off Legacy of the Void. Those were campaign—campaigns are time consuming to build, and require voice acting, require cinematics—so campaign is a pillar. Cooperative is a completely separate gameplay mode that's open-ended and takes a great deal of effort to design for, as Kevin can attest. Competitive is, again, in some cases has different units, in all cases has different balance values, different maps, different technology behind the ladder. It's just a tremendous amount of work to build a good competitive mode. And then, Arcade, for user generated content. Again, a completely different experience, different work that has to go into building that set of tools.

The scope of a StarCraft II relative to the scope of some of the other indie RTS games that have come out is substantially bigger. For us to really follow in the tradition of Blizzard RTS, it means that we really have to be thinking of that scope and not just pick one of those four pillars, but really be thinking about all of those pillars.

Tim C: I think that's pretty core to what we're setting out to do here. We are definitely inspired by the strength of the indie market. Just the string of games that have come out, even in the last year or two that have given different flavors of RTS and different styles of gameplay, and just had really interesting and new worlds and environments that they're set in. There's been a lot of interesting stuff out there, but we're very specifically trying to build a game that will appeal to you if you're a fan of WarCraft 3 or StarCraft 2.

And stepping into this model of game, like Tim was saying, stepping into that space implies certain things. It is important to us that we make sure that we're not slicing off just a part of that, but we are making sure that our game has appeal there for people who are fans of the storylines that get told, or enjoy playing on a team together with other players, or really enjoy playing competitively, or building their own content. And sometimes, developmentally, that feels like we're almost building we're signing up to build multiple types of games all under one umbrella.

The unifying aspect for those four pillars, which are semi-independent games in a sense, really seems to be the lore and world of StarCraft, not just the gameplay. How are you approaching that part of making an RTS?

We've been really fortunate to team up with Mickey Neilsen, who I think was a 25-year Blizzard veteran, and goes back to an earlier era in Blizzard. Mickey, who's close with Sam Didier, the Blizzard Art Director, brings great story perspective. He ran publishing for Blizzard, he was a writer at Blizzard, he's got a couple of New York Times best-sellers set in the WoW universe. He actually hired the guy who did all the writing for LotV. He's just been imbued with a lot of the universe building that's happened at Blizzard, and he is helping us flesh out our ideas around setting and story. That is super important to all the modes of the game, and something that we really want to get right.

How far along are you in that regard? Is there anything concrete on the table? Or are you open to everything right now?

Tim M: Totally. The first thing to know here is that the team that has transitioned out of Blizzard to work at Frost Giant, by and large, they all started at the beginning of September. So we're about six weeks in so far. Which means that it is very early. We do have directions that we are exploring, and ideas that feel like they're probably the ideas that we'll go with, but it's too early to answer exactly what direction we're going to go in.

Any chance at working with a pre-existing IP?

There's always some chance, and we have considered that possibility. But yeah, we're at such an early stage right now, that we're unable to predict exactly which direction we'll go.

What kind of important changes have occurred in the gaming industry since the release of StarCraft II that are relevant to making an RTS in this day and age?

Tim M: StarCraft 2 started in an era that was 100% about the box product, and that means two things. It means something about how content gets delivered, which was in two year bursts. That dictated how the game got built, what the scope was, and what got delivered. But it also dictated how players bought that content. They generally went to a store or ordered it online, and they got a whole CD or DVD full of content. Which meant that this idea of free-to-play wasn't even contemplated at the beginning of SC2.

And over the course of our tenure on SC2, we had to pivot this vision that had been conceived in that older era, toward a newer era where people get their games by downloading. And they don't just play the disc and then wait for the next disc. They expect the game to keep evolving. And a whole new generation of gamers came to expect that they could play a game for free, and that they would make incremental purchases in order to buy into the ecosystem and continue to support the game. We've had to adapt a lot with what we did on SC2. I think there's an opportunity in building something new to really design from the outset, to have an optimal player experience around both of those things.

But games are continuing to evolve too, and there's a lot of thinking there.

Ryan: I think another thing that's changed a lot is the way that people share games. Obviously, Twitch is huge, but the way that games spread based on social dynamics, I think, has changed quite a bit. You see games explode and succeed even years after release, depending on some of these factors. I think there's a lot of differences in the world today versus when Wings of Liberty was released, that probably need to be carefully considered. And honestly, Wings of Liberty probably helped shape some of those things to some degree.

Monk: I think to expand on what Ryan said, the rise of Twitch also kind of highlights the increasing importance of community in games. A lot of the games that are really popular these days are ones that you can play with a bunch of your friends, a lot of the viral ones like Fall Guys or Among Us in recent times. And I think part of that is relevant to the mode that I've worked on the most in StarCraft 2, the cooperative mode, and I think that's just a great way for players in RTS to get that kind of shared experience with other players.

Your goal is to make a spiritual successor to Blizzard RTS games. In terms of gameplay, what do you think are the characteristics of a Blizzard RTS?

Tim M: It's something we've been deconstructing as a team: what does make a Blizzard RTS a Blizzard RTS. There are so many ingredients in that, even just from a game mechanics perspective that there isn't one easy answer to that. I think there are a litany of things that we could point to, but we're still in the process ourselves, deciding which of those things are the essential things to Blizzard RTS, and which of those things are incidental. We're so deep in the process ourselves of trying to make decisions about what we want to do with this game, that it's hard for us to point to a specific list right now, because we're very much in the decision making process.

Tim C: We all love Blizzard RTS, so we could probably sit here and talk your ear off for an hour about all the aspects of Blizzard RTS that we love. But for me it comes down to a couple of things. Blizzard is well known, especially within the RTS category, for having really high production values, and having this special 'feel' when you're playing the game, that other RTS games just have a hard time matching. And that's a collection of many tiny nuances and ingredients that we can't really dive into those details of now. But in terms of making a game feel like a Blizzard game, that's on top of my list. And feeding into that is the level of control and responsiveness, and the speed of units responding to your input as a player. So it just feels like the game is an extension of you, it's just really responsive to you as a player, and there is not a UI you're fighting against to get through to the gameplay.

Those two things, I think, at a gut level, are a couple of the most important things that I aspire to with making this game in the Blizzard style.

Monk: I think a lot of the previous RTS games I played in the last five years, they just don't have the kind of crispness of a Blizzard RTS. The units don't control how you might think they would control, or there's some lag time between when you input the controls and the actions come out. I would say those are some of those kinds of 'hard' things that we really want from our game to make it feel like a blizzard RTS.

But there's a lot of 'soft' things, like are there going to be two resources in the game, or are there going to be traditional tech trees. I think we, honestly, don't know the answers to those questions, and we're going to be doing a lot of experimentation in the next few years to decide what really makes a Blizzard RTS.

Ryan: And I think actually even outside of gameplay, there's a lot of elements that you need to bring to the table to capture that feel, from UI to art, and all these different things that contribute to it. I think you can have a game that feels mechanically similar and still misses somehow. So it's really going to be a culmination of a lot of different components.

You've made it clear on the onset that you want to lower the barrier to entry while maintaining the high-end skill cap. That seems like a hard prospect, given that I consider Blizzard RTS games to be very heavy on the 'real-time' compared to the 'strategy.'

Tim M: To use your division of real-time versus strategy, even comparing WarCraft 3 to Brood War to StarCraft 2, there's definitely variants there. But I think one of the interesting observations is how different a game StarCraft is between bronze to gold level, versus masters level. The way you play the game at lower levels versus the way you play the game at high level is radically different. And, it is that experience at the low level that I think we need to optimize. I think the experience at the high level we want to stay true to the high-skill gameplay that RTS has been known for there. But because those experiences are so different, and there really is an opportunity to approach those players separately.

We've got a super long list on how to do that, at its most simplified, distilled essence it's that players who are coming in this game at a low level should be equipped with ways to play the game that mitigate some of the negative experiences we've all had with RTS over the years, but we don't want to take away any of the ability to dive into the depths and achieve the high skill that we see at the top of ladder.

Monk: Just as an example, one thing we experimented with in SC2 on the cooperative game mode is that we have a lot of abilities in our game that are by default autocast-able. And if you leave them on, you get maybe 80~85% of the power than if you manually controlled it. So, for players at lower skill levels, you can still get 80% of that power, but in order to really differentiate yourself and show your skill, you can toggle off autocast and manually cast it to get max benefit.

Ryan: And the trick to getting that to work, especially as we spread this out beyond autocast abilities, is to create a natural transition. It can't be something like "I'm gonna turn this off now because I'm better at the game." It has to be something where you transition out naturally, so it's like "I want to execute this strategy, so I need to do this one thing a little bit differently." So trying to create that transition is going to be really important to making something where we can lower the skill floor, but keep that skill ceiling at the place that it's at.

Tim C: Yeah the one thing we're not going to do, in our pursuit of smoothing out the experience for new players, is we're not going to gut the design of this, or oversimplify gameplay or make any sort of radical change that would affect core players at the upper end of the skill curve in order to fix issues at the bottom of it. It is really important to us that we approach these as two parallel topics—that we can preserve the high skill-cap gameplay that we really love about StarCraft II and RTS in general, while also finding those aspects of the game that we can tweak or change in order to smooth on the on-ramp of new players and do it in a way that doesn't affect the core gameplay.

Tim M: You think about all the stuff in StarCraft II that is important to know in multiplayer but you don't necessarily have a reason to learn in campaign. Even walling off your base as an example. Build orders, that are so different in multiplayer versus campaign. These are all things that to a great extent, players have been left to figure out on their own by trial and error, or going on YouTube to watch videos. There's tremendous opportunity to provide a better experience there. I think the list of examples like that, it's pretty substantial. So I feel pretty confident that there's fertile ground for improvement there.

After Legacy of the Void came out, StarCraft II was in a place where the resources weren't there to make any more huge changes. What are some of the lingering flaws of StarCraft II that you'd like to address in a future RTS?

Tim M: I'll start by saying StarCraft 2 is one of my favorite games I ever made, so I think of it more in terms of successes than flaws. But any time you're working on a product that's mature like StarCraft II, player expectations have already been set in a certain direction, around two year cycles. That's something where we tried to evolve it over time, and I think to a certain extent we were successful.

But designing from the ground up, there are opportunities to create motivation systems to keep players playing while getting smaller chunks of content. That's just a new thought process. And so, here we have an opportunity to build something from the ground up. It's a chance to approach that deliberately instead of approaching it as sort of after-decision, as it was with StarCraft 2.

Monk: Here are some examples from co-op mode. Co-op was kind of built from the ground up with the idea that maybe there's six commanders, maybe there's six maps, and there's maybe ten hours of content per commander—we'll see where it goes from there.

It turned out to be a huge success, but an unfortunate part of it was that it wasn't really built with longevity in mind, because of the initial uncertainty of how successful it would be. And over the years, we've kind of had to add on system on top of system on top of system, in order to prolong that longevity.

The best example is the progression system. Which is, if you think about it, four progression systems on top of each other. The leveling system from 1-15, the masteries system that lets you customize your commanders in some way, there's the ascension system which is mostly cosmetic in nature, and you have the prestige system on top of that. I think the mindset of the team each time we added a system, was "what is the next, best thing we can do for our players?" While I think in general we have achieved that, unfortunately those systems don't synergize with each other as we would have liked them to. So ideally, if we could make something from scratch, we would build an entire progression system that makes sense standing on its own.

Another example is just the gameplay of co-op. I think co-op, by nature of it being in StarCraft 2, is really based around SC2 units and SC2 interactions. I think just one simple change that you could make is maybe increase the health of the units—I think that could have dramatic effects on how commander units interact with Amon's units.

TL.net has always been focused on high end 1v1 play and esports. But I also get the impression that most people played StarCraft for the campaign, and 1v1 wasn't quite as popular. For StarCraft II, the esports sometimes seemed like something that was pursued due to prestige and the history of esports in Korea, not so much because it had some practical value. Your thoughts?

Tim M: From my perspective, campaign and competitive are important in different ways. Campaign is a bigger audience, it's roughly 75% of the audience of people who bought the game versus about 25% who are competitive. But, the people who play campaign have a tendency to play campaign and then move on to other games. And they come back when we release an expansion, or they come back for coop—I think coop resonated with the campaign crowd well.

The competitive player, they play StarCraft so frequently and so consistently that they are incredibly important as an audience. And even though they're a smaller group, the level of passion they have around the game is so substantial that their value is greater than the audience size. They're both important in different ways. I don't think there's any world where we would even consider not trying to build a great esport in a new RTS. It is a passion of ours, and it's also a passion of the community. At the same time, we also want to provide a good experience for campaign players.

You said esports will be a part of the RTS you are making. Could you elaborate on the play? Everyone who makes a game with multiplayer these days says they're going to "do esports," but that could really mean anything.

World Championship Series was actually one of the most lucratively prized systems in all of esports, relative to the viewership. Are you looking for that kind of big developer subsidization, or are you more focused on the 3rd party market?


Tim M: Keep in mind we're six weeks in *laughs*. So we're a long way from having our game defined. But what we do know is we came up on WCS and on StarCraft esports. Obviously Tim Campbell was around for War3 esports as well. But what Blizzard achieved is our model for what we hope to accomplish. What that means is we want to be popular, and we want to have a fanbase that is passionate about what we're building. But what the right shape of a league looks like—Blizzard esports went through a lot of evolution over our time there. I think in the years it takes us to develop this game, we'll see more evolution in esports as a whole. I think it's too early for us to say what a league system to look like.

Even just in the past few years, we've seen the emergence of leagues that are in essence funded by professional team owners. What's the trend going to be over the next few years? What's going to happen with viewership, sponsorship? I think we want to achieve great success. We will evaluate what is the best way to achieve that, and if it is direct investment, that's something we'll have to figure out how to approach. If it's another model, we'll just have to be open-minded and observe what happens in the years ahead.

I feel like we haven't mentioned WarCraft III enough as an influence. There hasn't been an RTS in that particular style in the near past—what are some elements of WarCraft III you'd like to bring back?

Tim M: It's interesting to look at the intersection between SC2 and War3 in terms of co-op adopting a kind of hero driven model. I think there's something interesting there. I think as we've deconstructed WarCraft 3, StarCraft 2, and other games, you look at things like depth of tech tree, you look at things like the health of units and damage done, and I think there are things that players liked and didn't like about both games. Part of the process that we're going through is trying to determine what are the best aspects of each that we can potentially take advantage of in what we build.

Tim C: There are obviously a lot of differences between WarCraft 3 and StarCraft 2, and we're not approaching the game we're building by just copying or trying to be derivative to one or the other. We're looking at the space and deconstructing it, identifying the best parts of each, and finding a way to work those elements together into our own game. So that gets down into a lot of nitty gritty numbers, it gets down into a lot of details on how tech trees are structured, how heroes and progression works, and to what extent we want to involve them. But we're right in the early stages of this, so I wouldn't say that we've really committed hard to anything—we're just in the process of putting the plan together, and making sure we have the best approach based on our experiences.

Monk: One thing from WarCraft 3 that I really enjoyed that is missing from the StarCraft franchise is how each race's workers interact differently with both resources and with base defense. Human and Orc workers mine very traditionally, by having workers walk to the gold mine. Night Elf wisps hide inside a gold mine, while Acolytes are stationary outside a gold mine. Human Peasants can be temporarily turned into Militia to fight, while Orc Peons can shoot from inside burrows. Night Elf Wisps don't do any damage in combat, but they can drain enemy hero mana. Undead's most basic combat unit, the Ghoul, also doubles as its lumber harvester.

I think WarCraft 3 gets criticized for all its units being very similar across the races, but I think the worker differentiation is one part of WarCraft 3 that's really interesting and doesn't get enough credit.

What's the community's role going to be in development? Any considerations for early-access? Blizzard has been notably secretive in the past, and not particularly collaborative. What's your approach?

Tim M: We feel like this is one of those ways in which the industry as a whole has shifted over time. And we feel like it is important to be more collaborative. In the beginning we are such a small team, it is important for us to keep enough bandwidth to keep prototyping and making forward progress on what we're building. But we are also going to be having some regular conversations with the group of folks who gave us feedback at StarCraft 2 community summits in the past, and we are going to be posing some broader questions to the community at large to get opinions back. But just from a philosophical point of view, our goal here is not to be secretive, our goal here is to provide an opportunity for us to learn and get feedback from the community.

Monk: I think one of the coolest parts of our dev team is that not only do we have experience as Blizzard devs, but we have experience being members of the community as well. Ryan and I were members of the community before we joined Blizzard, Cara has also been part of the community in a big way, and one of our engineers, Austin, comes from the modding scene. I think one of the biggest strengths of our company is that we know the criticisms of SC2 and we thought about how we would address those both from the community angle and from the developer angle. And we’ve thought long and hard about how we would address these both in StarCraft 2 and if we were to build a new game.

Tim M: Even in the post-Legacy of the Void process, we really tried to increase the priority of taking community feedback and communicating back while we were inside Blizzard as well. I think as a team, we really value hearing from others.

It wouldn't be a TL.net interview without some Brood War elitism. There's some prominent SC2 figures who will tell you off the record (or even on the record!) that Brood War is still the better game, at least partially due to how difficult the game is mechanically. While I seriously doubt you guys are going to backtrack on things like multi building selection, how do you reconcile this dilemma where the interface being janky is actually part of what makes Brood War good?

Tim M: I think we want to give high skill players an opportunity to shine. But I think we want to do that in a way that is deliberate. Meaning that we have designed opportunities for them to shine. I think a lot of the ways that high skill players could shine in BW were accidental, they weren't necessarily pre-designed. It doesn't mean they're bad—clearly BW has endured for 20 years. It's an amazing game. But in setting out to build something new, you can't count on happy accidents. So I would take it back to that initial sort of mission statement of maintaining a high skill ceiling while lowering the skill floor. We absolutely want there to be a high skill ceiling, but just want to be deliberate about how we maintain the high skill ceiling.

Monk: I think that we haven't given enough credit to Brood War in this interview. I do think there are actually quite a few advantages that Brood War has over StarCraft 2, though not necessarily the UI elements that you're referring to. For example, I think Brood War is great with the level of defensive advantage a player can have, both due to its awkward pathing and how ramps work, so certain defensive units like Lurkers can easily defend single points with a much smaller army. Brood War also has a tendency to be much less deathball-y, and the difference in the movement patterns between the three races is more significant across matchups. The variety in how you control units can be said to be more diverse. And I do think there is merit in how Brood War handles its economy system over StarCraft 2.

However, I think those are all lessons we can take and try to implement in an intentional way, instead of the kind of happy coincidences of Brood War.

Okay, any final messages to TL.net, the oldest bastion of skeptical, cynical, and elitist StarCraft fans?

Tim M: We're going to need the community's help to make this a great game. As I said, we're small at the beginning, so it will be hard for us to engage in a big way with the community. But as time goes on and as we grow, I think the best way this can succeed is with help. So we look forward to working with the community to make this a great game.

Monk: Teamliquid sucks, SC2GG forever! Just kidding, but also please cheer for us, we hope to make a great game.


Learn more about Frost Giant Studios at www.frostgiant.com.
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TL+ Member
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2020-10-21 23:15:40
October 21 2020 23:02 GMT
#2
You know, reading back some of the people involved in this sort of project I wonder if QXC has ever tried to get involved. I know he made his own board game and it was actually doing pretty well. But, he was one of the people I always thought, even through his rage, had a real passion for design and understanding in RTS games. I wonder if he'd ever be able to get involved, especially as an older pro player.

awesome interview ~! thanks :D

edit:

one other thing ill add that was such a big deal at the release of SC2, for those of you who remember, was how limiting the community engagement was IN GAME.

even new games that come out, I still cannot fathom how much of a detriment they pose to themselves when they fail to implement something like a channel or lobby system where people can either search by rank (GM auto-chat entry) for example to find similarly skilled players, OR, general lobby systems where people can join arcade chats and so on.

Sure, some of the general lobbies are going to be stupidly toxic as some of the current SC2 ones are, but if your argument against community building and access to finding friends is that "some people are dumb" then it just creates isolated players who can never get involved from the casual side - and well - if you leave it to places like TL or discord or whatever, they'll create as great as a community as they can outside the game for sure, but it will never provide the ease of access or algorithms for ranked lobbies that the developers can so easily do.

with a lot of their statements being about community and support, I really hope they think about this sort of thing from the start. even very recent games are failing terribly at this, regardless of their level of success (apex legends for example, insane release, slow updates, over a year later and only now are leaks coming out about possible season 7 lobby support/clan support...nearly 2 years.. for what is essentially a chat/voice lobby system/clan system to find players..)
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
QOGQOG
Profile Joined July 2019
832 Posts
October 21 2020 23:02 GMT
#3
Cool interview, glad they're drawing on BW's strengths and actually allowing units to control an area, but... six weeks in? Why are they doing press now? They won't have anything playable for at least a couple years.
meegrean
Profile Joined May 2008
Thailand7699 Posts
October 21 2020 23:08 GMT
#4
Looking forward to buying their first game!
Brood War loyalist
SirGlinG
Profile Blog Joined January 2008
Sweden933 Posts
October 21 2020 23:18 GMT
#5
On October 22 2020 08:02 QOGQOG wrote:
Cool interview, glad they're drawing on BW's strengths and actually allowing units to control an area, but... six weeks in? Why are they doing press now? They won't have anything playable for at least a couple years.


Maybe still need more moneys to grow, show investors there's a market.

If that's the case. Hey investors! I like RTS I'd buy a RTS made by experienced people like this.
Not my chair. Not my problem. That's what I say
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
Last Edited: 2020-10-21 23:23:55
October 21 2020 23:23 GMT
#6
I'm a BW elitist and I couldn't care less about the UI and unit selection. Yes, the fact that these are archaic do help make the game be ceiling-less, where players can constantly get better and where mistakes are inevitable to keep the game more chaotic, but Monk touched on some more real examples as to why BW is so good: No deathball and defender's advantage. Thank you for that.
Highwinds
Profile Joined August 2010
Canada955 Posts
October 21 2020 23:26 GMT
#7
Great read finally a game to look forward to since no one even trusted Blizzard to make a SC3
Yes It's a Good Day. 저는 아이유 사랑해요!
lolfail9001
Profile Joined August 2013
Russian Federation40188 Posts
October 21 2020 23:26 GMT
#8
1. Alright, these guys definitely know what they are talking about.
2. It's too early to make any conclusions on the game itself, we'll check the rumor in couple of years. I guess, good luck?
DeMoN pulls off a Miracle and Flies to the Moon
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 21 2020 23:30 GMT
#9
It's a good thing that they have a lot of experience dealing with and managing community feedback, because imo while knowing what the community wants is valuable, it can absolutely lead you astray.

What most of the community is asking for is "SCII but with X/Y/Z things fixed" which isn't exactly how you want to start thinking about a new game. It's useful to learn from other games, but a game should also stand for itself and make its own niche.
CicadaSC
Profile Joined January 2018
United States1510 Posts
October 21 2020 23:37 GMT
#10
excellent insight, really enjoy how tim morten touched on deliberate skill ceilings, and how a lot of bw elitists enjoy the game because of just how difficult it is to master, but a lot of that was accidental in design. Frost Giant studios looks to keep that impossibly high skill ceiling but in a deliberate, digestible way and that is really exciting!
Remember that we all come from a place of passion!!
Kantuva
Profile Joined April 2010
Uruguay206 Posts
October 22 2020 00:40 GMT
#11
I for one I am more than happy with the BW Elitism, specially when it comes to how Monk was talking regarding the economy side of the game 😊

FrostGiant Hwaiting! ♥

@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
Kitai
Profile Joined June 2012
United States871 Posts
Last Edited: 2020-10-22 00:56:18
October 22 2020 00:54 GMT
#12
Thanks for the news and the interview! Always happy to see a new AAA RTS in development, though this one looks to just be just series of ideas ATM. Gonna be a loooong wait if it actually comes to fruition

Edit: If anyone sees this comment *right now,* they're interviewing on Artosis' Pylon Show too.
"You know, I don't care if soO got 100 second places in a row. Anyone who doesn't think that he's going to win blizzcon watching this series is a fool" - Artosis, Blizzcon 2014 soO vs TaeJa
tedster
Profile Joined May 2009
984 Posts
October 22 2020 01:14 GMT
#13
Psh, esports, who has time for that?
the last wcs commissioner
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2020-10-22 01:20:42
October 22 2020 01:19 GMT
#14
Wow really nice interview, good questions and interesting answers.

This looks to be way more ambitious than I thought it was. Delivering a quality product on all the four pillars (campaign,coop, 1v1 and custom games) as they mentioned will be really hard for a new company even if they have very experienced people and industry veterans. But yeah the truth is a lot of us have lost faith that Blizzard itself could do something like this nowadays either, so maybe this new company is actually the right step.

I wonder how they'll do it engine wise. Not sure if there's something to buy to build an RTS on? Or if they have to do it from scratch. Maybe they could buy the Dota2 one, would love to have NEWRTS-TV to watch pro players perspective from the ingame engine rendered locally. Not sure if the Valve engine would allow for the extra crisp smoothness of unit response that they are aiming for though.

Neosteel Enthusiast
MinixTheNerd
Profile Joined July 2019
200 Posts
Last Edited: 2020-10-22 01:33:23
October 22 2020 01:33 GMT
#15
So I've said this before and I've say it again, just focus on making a good RTS game. Don't try to force it into an ESport, let the community turn it into an ESport. The reason why the Broodwar scene is still alive today is because the community (the pro players, fans, and tournament organisers) made it great.

You don't want to be in a situation like Overwatch League, where it was pushed into an Esport by the publishers, interest in that game was heavily inflated and is now struggling to make back its investments.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
October 22 2020 03:45 GMT
#16
"Monk: I think that we haven't given enough credit to Brood War in this interview. I do think there are actually quite a few advantages that Brood War has over StarCraft 2, though not necessarily the UI elements that you're referring to. For example, I think Brood War is great with the level of defensive advantage a player can have, both due to its awkward pathing and how ramps work, so certain defensive units like Lurkers can easily defend single points with a much smaller army. Brood War also has a tendency to be much less deathball-y, and the difference in the movement patterns between the three races is more significant across matchups. The variety in how you control units can be said to be more diverse. And I do think there is merit in how Brood War handles its economy system over StarCraft 2."

Whoever this dev is, needs to get paid a lot more. Dude is right on the money. There's hope yet.
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
October 22 2020 04:00 GMT
#17
Wonderful interview. I really like their ideas and the way they are approaching the game. A lot of thigns could still happen by the time the game is released, but so far it sounds pretty good.

WarCraft III has the better campaign, so I hope they take inspiration from that. But I hope they don't take much inspiration from multiplayer. There is a reason why more people played Dota than Warcraft III multiplayer. That should tell you something. I love that they don't seem to go the way of making the game harder just because.

I think we will see things like the "f2" button Blizz implemented. It' great for novices, hell even pro players, but at the highest levell it's only useful sometimes, and msot of the times you will want to not use that.

On the same note, the same can be said for controlg groups. People said "it's so bad that you have unlimited selection, BW was better limiting it to 12". But the thing is...even if you can have all your army in 1 hotkey, do you really want to? No. You want templars in one hotkey, disruptors in another, tempest/carriers in another and so on. So in the end it's a moot point.

I hope they take the time to experiment. I remember when Blizzard released the tempest with 22 range. That was ridiculous, but was also great. Seriously fantastic that they tried that. I hope these guys aren't afraid to have weird units.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
Monochromatic
Profile Blog Joined March 2012
United States997 Posts
October 22 2020 04:02 GMT
#18
I have a question for the TL staff: Were you paid to post this interview? I can't believe how fast the community is rallying around these guys when we've seen nothing yet. I mean Tasteless even brought them up during the GSL cast.

Don't get me wrong, I would adore a great new RTS. But I'd like to see what they have before I cast my lot with them. Especially as they are backed by Riot, which to me is a negative. I think it's quite clear Riot wants to be THE esports game provider, and so far they've made Valorant, and that hasn't been amazing. Their plan was to copy the successful FPS esports titles, CS:GO and Overwatch, throw them in a blender, and produce an unoriginal and mediocre sludge of both games. I'm immediately worried they'll attempt to do the same to this RTS project, perhaps introducing elements from COH and AoE in addition to Starcraft.

I genuinely hope the best for Frost Giant though. No RTS that has released since SC2 has come anywhere close (AoE2 doesn't count).
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Kitai
Profile Joined June 2012
United States871 Posts
October 22 2020 04:10 GMT
#19
On October 22 2020 13:02 Monochromatic wrote:
I have a question for the TL staff: Were you paid to post this interview?


Yeah the first thing that comes to mind when thinking about Wax and the writing staff is "corporate shills" /s
"You know, I don't care if soO got 100 second places in a row. Anyone who doesn't think that he's going to win blizzcon watching this series is a fool" - Artosis, Blizzcon 2014 soO vs TaeJa
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
October 22 2020 04:12 GMT
#20
My passion is returning :O

I'm so excited to finally see a new RTS on the horizon . So excited!!
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 22 2020 05:39 GMT
#21
On October 22 2020 10:19 FueledUpAndReadyToGo wrote:
Wow really nice interview, good questions and interesting answers.

This looks to be way more ambitious than I thought it was. Delivering a quality product on all the four pillars (campaign,coop, 1v1 and custom games) as they mentioned will be really hard for a new company even if they have very experienced people and industry veterans. But yeah the truth is a lot of us have lost faith that Blizzard itself could do something like this nowadays either, so maybe this new company is actually the right step.

I wonder how they'll do it engine wise. Not sure if there's something to buy to build an RTS on? Or if they have to do it from scratch. Maybe they could buy the Dota2 one, would love to have NEWRTS-TV to watch pro players perspective from the ingame engine rendered locally. Not sure if the Valve engine would allow for the extra crisp smoothness of unit response that they are aiming for though.



One thing that they did confirm on the Pylon Show is that they're not going to go through the time/resource sink of building their own engine from scratch. RTSes are pretty unique, so I'm sure that they're going to have to build a lot of their own stuff anyways (fixed point logic, memory management), but they'll be building it on top of Unity or Unreal or something else.

On October 22 2020 13:12 ZeromuS wrote:
My passion is returning :O

I'm so excited to finally see a new RTS on the horizon . So excited!!


They're six weeks into development, so the horizon is still really far away--I'd be shocked if we get to see anything at all before 2023.
xuanzue
Profile Joined October 2010
Colombia1747 Posts
October 22 2020 06:22 GMT
#22
Any chance at working with a pre-existing IP?

There's always some chance, and we have considered that possibility. But yeah, we're at such an early stage right now, that we're unable to predict exactly which direction we'll go.


Dominions has a huge IP with almost 100 nations. just taking 6 nations and making the game is easy enough.
Dominions 4: "Thrones of Ascension".
jogamijo
Profile Joined February 2012
United States28 Posts
October 22 2020 06:26 GMT
#23
The wait for this game is going to be insane, but I think it will be enjoyable as well. Good luck to everyone involved!
Greth
Profile Blog Joined November 2007
Belgium318 Posts
October 22 2020 06:49 GMT
#24
Finally after all these years SC2GG will claim victory over TL. The future is ours!
http://youtube.com/grethsc
mel_ee
Profile Blog Joined August 2003
2448 Posts
October 22 2020 07:52 GMT
#25
wow nice interview. one thing about warcraft 3 I liked was destructable paths, which slowly made it way to the broodwar pro maps. Hope something small and niche like this evolves so map makers have more creative ways to punish Flash
Behold the bold soldier, control the globe slowly proceeds to blow swingin swords like Shinobi
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
October 22 2020 08:17 GMT
#26
On October 22 2020 08:02 -Kyo- wrote:
You know, reading back some of the people involved in this sort of project I wonder if QXC has ever tried to get involved. I know he made his own board game and it was actually doing pretty well. But, he was one of the people I always thought, even through his rage, had a real passion for design and understanding in RTS games. I wonder if he'd ever be able to get involved, especially as an older pro player.

awesome interview ~! thanks :D

edit:

one other thing ill add that was such a big deal at the release of SC2, for those of you who remember, was how limiting the community engagement was IN GAME.

even new games that come out, I still cannot fathom how much of a detriment they pose to themselves when they fail to implement something like a channel or lobby system where people can either search by rank (GM auto-chat entry) for example to find similarly skilled players, OR, general lobby systems where people can join arcade chats and so on.

Sure, some of the general lobbies are going to be stupidly toxic as some of the current SC2 ones are, but if your argument against community building and access to finding friends is that "some people are dumb" then it just creates isolated players who can never get involved from the casual side - and well - if you leave it to places like TL or discord or whatever, they'll create as great as a community as they can outside the game for sure, but it will never provide the ease of access or algorithms for ranked lobbies that the developers can so easily do.

with a lot of their statements being about community and support, I really hope they think about this sort of thing from the start. even very recent games are failing terribly at this, regardless of their level of success (apex legends for example, insane release, slow updates, over a year later and only now are leaks coming out about possible season 7 lobby support/clan support...nearly 2 years.. for what is essentially a chat/voice lobby system/clan system to find players..)

Imagine a game which is a MMO of small parties without proper guild system. I'm still baffled that some companies can forget such important parts of party multiplayer focused games. And I am extremly surprised they cannot learn from each other.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
October 22 2020 08:34 GMT
#27
This is awesome. Now I have two RTS games I look forward too, Frost Giants game and Age of Empires IV.

Not sure if either will replace SC2 of if I will play those games on the side. Fun and depth will decide.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
Last Edited: 2020-10-22 08:40:45
October 22 2020 08:35 GMT
#28
Why is this in the SC2 general section though? I haven't seen AOE IV or AOE II DE beeing discussed here. Both games are RTS and more successfull than this(considering all we have are names, promisses and a logo) Feels weird.

And I know AOE IV was just announced, but still..

Edit> or W3 Reforged, considering that has bigger ties to SC2 than AoE
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
neutralrobot
Profile Joined July 2011
Australia1025 Posts
Last Edited: 2020-10-22 08:53:02
October 22 2020 08:50 GMT
#29
Really great to read this. Their comments about BW give me hope that they're in the right mindset. I hope that they manage to produce something really good down the track that isn't just a kind of mix-n-match or slight tweaking of what came before. I think one of my qualms with SC2 (a game which I've followed since the beta and have enjoyed both as a player and a spectator) is that it felt like they were trying too hard to make something "like Brood War, but different". Classic Blizzard games had a vision. My feeling is that "having a vision" is a big part of what's been missing from Blizzard for a long long time.

Having said all that, I'm excited. I really hope that a high quality game comes out of this that reinvigorates and grows the RTS esports scene.
Maru | Life | PartinG || I guess I like aggressive control freaks... || Reynor will one day reign supreme || *reyn supreme
Edpayasugo
Profile Joined April 2013
United Kingdom2213 Posts
October 22 2020 09:02 GMT
#30
Great stuff, thank you.
FlaSh MMA INnoVation FanTaSy MKP TY Ryung | soO Dark Rogue | HuK PartinG Stork State
Neojist
Profile Joined October 2020
5 Posts
October 22 2020 09:06 GMT
#31
Im so hyped up for this, I can barely contain myself RTS's and starcraft 2 in particular has been a HUGE part of my life for years. If they can nail the formula, it will literally be life changing for me and many other people as well. I can't wait to see what they have cooking up for us.
DreamlnCode
Profile Joined December 2018
United Kingdom77 Posts
October 22 2020 09:22 GMT
#32
Thank you for the interview and additional insight. A lot of my concerns were addressed about the direction they plan to take.

It's still however a long road ahead and I hope things come together as smoothly as possible.
paralleluniverse
Profile Joined July 2010
4065 Posts
October 22 2020 11:39 GMT
#33
Great interview. This is a really good answer.

The seed money of $4.7m is already probably higher than the total budget of some of the notable indie RTS games that have come out in the previous few years like Frostpunk or They Are Billions. And you say you're trying to make a "triple A" game. What specifically are you trying to do that's different or bigger than the indie RTS games that have come out post-StarCraft II?

Tim M: Just in terms of scope of SC2, for example, there were four main pillars coming off Legacy of the Void. Those were campaign—campaigns are time consuming to build, and require voice acting, require cinematics—so campaign is a pillar. Cooperative is a completely separate gameplay mode that's open-ended and takes a great deal of effort to design for, as Kevin can attest. Competitive is, again, in some cases has different units, in all cases has different balance values, different maps, different technology behind the ladder. It's just a tremendous amount of work to build a good competitive mode. And then, Arcade, for user generated content. Again, a completely different experience, different work that has to go into building that set of tools.

The scope of a StarCraft II relative to the scope of some of the other indie RTS games that have come out is substantially bigger. For us to really follow in the tradition of Blizzard RTS, it means that we really have to be thinking of that scope and not just pick one of those four pillars, but really be thinking about all of those pillars.

WombaT
Profile Blog Joined May 2010
Northern Ireland24759 Posts
October 22 2020 12:09 GMT
#34
Purely based on their ideas, their grasp of what was both good and bad about their previous work and their articulations of this, pretty exciting potential is there at least. The standard gripes about deathballs etc, but also the less-mentioned but interesting differences in WC3’s harvesters for example, that aren’t big community talking points. Tells me they’ve really thought a lot about what made Blizz RTS games great in a lot of detail and are still thinking of how to mesh everything together.

Far more tangible than x person working on x game in the past anyway.

Good interview Wax, why are you fuelling the hype machine? :p
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Poopi
Profile Blog Joined November 2010
France12770 Posts
October 22 2020 12:16 GMT
#35
The timing is quite nice when you think about it... we have 2 more years of ESL sc2 right? So in 2 years they will probably be relatively advanced in the development so the wait in case there is no more sc2 esports won’t be too long
WriterMaru
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2020-10-22 12:27:39
October 22 2020 12:26 GMT
#36
This level of optimism from everyone was what we felt back when they announced SC2..
I'm still hoping for the best, especially with that strong finish :D
Hopefully I won't have material to write another stupid *ustin *owder blog post hahaha
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
True_Spike
Profile Joined July 2004
Poland3416 Posts
October 22 2020 12:33 GMT
#37
They really seem to understand that makes an RTS game good. I'm slightly more hopeful now, but there's going to be a long wait.
WombaT
Profile Blog Joined May 2010
Northern Ireland24759 Posts
October 22 2020 13:04 GMT
#38
On October 22 2020 17:50 neutralrobot wrote:
Really great to read this. Their comments about BW give me hope that they're in the right mindset. I hope that they manage to produce something really good down the track that isn't just a kind of mix-n-match or slight tweaking of what came before. I think one of my qualms with SC2 (a game which I've followed since the beta and have enjoyed both as a player and a spectator) is that it felt like they were trying too hard to make something "like Brood War, but different". Classic Blizzard games had a vision. My feeling is that "having a vision" is a big part of what's been missing from Blizzard for a long long time.

Having said all that, I'm excited. I really hope that a high quality game comes out of this that reinvigorates and grows the RTS esports scene.

A problem with modern development is too much chasing of trends (so by the time you ship that trend may have moved on), and perhaps listening to community backlash too much.

Sometimes you just have to trust your gut, talent ideas and have faith that people will like what you’re trying to do.

Wasn’t a huge forum browser when I was 12/13 and Warcraft 3 came out, but even via gaming magazines I remember there being a lot of skepticism about an RTS with heroes and less traditional resource management. But Blizzard then was confident with the ideas and, while not to everyone’s taste can’t really be considered anything other than an all-time classic.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Vision_
Profile Joined September 2018
861 Posts
October 22 2020 14:03 GMT
#39
Now i m pretty sure the term RTS doesn t fit enought to this kind of game because of Esport developpement.

Real Time and Tactics would be more suitable : R2T, you can let the strategy to turn by turn games and boardgames.
Hider
Profile Blog Joined May 2010
Denmark9366 Posts
Last Edited: 2020-10-22 15:34:43
October 22 2020 15:25 GMT
#40
If they make a good game with responsive units and high skill cap I will play it and it might very well be better than Sc2.

However, I don't believe the game can ever become really big without larger fundamental changes.

The best thing about Sc2 are controlling simple but infinitive skillcap units like Marines and playing a macro-game with spread out units all over the map with frequent engagements. However, the skill requirements to play such a game will always be too high without larger underlying changes.

I want the average gold league LOL player to be able to pick up a new RTS game and <50 hours he will be able to experience the same type of feeling that a Masters Sc2 player feels when he is taking part in an action-packed macro game. (while still keeping a high skill cap ofc)

I am thinking of changes such as completely changing resource-collection/base-building/unit production etc. to allow players to focus on the unit-control side instead.

If a company manages to do that well it could have a similar learning curve as MOBA's with the skill-cap of Sc2 + a better and more consistent gaming experience.
shadow4723
Profile Joined October 2018
87 Posts
October 22 2020 15:36 GMT
#41
I love everything that they are saying. I am sorry but expectations are high! :D
Cinskywind1
Profile Joined October 2016
16 Posts
October 22 2020 15:45 GMT
#42
Everything I've read and watched from these guys shows they were deeply invested in SC2 and it's community, so seeing these guys talk about what they want to do is almost as good as a SC3 announcement.

The only thing to add is they seem quite eager for feedback at the early stages but with two topics on the front page here, reddits, twitter, facebook and every person adding in their input in long text, it would be hard to get an overall picture without reading all the posts.

My suggestion at this point is may put survey on their main page with ratings againts the factors they are considering (rate 1-10 for campaign, co-op, 1v1). They could also ask people what games they play (SC2, BW, WC3, professional Grey Goo) and what factors they like/dislike (speed, econ, unit count). At least then can can see what their audience is interested in, what the numbers are like and what is important to players. It could then give more focus one the ones people want/like or even the let them know to focus on what needs improving from the current games.
Donger
Profile Joined October 2009
United States147 Posts
October 22 2020 15:49 GMT
#43
One of the big differences between BW and SC2 is how the two balance the game/keep it new. BW does this by great map designers and SC2 does this by changing mechanics of the game (unit stats, number of starting workers, new units, etc.).

The devs stated that gamers today want their games to be continuously updated because we live in an age that people download their games rather than buy a physical copy of the game. I think the biggest problem with SC2 was Blizzard constantly tweaked the game by changing the mechanics rather than taking the time to learn what features on the map favored one race over another and designed maps accordingly.

My ask for Frost Giant is that they look to map design to keep things new and balanced rather than changing game mechanics. Remember BW survived for years without changing a single unit's stats.
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2020-10-22 16:34:30
October 22 2020 16:30 GMT
#44
SC2 can't balance the game by map due to the way the races are designed. In BW, all three races had powerful defensive options, splash damage, area control and ways to break the defences to break a stalemate. Units for every situation no matter how unlikely. "Useless" units like scout became useful in island maps.

Meanwhile SC2 was designed from the bottom up which never developed into whatever the designers originally wanted it to be. Zerg was designed to be weak at the start of the game, defending with creep with weak anti-air, Protoss was designed to be a deathball, and oddly enough terran had so many options in WoL that balance was tuned to limit T's opening BO. Hence why queens were buffed, swarmhosts and vipers were introduced as Z lacked options to break defences and in WoL the infestor was a swiss army knife of abilities. Forcefields intended to be a crux of protoss defence essentially meant that maps had to be made as a series of narrow corridors and end up looking the same. Terran's plethora of options lead to bunker build time being changed 999 times and eventually builds being pared down to reaper opening, everytime otherwise playing against T would be like roulette.

In BW, Zerg was made thematically swarmy by making all units move in a slithering animation and when upgraded the land ranged units moved at the same speed as each other and the melee land units moved at the same speed as each other. In SC2 Zerg was thematically swarmy with creep mechanics and making lings very weak at the start of the game. It was the race that depended the most on gas. In BW protoss looks thematically high tech, but relied on and can do the most with on their basic units, the humble zealot and dragoon. In SC2 protoss was made to rely on units up the tech tree.

BW relied on art to impart flavour, but SC2 relied on race mechanics to impart flavour. Which ironically led to BW being balanced around maps and SC2 to be locked into the same style of maps.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2020-10-22 16:50:55
October 22 2020 16:42 GMT
#45
I do not agree with the BW nostalgia.

BW was a great game but the interface was horrible and the game was very hard to control. It was popular in Korea but died out in the rest of the world very fast.

If a game comes out 2023+ people will take some things for granted like
1. Being able to change the hotkey for every single unit, ability and building at launch.
2. Unlimited unit selection.
3. Easy to use and intuitive interface.
4. Units and follows your orders perfectly, not having to fight against the game to get a unit to down a ramp.

Basically making a game similar to BW now will mean bankruptcy, the expectations of the players are so much higher now.

The goal should be to make a game with great strategical and tactical depth while still being easy to control and understand.

Also things like Disruptors should not be in the game, no one likes gameplay where if you react half a second too late you lose the game. RTS is not a twitch game. Speed should be beneficial but not a requirement to play the game on normal casual competitive level.

Basically they should make the game more forgiving for normal players. SC2 lost so many players by having strategies that, while balanced for the top 0.1% are infuriating to play against. Things like cannon rushing should not exist on normal level, the game should be fun to play and not have element that makes average ladder players uninstall.


Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2020-10-22 16:49:32
October 22 2020 16:47 GMT
#46
On October 23 2020 01:42 MockHamill wrote:
I do not agree with the BW nostalgia.

BW was a great game but the interface was horrible and the game was very hard to control. It was popular in Korea but died out in the rest of the world very fast.

If a game comes out 2023+ people will take some things for granted like
1. Being able to change the hotkey for every single unit, ability and building at launch.
2. Unlimited unit selection.
3. Easy to use and intuitive interface.
4. Units and follows your orders perfectly, not having to fight against the game to get a unit to down a ramp.

Basically making a game similar to BW now will mean bankruptcy, the expectations of the players are so much higher now.

The goal should be to make a game with great strategical and tactical depth while still being easy to control and understand.



Broodwar didn't die outside of Korea very fast. It lived for 12 years being relatively popular with WCG and what not for a long time. The thing that mostly hurt it was the fact that everyone was on private servers as battle.net was bad and SC2 came out which took a lot of the players away, especially the top level players who wanted to go and make money in the new game as most of the tournaments in and outside of Korea switching to SC2 due to a) blizzard and b) it being a new game which was set to replace Broodwar.

The fact BW still exists now and is still incredibly popular in Korea is a testament to how good the game actually is. BW these days has 1 and 3. 2 it doesn't have, which in a way is a benefit for Broodwar as it allows players to seperate themselves mechanically and the same can be said to 4. The pathfinding you've mentioned is a complete and utter exagerration though, it's no where near that bad.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Cele
Profile Blog Joined December 2008
Germany4016 Posts
October 22 2020 17:39 GMT
#47
On October 23 2020 01:42 MockHamill wrote:
I do not agree with the BW nostalgia.

BW is a great game




FTFY.
Do you mind taking a look at korea where Starleagues like ASL are still going strong even tho BW is 20+ years old? Are you aware many progamers like Bisu, Flash, Jaedong etc actually switched back to Broodwar? They make plenty of good bucks too btw from never ending fan donations on afreeca.

Outside of Korea, we still play this beloved game of ours, we have our own tournaments such as RCG and BSL.

BW is not a “was“ game, but an “is“ game. We are not nostalgic, we just still play it.
Broodwar for life!
Psyonic_Reaver
Profile Blog Joined June 2007
United States4332 Posts
October 22 2020 17:57 GMT
#48
I’m excited to see what these guys come up with.
So wait? I'm bad? =(
Hesxy
Profile Joined October 2020
2 Posts
Last Edited: 2020-10-22 18:18:52
October 22 2020 18:08 GMT
#49
--- Nuked ---
PorkSoda
Profile Joined September 2015
170 Posts
October 22 2020 18:33 GMT
#50
On October 22 2020 08:23 Essbee wrote:
I'm a BW elitist and I couldn't care less about the UI and unit selection. Yes, the fact that these are archaic do help make the game be ceiling-less, where players can constantly get better and where mistakes are inevitable to keep the game more chaotic, but Monk touched on some more real examples as to why BW is so good: No deathball and defender's advantage. Thank you for that.

Another thing working in brood war’s favor is that air units have a roll but they typically aren’t an endgame army in and of themselves. This allows for terrain to be important.
PorkSoda
Profile Joined September 2015
170 Posts
October 22 2020 19:38 GMT
#51
Considering the “barrier to entry” problem:

Maybe one method for addressing this is to incorporate access to community resources directly from the user interface. That way a total newbie who is feeling lost can click a link within the games menu that opens Forst Giant’s strategy section of their eventual forum. Then they can see there are these things called build orders and they’re really important. From there they can start learning about X, Y, and Z. It might sound ridiculous to some of us salty old StarCraft vets but I think this kind of quick and direct access to learning resources could be really valuable for a brand new player. It also incorporates the community directly into the game, which is a plus.
M3t4PhYzX
Profile Joined March 2019
Poland4170 Posts
October 22 2020 19:41 GMT
#52
Looka kinda promising.. hope this will work out.

We'll have to wait and see. I think this should be ready in around 4-5 years, heh
odi profanum vulgus et arceo
M3t4PhYzX
Profile Joined March 2019
Poland4170 Posts
October 22 2020 19:41 GMT
#53
On October 23 2020 01:47 Qikz wrote:
Show nested quote +
On October 23 2020 01:42 MockHamill wrote:
I do not agree with the BW nostalgia.

BW was a great game but the interface was horrible and the game was very hard to control. It was popular in Korea but died out in the rest of the world very fast.

If a game comes out 2023+ people will take some things for granted like
1. Being able to change the hotkey for every single unit, ability and building at launch.
2. Unlimited unit selection.
3. Easy to use and intuitive interface.
4. Units and follows your orders perfectly, not having to fight against the game to get a unit to down a ramp.

Basically making a game similar to BW now will mean bankruptcy, the expectations of the players are so much higher now.

The goal should be to make a game with great strategical and tactical depth while still being easy to control and understand.



Broodwar didn't die outside of Korea very fast. It lived for 12 years being relatively popular with WCG and what not for a long time. The thing that mostly hurt it was the fact that everyone was on private servers as battle.net was bad and SC2 came out which took a lot of the players away, especially the top level players who wanted to go and make money in the new game as most of the tournaments in and outside of Korea switching to SC2 due to a) blizzard and b) it being a new game which was set to replace Broodwar.

The fact BW still exists now and is still incredibly popular in Korea is a testament to how good the game actually is. BW these days has 1 and 3. 2 it doesn't have, which in a way is a benefit for Broodwar as it allows players to seperate themselves mechanically and the same can be said to 4. The pathfinding you've mentioned is a complete and utter exagerration though, it's no where near that bad.

+1 to that
odi profanum vulgus et arceo
sneakyfox
Profile Joined January 2017
8216 Posts
October 22 2020 20:24 GMT
#54
So exciting to read this interview. These guys seem to just get it. Now to stay hyped for years while waiting for the game to actually come out lol
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
WombaT
Profile Blog Joined May 2010
Northern Ireland24759 Posts
October 22 2020 22:01 GMT
#55
On October 23 2020 04:38 PorkSoda wrote:
Considering the “barrier to entry” problem:

Maybe one method for addressing this is to incorporate access to community resources directly from the user interface. That way a total newbie who is feeling lost can click a link within the games menu that opens Forst Giant’s strategy section of their eventual forum. Then they can see there are these things called build orders and they’re really important. From there they can start learning about X, Y, and Z. It might sound ridiculous to some of us salty old StarCraft vets but I think this kind of quick and direct access to learning resources could be really valuable for a brand new player. It also incorporates the community directly into the game, which is a plus.

A fantastic idea.

It’s a huge and overlooked barrier, a centralisation of strategy and other resources.

Even as someone who played and still watches a lot of SC2, is familiar with BW and played tons of WC3 at a trash level, actually trying to learn them now required a ton of trawling through sources all over the place.

Can be worth the effort don’t get me wrong, but I mean I love RTS, have a familiarity with the titles and even then I was having to actively research stuff just to play. Multiply that tenfold for proper newbies and it becomes really daunting.

With community vetting, I’d say you could get away with employing one person to curate and organise and update such a space properly.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland24759 Posts
October 22 2020 22:10 GMT
#56
On October 23 2020 03:33 PorkSoda wrote:
Show nested quote +
On October 22 2020 08:23 Essbee wrote:
I'm a BW elitist and I couldn't care less about the UI and unit selection. Yes, the fact that these are archaic do help make the game be ceiling-less, where players can constantly get better and where mistakes are inevitable to keep the game more chaotic, but Monk touched on some more real examples as to why BW is so good: No deathball and defender's advantage. Thank you for that.

Another thing working in brood war’s favor is that air units have a roll but they typically aren’t an endgame army in and of themselves. This allows for terrain to be important.

It’s definitely a huge plus BW does. I guess it’s part due to the economy, part to the pathing differences/unit selection limits and deathballing.

I love how something like the Carrier works in BW, really formidable situationally and even a few are potent, they’re microable too and vs a counter unit like Goliaths the terrain is actually important. Feels how capital ships should be.

I like SC2’s air units that are skirmishers and harass units. those are all pretty cool imo. Phoenixes for example are a really cool, well designed skill-scaling unit (outside of metas they can be massed). They reward precise clicking, there’s some neat micro tricks with them plus there’s a strategic element to how you utilise your energy.

Air ball v air ball is garbage and I hope this new RTS steers well clear.

Fragile skirmishers, advanced and costly spellcasters or potent but vulnerable capital ship type units are all tried and tested ‘good’ air units.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
XenOsky
Profile Blog Joined March 2008
Chile2249 Posts
Last Edited: 2020-10-22 22:22:41
October 22 2020 22:20 GMT
#57
On October 23 2020 01:42 MockHamill wrote:

Basically they should make the game more forgiving for normal players. SC2 lost so many players by having strategies that, while balanced for the top 0.1% are infuriating to play against. Things like cannon rushing should not exist on normal level, the game should be fun to play and not have element that makes average ladder players uninstall.




why? im tired of easy as fk to play competitive games. give me HARDCORE GAMING, full keyboard usage, speed, strategy, map awareness, that shit is RTS skill.

fuck mobile gaming.
StarCraft & Audax Italiano
Comedy
Profile Joined March 2016
456 Posts
Last Edited: 2020-10-22 22:35:34
October 22 2020 22:33 GMT
#58
On October 23 2020 00:25 Hider wrote:
If they make a good game with responsive units and high skill cap I will play it and it might very well be better than Sc2.

However, I don't believe the game can ever become really big without larger fundamental changes.

The best thing about Sc2 are controlling simple but infinitive skillcap units like Marines and playing a macro-game with spread out units all over the map with frequent engagements. However, the skill requirements to play such a game will always be too high without larger underlying changes.

I want the average gold league LOL player to be able to pick up a new RTS game and <50 hours he will be able to experience the same type of feeling that a Masters Sc2 player feels when he is taking part in an action-packed macro game. (while still keeping a high skill cap ofc)

I am thinking of changes such as completely changing resource-collection/base-building/unit production etc. to allow players to focus on the unit-control side instead.

If a company manages to do that well it could have a similar learning curve as MOBA's with the skill-cap of Sc2 + a better and more consistent gaming experience.


that's just a different genre then though isn't it?

I love base-building, and if I wanted to play a micro-only game, I would either play MOBA's or WC3. I would never touch this game if it had no heavy macro component or base building element.

Your way of thinking is a pitfall that unfortunately these developers also seem to fall in to.

Instead of having a vision for 'Let's make an amazing competitive rts', the vision is 'lets pander to the masses, lets get as many casuals as possible on the game, if we can do that, we'll have esports!'.

Having esports is easy to do. Mobile games have lots of players, and esports. Making a competitive RTS that IS esports because of it's merit as a competitive game challenging its players to their maximum ability is a whole different thing than making a game for casuals and thus having a few guys playing tournaments because it's a game lots of people play.
WombaT
Profile Blog Joined May 2010
Northern Ireland24759 Posts
October 22 2020 22:37 GMT
#59
On October 23 2020 07:20 XenOsky wrote:
Show nested quote +
On October 23 2020 01:42 MockHamill wrote:

Basically they should make the game more forgiving for normal players. SC2 lost so many players by having strategies that, while balanced for the top 0.1% are infuriating to play against. Things like cannon rushing should not exist on normal level, the game should be fun to play and not have element that makes average ladder players uninstall.




why? im tired of easy as fk to play competitive games. give me HARDCORE GAMING, full keyboard usage, speed, strategy, map awareness, that shit is RTS skill.

fuck mobile gaming.

Stuff can be both hardcore and cater to newbies at the same time. The skill should be in how well you use your tools, not making your tools really difficult to use.

Tricky balance to strike of course, especially with racial asymmetry. If I had a gripe with SC2 it would be how much more control-dependent Terran tends to be over the other races. In that instance I think it’s more the other two races need to be more like Terran in that respect.

Blind ladder cheese is frustrating as hell sometimes, but an aspect Id like to keep. It adds too much to tournament play for a start.

More of a mix between 2/3/4 player maps and you solve a lot of issues. Doesn’t dumb down the game at all, actually expands options and approaches a bit

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland24759 Posts
October 22 2020 22:46 GMT
#60
On October 23 2020 07:33 Comedy wrote:
Show nested quote +
On October 23 2020 00:25 Hider wrote:
If they make a good game with responsive units and high skill cap I will play it and it might very well be better than Sc2.

However, I don't believe the game can ever become really big without larger fundamental changes.

The best thing about Sc2 are controlling simple but infinitive skillcap units like Marines and playing a macro-game with spread out units all over the map with frequent engagements. However, the skill requirements to play such a game will always be too high without larger underlying changes.

I want the average gold league LOL player to be able to pick up a new RTS game and <50 hours he will be able to experience the same type of feeling that a Masters Sc2 player feels when he is taking part in an action-packed macro game. (while still keeping a high skill cap ofc)

I am thinking of changes such as completely changing resource-collection/base-building/unit production etc. to allow players to focus on the unit-control side instead.

If a company manages to do that well it could have a similar learning curve as MOBA's with the skill-cap of Sc2 + a better and more consistent gaming experience.


that's just a different genre then though isn't it?

I love base-building, and if I wanted to play a micro-only game, I would either play MOBA's or WC3. I would never touch this game if it had no heavy macro component or base building element.

Your way of thinking is a pitfall that unfortunately these developers also seem to fall in to.

Instead of having a vision for 'Let's make an amazing competitive rts', the vision is 'lets pander to the masses, lets get as many casuals as possible on the game, if we can do that, we'll have esports!'.

Having esports is easy to do. Mobile games have lots of players, and esports. Making a competitive RTS that IS esports because of it's merit as a competitive game challenging its players to their maximum ability is a whole different thing than making a game for casuals and thus having a few guys playing tournaments because it's a game lots of people play.

Ideally you can do both.

I like SC2’s macro myself. Feels it strikes a good balance between being demanding without too monotonous.

SC2’s main problem is deathballs and things melting (IMO). The micro is really satisfying in early skirmishes and as the armies get bigger there’s less and less effective micro to do.

By want of a typically bad Wombat analogy a game of SC2 can feel like the macro stage is like exchanging sexually charged texts with your partner, and the combat is like getting home to them and ejaculating in 10 seconds.

I’d be happy to keep the fun flirtatious exchanges, it’s clearly the lasting 10 seconds that’s the problem.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
JimmyJRaynor
Profile Blog Joined April 2010
Canada16664 Posts
Last Edited: 2020-10-22 23:23:47
October 22 2020 23:22 GMT
#61
On October 23 2020 01:42 MockHamill wrote:
I do not agree with the BW nostalgia.

BW was a great game but the interface was horrible and the game was very hard to control. It was popular in Korea but died out in the rest of the world very fast.

i disagree.
2007, BW was teh #`17 best selling game in NA. the game was available every where. GameStop, EB Games, Best Buy, Staples, FutureShop, ..etc etc. BW had a fuck-tonne of staying power. Retail space is valuable. Retail doesn't stock an 8 year old game unless it sold well in years 5, 6 and 7.

At that time, most of the very best players in Canada were Korean. However, a big portion of the Canadian Brood War fandom were non-Korean.

I don't play Brood War any longer. I prefer SC2 to Brood War. However, IMO, Brood War is one of the best games ever made.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
NonY
Profile Blog Joined June 2007
8748 Posts
October 22 2020 23:47 GMT
#62
i assumed there were some good ideas driving the desire to make a new rts. instead it's just a gathering of ppl who are gonna figure it out starting now. not really interested in following this development anymore. i'll check out what they make once they've made something
"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.'
Highways
Profile Joined July 2005
Australia6103 Posts
October 22 2020 23:53 GMT
#63
HYPE HYPE

Hopefully the game is out in a reasonable time and we don't have to wait half a decade for
#1 Terran hater
Donger
Profile Joined October 2009
United States147 Posts
October 23 2020 01:05 GMT
#64
On October 23 2020 01:30 Dangermousecatdog wrote:
SC2 can't balance the game by map due to the way the races are designed. In BW, all three races had powerful defensive options, splash damage, area control and ways to break the defences to break a stalemate. Units for every situation no matter how unlikely. "Useless" units like scout became useful in island maps.

Meanwhile SC2 was designed from the bottom up which never developed into whatever the designers originally wanted it to be. Zerg was designed to be weak at the start of the game, defending with creep with weak anti-air, Protoss was designed to be a deathball, and oddly enough terran had so many options in WoL that balance was tuned to limit T's opening BO. Hence why queens were buffed, swarmhosts and vipers were introduced as Z lacked options to break defences and in WoL the infestor was a swiss army knife of abilities. Forcefields intended to be a crux of protoss defence essentially meant that maps had to be made as a series of narrow corridors and end up looking the same. Terran's plethora of options lead to bunker build time being changed 999 times and eventually builds being pared down to reaper opening, everytime otherwise playing against T would be like roulette.

In BW, Zerg was made thematically swarmy by making all units move in a slithering animation and when upgraded the land ranged units moved at the same speed as each other and the melee land units moved at the same speed as each other. In SC2 Zerg was thematically swarmy with creep mechanics and making lings very weak at the start of the game. It was the race that depended the most on gas. In BW protoss looks thematically high tech, but relied on and can do the most with on their basic units, the humble zealot and dragoon. In SC2 protoss was made to rely on units up the tech tree.

BW relied on art to impart flavour, but SC2 relied on race mechanics to impart flavour. Which ironically led to BW being balanced around maps and SC2 to be locked into the same style of maps.


All three races had powerful defensive options because of chokes and high ground mechanics.

I don't understand how your points show why BW could be balanced by maps and SC2 could not.
WombaT
Profile Blog Joined May 2010
Northern Ireland24759 Posts
October 23 2020 01:44 GMT
#65
On October 23 2020 10:05 Donger wrote:
Show nested quote +
On October 23 2020 01:30 Dangermousecatdog wrote:
SC2 can't balance the game by map due to the way the races are designed. In BW, all three races had powerful defensive options, splash damage, area control and ways to break the defences to break a stalemate. Units for every situation no matter how unlikely. "Useless" units like scout became useful in island maps.

Meanwhile SC2 was designed from the bottom up which never developed into whatever the designers originally wanted it to be. Zerg was designed to be weak at the start of the game, defending with creep with weak anti-air, Protoss was designed to be a deathball, and oddly enough terran had so many options in WoL that balance was tuned to limit T's opening BO. Hence why queens were buffed, swarmhosts and vipers were introduced as Z lacked options to break defences and in WoL the infestor was a swiss army knife of abilities. Forcefields intended to be a crux of protoss defence essentially meant that maps had to be made as a series of narrow corridors and end up looking the same. Terran's plethora of options lead to bunker build time being changed 999 times and eventually builds being pared down to reaper opening, everytime otherwise playing against T would be like roulette.

In BW, Zerg was made thematically swarmy by making all units move in a slithering animation and when upgraded the land ranged units moved at the same speed as each other and the melee land units moved at the same speed as each other. In SC2 Zerg was thematically swarmy with creep mechanics and making lings very weak at the start of the game. It was the race that depended the most on gas. In BW protoss looks thematically high tech, but relied on and can do the most with on their basic units, the humble zealot and dragoon. In SC2 protoss was made to rely on units up the tech tree.

BW relied on art to impart flavour, but SC2 relied on race mechanics to impart flavour. Which ironically led to BW being balanced around maps and SC2 to be locked into the same style of maps.


All three races had powerful defensive options because of chokes and high ground mechanics.

I don't understand how your points show why BW could be balanced by maps and SC2 could not.

They’re different games, approached differently.

It’s been 10 years and most maps adhere to the same principles. Brood War tbf has way more imbalance than SC2 maps, but they just put up with a pool with imbalance and get on with it and count on people to use vetos.

SC2 tries to have a whole pool that strives to be largely balanced in all matchups and generally always had that approach.



'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
Last Edited: 2020-10-23 09:01:51
October 23 2020 09:01 GMT
#66
On October 23 2020 10:44 WombaT wrote:
Show nested quote +
On October 23 2020 10:05 Donger wrote:
On October 23 2020 01:30 Dangermousecatdog wrote:
SC2 can't balance the game by map due to the way the races are designed. In BW, all three races had powerful defensive options, splash damage, area control and ways to break the defences to break a stalemate. Units for every situation no matter how unlikely. "Useless" units like scout became useful in island maps.

Meanwhile SC2 was designed from the bottom up which never developed into whatever the designers originally wanted it to be. Zerg was designed to be weak at the start of the game, defending with creep with weak anti-air, Protoss was designed to be a deathball, and oddly enough terran had so many options in WoL that balance was tuned to limit T's opening BO. Hence why queens were buffed, swarmhosts and vipers were introduced as Z lacked options to break defences and in WoL the infestor was a swiss army knife of abilities. Forcefields intended to be a crux of protoss defence essentially meant that maps had to be made as a series of narrow corridors and end up looking the same. Terran's plethora of options lead to bunker build time being changed 999 times and eventually builds being pared down to reaper opening, everytime otherwise playing against T would be like roulette.

In BW, Zerg was made thematically swarmy by making all units move in a slithering animation and when upgraded the land ranged units moved at the same speed as each other and the melee land units moved at the same speed as each other. In SC2 Zerg was thematically swarmy with creep mechanics and making lings very weak at the start of the game. It was the race that depended the most on gas. In BW protoss looks thematically high tech, but relied on and can do the most with on their basic units, the humble zealot and dragoon. In SC2 protoss was made to rely on units up the tech tree.

BW relied on art to impart flavour, but SC2 relied on race mechanics to impart flavour. Which ironically led to BW being balanced around maps and SC2 to be locked into the same style of maps.


All three races had powerful defensive options because of chokes and high ground mechanics.

I don't understand how your points show why BW could be balanced by maps and SC2 could not.

They’re different games, approached differently.

It’s been 10 years and most maps adhere to the same principles. Brood War tbf has way more imbalance than SC2 maps, but they just put up with a pool with imbalance and get on with it and count on people to use vetos.

SC2 tries to have a whole pool that strives to be largely balanced in all matchups and generally always had that approach.




Let's just show that on 1 thing - ramp has to be exactly wide on a single force field, natural has to be exactly wide on 3 building wall and nothing more. Because otherwise bad things tend to happen. And that\'s just 2 map limitations without which the map pool becomes unplayable. At the same time if you wanna go the BW way - how do you compensate Protoss(e.g.) for wider ramps to main and nat?
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
pinky29
Profile Joined January 2019
57 Posts
October 23 2020 09:33 GMT
#67
The best question is BY FAR the first one:

What was it like trying to get funding for an RTS studio in this day and age? The outside perception of RTS is that it's in decline, it's not a hot genre. What were your pitches to investors like?


If you had not asked this question, you would not have been a mature adult that understands the capital involved in making a game...especially potential RTS. Great question.
WombaT
Profile Blog Joined May 2010
Northern Ireland24759 Posts
October 23 2020 13:09 GMT
#68
On October 23 2020 18:01 deacon.frost wrote:
Show nested quote +
On October 23 2020 10:44 WombaT wrote:
On October 23 2020 10:05 Donger wrote:
On October 23 2020 01:30 Dangermousecatdog wrote:
SC2 can't balance the game by map due to the way the races are designed. In BW, all three races had powerful defensive options, splash damage, area control and ways to break the defences to break a stalemate. Units for every situation no matter how unlikely. "Useless" units like scout became useful in island maps.

Meanwhile SC2 was designed from the bottom up which never developed into whatever the designers originally wanted it to be. Zerg was designed to be weak at the start of the game, defending with creep with weak anti-air, Protoss was designed to be a deathball, and oddly enough terran had so many options in WoL that balance was tuned to limit T's opening BO. Hence why queens were buffed, swarmhosts and vipers were introduced as Z lacked options to break defences and in WoL the infestor was a swiss army knife of abilities. Forcefields intended to be a crux of protoss defence essentially meant that maps had to be made as a series of narrow corridors and end up looking the same. Terran's plethora of options lead to bunker build time being changed 999 times and eventually builds being pared down to reaper opening, everytime otherwise playing against T would be like roulette.

In BW, Zerg was made thematically swarmy by making all units move in a slithering animation and when upgraded the land ranged units moved at the same speed as each other and the melee land units moved at the same speed as each other. In SC2 Zerg was thematically swarmy with creep mechanics and making lings very weak at the start of the game. It was the race that depended the most on gas. In BW protoss looks thematically high tech, but relied on and can do the most with on their basic units, the humble zealot and dragoon. In SC2 protoss was made to rely on units up the tech tree.

BW relied on art to impart flavour, but SC2 relied on race mechanics to impart flavour. Which ironically led to BW being balanced around maps and SC2 to be locked into the same style of maps.


All three races had powerful defensive options because of chokes and high ground mechanics.

I don't understand how your points show why BW could be balanced by maps and SC2 could not.

They’re different games, approached differently.

It’s been 10 years and most maps adhere to the same principles. Brood War tbf has way more imbalance than SC2 maps, but they just put up with a pool with imbalance and get on with it and count on people to use vetos.

SC2 tries to have a whole pool that strives to be largely balanced in all matchups and generally always had that approach.




Let's just show that on 1 thing - ramp has to be exactly wide on a single force field, natural has to be exactly wide on 3 building wall and nothing more. Because otherwise bad things tend to happen. And that\'s just 2 map limitations without which the map pool becomes unplayable. At the same time if you wanna go the BW way - how do you compensate Protoss(e.g.) for wider ramps to main and nat?

Sorry yes that’s something I should have stated in my post, it’s a combo of things. You have the constraints you’re talking about, in addition to trying to made a map pool that is all x v x balanced as well.

You need chokey bases that can be walled or Terran and Protoss especially get murdered by Zerg especially, but Zerg thrive in open areas.

Yeah I don’t think balancing by maps is possible if you’re trying to balance across every matchup, given those restrictions you mentioned, and I hope this proposed title avoids those pitfalls.

That said, we could have more variety if we dropped that requirement and had a bigger map pool, bit of room for experimentation. A map maker could make the greatest PvT map ever currently but if it’s bad for Z matchups it’s never getting in the pool. BW maps aren’t quite as bound by this


'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Donger
Profile Joined October 2009
United States147 Posts
October 23 2020 15:58 GMT
#69
On October 23 2020 22:09 WombaT wrote:
Show nested quote +
On October 23 2020 18:01 deacon.frost wrote:
On October 23 2020 10:44 WombaT wrote:
On October 23 2020 10:05 Donger wrote:
On October 23 2020 01:30 Dangermousecatdog wrote:
SC2 can't balance the game by map due to the way the races are designed. In BW, all three races had powerful defensive options, splash damage, area control and ways to break the defences to break a stalemate. Units for every situation no matter how unlikely. "Useless" units like scout became useful in island maps.

Meanwhile SC2 was designed from the bottom up which never developed into whatever the designers originally wanted it to be. Zerg was designed to be weak at the start of the game, defending with creep with weak anti-air, Protoss was designed to be a deathball, and oddly enough terran had so many options in WoL that balance was tuned to limit T's opening BO. Hence why queens were buffed, swarmhosts and vipers were introduced as Z lacked options to break defences and in WoL the infestor was a swiss army knife of abilities. Forcefields intended to be a crux of protoss defence essentially meant that maps had to be made as a series of narrow corridors and end up looking the same. Terran's plethora of options lead to bunker build time being changed 999 times and eventually builds being pared down to reaper opening, everytime otherwise playing against T would be like roulette.

In BW, Zerg was made thematically swarmy by making all units move in a slithering animation and when upgraded the land ranged units moved at the same speed as each other and the melee land units moved at the same speed as each other. In SC2 Zerg was thematically swarmy with creep mechanics and making lings very weak at the start of the game. It was the race that depended the most on gas. In BW protoss looks thematically high tech, but relied on and can do the most with on their basic units, the humble zealot and dragoon. In SC2 protoss was made to rely on units up the tech tree.

BW relied on art to impart flavour, but SC2 relied on race mechanics to impart flavour. Which ironically led to BW being balanced around maps and SC2 to be locked into the same style of maps.


All three races had powerful defensive options because of chokes and high ground mechanics.

I don't understand how your points show why BW could be balanced by maps and SC2 could not.

They’re different games, approached differently.

It’s been 10 years and most maps adhere to the same principles. Brood War tbf has way more imbalance than SC2 maps, but they just put up with a pool with imbalance and get on with it and count on people to use vetos.

SC2 tries to have a whole pool that strives to be largely balanced in all matchups and generally always had that approach.




Let's just show that on 1 thing - ramp has to be exactly wide on a single force field, natural has to be exactly wide on 3 building wall and nothing more. Because otherwise bad things tend to happen. And that\'s just 2 map limitations without which the map pool becomes unplayable. At the same time if you wanna go the BW way - how do you compensate Protoss(e.g.) for wider ramps to main and nat?

Sorry yes that’s something I should have stated in my post, it’s a combo of things. You have the constraints you’re talking about, in addition to trying to made a map pool that is all x v x balanced as well.

You need chokey bases that can be walled or Terran and Protoss especially get murdered by Zerg especially, but Zerg thrive in open areas.

Yeah I don’t think balancing by maps is possible if you’re trying to balance across every matchup, given those restrictions you mentioned, and I hope this proposed title avoids those pitfalls.

That said, we could have more variety if we dropped that requirement and had a bigger map pool, bit of room for experimentation. A map maker could make the greatest PvT map ever currently but if it’s bad for Z matchups it’s never getting in the pool. BW maps aren’t quite as bound by this




I don't want to derail the conversation so this will be my last post on this.

If there is a perfect TvP map and is poor for Zergs. Put it in the map pool so Terran and Protoss can enjoy it and if you play Zerg veto it.

The point about chokes to the main and natural actually promotes what I am trying to say. Imagine a world where we had double wide ramps to the main and wide open naturals. Protoss would feel underpowered and their units buffed accordingly when the solution would be to modify the map. To be clear, I am not talking about a need for a variety of maps. I am talking about balancing the game using map design as the first option.
crbox
Profile Joined August 2010
Canada1180 Posts
October 23 2020 16:43 GMT
#70
Hope they bring some old school mechanics like removing smart casting, making casters strong but inherently not a unit you wanna 'mass'.

Obviously Starcraft 2 is an amazing game, but I feel like some design decisions are questionable still.
xuanzue
Profile Joined October 2010
Colombia1747 Posts
Last Edited: 2020-10-23 18:12:00
October 23 2020 18:11 GMT
#71
caster units must not even be in an RTS
Dominions 4: "Thrones of Ascension".
PorkSoda
Profile Joined September 2015
170 Posts
October 23 2020 18:45 GMT
#72
On October 24 2020 03:11 xuanzue wrote:
caster units must not even be in an RTS

I disagree. Science vessels, defilers, high Templar, arbiters, are all great parts of Brood War and help to make each race fun, unique, and balanced.
rotta
Profile Joined December 2011
5585 Posts
October 23 2020 20:10 GMT
#73
"Where are the frost giants I've begged for protection?"

Exciting!
don't wall off against random
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2020-10-24 00:08:21
October 24 2020 00:03 GMT
#74
On October 24 2020 03:45 PorkSoda wrote:
Show nested quote +
On October 24 2020 03:11 xuanzue wrote:
caster units must not even be in an RTS

I disagree. Science vessels, defilers, high Templar, arbiters, are all great parts of Brood War and help to make each race fun, unique, and balanced.


Although casters are a core part of both BW and sc2 I have never much liked them tbh. They often contribute to imbalnce more so than other units since their impact+ ability to get value over time is really difficult to tune. Spells tend to be either really strong or a bit underwhelming without much middle ground. For abilities I actually much preferred the way that red alert 3 did it. Nearly every unit had an ability that was either a transformation that changed something about the unit or an active ability with a cooldown having every unit have abilities that were situationally use-full was really cool and increased the skill cap a lot.It was also more friendly to noobs since every unit just had one castable ability and they all used the same hotkey. I’d much rather see more units with utility abilities like the reaper grenade or corrosive bile than more straight up spell casters. Although this does not necessarily stop infinite value units from occurring cough bcs cough, it definitely limits it.
"when life gives Hero lemons he makes carriers" -Artosis
LHK
Profile Joined May 2015
204 Posts
October 24 2020 09:53 GMT
#75
This was a fantastic interview and gets me even more excited. Feels like they know exactly what they're talking about and are going to make a fantastic RTS.
-Laura
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
October 24 2020 12:21 GMT
#76
On October 24 2020 09:03 washikie wrote:
Show nested quote +
On October 24 2020 03:45 PorkSoda wrote:
On October 24 2020 03:11 xuanzue wrote:
caster units must not even be in an RTS

I disagree. Science vessels, defilers, high Templar, arbiters, are all great parts of Brood War and help to make each race fun, unique, and balanced.


Although casters are a core part of both BW and sc2 I have never much liked them tbh. They often contribute to imbalnce more so than other units since their impact+ ability to get value over time is really difficult to tune. Spells tend to be either really strong or a bit underwhelming without much middle ground. For abilities I actually much preferred the way that red alert 3 did it. Nearly every unit had an ability that was either a transformation that changed something about the unit or an active ability with a cooldown having every unit have abilities that were situationally use-full was really cool and increased the skill cap a lot.It was also more friendly to noobs since every unit just had one castable ability and they all used the same hotkey. I’d much rather see more units with utility abilities like the reaper grenade or corrosive bile than more straight up spell casters. Although this does not necessarily stop infinite value units from occurring cough bcs cough, it definitely limits it.

Casters just require the anti-caster unit. In SC1 it was the UI(no smart casting), in SC2 this role was filled by the long range units and/or micro (wp with templars against ghosts). Infinite value can happen but doesn't happen that often, especially with the ground casters. Issue is usually happening with the flying casters and even then its just 1 caster as Ravens in TvT die as well(check Maru's games).
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Hider
Profile Blog Joined May 2010
Denmark9366 Posts
October 24 2020 17:34 GMT
#77
On October 23 2020 08:47 NonY wrote:
i assumed there were some good ideas driving the desire to make a new rts. instead it's just a gathering of ppl who are gonna figure it out starting now. not really interested in following this development anymore. i'll check out what they make once they've made something


I also kinda agree with this take. The whole approach of "we want your feedback - listening to the community" is unlikely to lead to best results. Community is good at identifying what they don't like. They are terrible at actually figuring out the underlying causes for not having fun and will confuse correlations with causations, and won't properly be able to analyze effects of the changes they propose.

They should have a strong opinion on where they would want to take the game. Rather it appears that they will make a new SC2 with a lower skill flor to make it easier for new players to learn the game. That's not very ambitious in my book although if they executive it well, it could still turn out to be a fun game.
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
October 24 2020 17:36 GMT
#78
Can't wait for Broodwar 2, I hope.
AKA: TelecoM[WHITE] Protoss fighting
Slydie
Profile Joined August 2013
1913 Posts
October 24 2020 17:57 GMT
#79
I am sorry for painting the devil on the wall, but I just watched this video about the decline and death of the Total Annihilation/Supreme Commander studio and franchise:


They will have their hands full making this game successful, especially considering the insane cost (10 million+) and production time (~4 years) it takes to make a good, polished big rts game.
Buff the siegetank
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2020-10-24 21:06:05
October 24 2020 18:49 GMT
#80
On October 25 2020 02:34 Hider wrote:
Show nested quote +
On October 23 2020 08:47 NonY wrote:
i assumed there were some good ideas driving the desire to make a new rts. instead it's just a gathering of ppl who are gonna figure it out starting now. not really interested in following this development anymore. i'll check out what they make once they've made something

it could still turn out to be a fun game.

For sure. A lot of talented and experienced people are on their team. I think they can make something very good. I was just excited to read a TL interview, which are always in-depth and asking poignant questions, to learn more about their vision. But it's a blank slate. Once they've nailed down some direction, I'll be excited and interested.

I imagine they already have some strong opinions or at least a little more direction than they revealed (probably also willing to scrap it and go in any direction at this point), but they're not comfortable sharing it yet.
"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.'
GSTL
Profile Joined August 2016
18 Posts
October 24 2020 21:23 GMT
#81
Make VR RTS
(don't ask me how)

deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
October 24 2020 23:02 GMT
#82
On October 25 2020 06:23 GSTL wrote:
Make VR RTS
(don't ask me how)


I already cannot play Alyx, now I won't be able to play this because of people like you Plz think about people without hw for VR

(although I must say that with moar games it would moved me into upgrading the PC)
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
lestye
Profile Blog Joined August 2010
United States4149 Posts
October 26 2020 04:06 GMT
#83
Really hope these guys get the funding they need. They're gonna need a lot of it if they're inviting on working out of Irvine still. I still feel really burnt on how guardian of atlas played out, but we now have like 4 former blizzard studios in the last 5 years or so, so 1 of them has to be fantastic, haha.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2020-10-29 15:26:17
October 29 2020 15:25 GMT
#84
At some point I played lots of WC3 free for all. I tried it a couple of times in Wings of Liberty, but in my opinion it wasn't very well designed. I think that's an example of how Blizzard just abandoned game modes that are enjoyable for casuals. My brother used to play Warcraft 3 a lot, but only 4v4. I thought 4v4 was too chaotic and random, not really fun, but my brother also loves simulation games and stuff like the Total War series. WC3 was great that way, it scales up very well for different game modes, it's almost always fun to play. Even most custom games were just variations on existing RTS gameplay (and people have forgotten nowadays that mobas started out as just simplified versions of Blizzard RTS games for casual players), and were easy to create with the WC3 editor. I feel like the biggest mistake that Blizzard made with Starcraft 2 is to not have a casual version of the game that you can play with friends. I haven't played SC2 since 2013 so maybe Co-Op fills that void, but stuff like that should have been there from the start.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
AssyrianKing
Profile Blog Joined August 2011
Australia2111 Posts
November 02 2020 20:56 GMT
#85
Should've asked if it's going to take 10 years to make the game or not hahahab
John 15:13
Hugo_Roman
Profile Joined November 2020
1 Post
Last Edited: 2020-11-08 20:34:36
November 08 2020 20:33 GMT
#86
i just hope it is released in the next 2-3 years, if not i will be even older and may have arthritis, i played bw at 17 with about 250-320 apm... sc from 33 to nnow (37) with like 200-250 apm. I have a career, son and wife but still gets time to play it with my friends and qarantine was a second chance to play it hardcore... im diamond 1 (1v1) and m3(2v2) and i feel like i can reach master 3 in 1v1, still i lose a lot due to my (now) poor reflexes, rts are diyngin part bc a lot of its hardcore players are really old now, it must be not high apm demanding to be succesfull and i dont mean that it doesnt price speed, but not as mush as bw or sc2, i lose a lot to thing i should not die if i were younger, like lurkers, disruptors and stimmed mmm... Forgive my english, its not my mother language
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