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[O] Dustin Browder Interview - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 Next All
jingXD
Profile Joined May 2007
United States283 Posts
May 08 2009 22:53 GMT
#21
On May 09 2009 05:27 Aesop wrote:
at least not into the first episode of Sc II, Wings of Liberty. After that we will consider what we can do with him in future.


Sorry, I haven't been keeping up with all the news and I'm a bit confused. Do you have to buy all three "episodes" of SC2 to play multiplayer with all the up-to-date units/patches (like in SC + BW)? Or do you only need one "episode" in order to play online with people who have the other "episodes"?
poor newb
Profile Joined April 2004
United States1879 Posts
May 08 2009 23:03 GMT
#22
mothership sucks, give us back the arbitor
How do you mine minerals?
HiOT
Profile Blog Joined September 2008
Sweden1000 Posts
May 08 2009 23:11 GMT
#23
On May 09 2009 05:27 Aesop wrote:


Q: Apropos huge armies. In comparison to its predecessor, you are allowed to select many more units in Sc2. And that's great. But still, some game concepts seem antiquated, for example the 3D camera that does not zoom out very far. Or the production queue that can only hold five units. Why did you change unit selection but kept the other elements the same?
A: There is a quite obvious reason for the camera position. I am not a big fan of zooming out very far from battles. In other games, this might work out, but not in Starcraft. There is so much Micro that the battles would look confusing if you could zoom out further. Also the atmosphere would get lost - the units would transform into tiny symbols and you couldn't recognise anymore, how diligently they are designed. The feeling of fighting for a distinctive faction would get lost - and just in Starcraft, with its three characteristic races! Zoomed out very far, those battles would degenerate to a feud of ants. This might be appropriate for games like Supreme Commander, which are fully geared towards the zoom function, that have huge maps on which the units traverse very long distances. But Starcraft works differently: It happens faster, matches often last only half an hour. A zoom function simply wouldn't fit in.
[/spoiler]

Whaaaa
Officially the founder of Team Property (:
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-05-08 23:24:03
May 08 2009 23:23 GMT
#24
I think they tailor their answers to who is interviewing them, every other time they've cited game lengths more in line with the average for SC and WC3 (both of which are around 15~minutes iirc).
On May 09 2009 07:53 jingXD wrote:
Show nested quote +
On May 09 2009 05:27 Aesop wrote:
at least not into the first episode of Sc II, Wings of Liberty. After that we will consider what we can do with him in future.


Sorry, I haven't been keeping up with all the news and I'm a bit confused. Do you have to buy all three "episodes" of SC2 to play multiplayer with all the up-to-date units/patches (like in SC + BW)? Or do you only need one "episode" in order to play online with people who have the other "episodes"?

Each "episode" is an expansion. So it's like SC + BW + One more.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
PlutoNZ
Profile Joined February 2008
New Zealand410 Posts
May 08 2009 23:23 GMT
#25
Thanks for the translation. Some great questions.
PlutoNZ
Profile Joined February 2008
New Zealand410 Posts
May 08 2009 23:24 GMT
#26
On May 09 2009 07:53 jingXD wrote:
Show nested quote +
On May 09 2009 05:27 Aesop wrote:
at least not into the first episode of Sc II, Wings of Liberty. After that we will consider what we can do with him in future.


Sorry, I haven't been keeping up with all the news and I'm a bit confused. Do you have to buy all three "episodes" of SC2 to play multiplayer with all the up-to-date units/patches (like in SC + BW)? Or do you only need one "episode" in order to play online with people who have the other "episodes"?

You need all 3 episodes to play multiplayer with all the up-to-date units/patches.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
May 08 2009 23:46 GMT
#27
I'm starting to like Dustin Browder more and more and more. He's not some dumb mainstream gamer. yay!
Lim Yo Hwan forever!
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
May 09 2009 00:04 GMT
#28
On May 09 2009 08:46 Zoler wrote:
I'm starting to like Dustin Browder more and more and more. He's not some dumb mainstream gamer. yay!

Well he's not dreadful, but not good enough for SC2 imo. They should have hired someone who actually understands why BW was so good.
Browder is having to learn all the stuff we already know from scratch.
Don't hate the player - Hate the game
MuR)Ernu
Profile Joined September 2008
Finland768 Posts
May 09 2009 00:07 GMT
#29
They should have hired some epic koreans there.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
May 09 2009 00:08 GMT
#30
On May 09 2009 09:04 Klive5ive wrote:
Show nested quote +
On May 09 2009 08:46 Zoler wrote:
I'm starting to like Dustin Browder more and more and more. He's not some dumb mainstream gamer. yay!

Well he's not dreadful, but not good enough for SC2 imo. They should have hired someone who actually understands why BW was so good.
Browder is having to learn all the stuff we already know from scratch.


Yeah I agree to some extent but it's not that easy! Dustin Browder isn't just sitting in a dark room playing SC2 and telling the programmers all the time what to do. He has a lot of experience of how to run a game development team and RTS overall
Lim Yo Hwan forever!
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
May 09 2009 00:10 GMT
#31
On May 09 2009 07:50 FrozenArbiter wrote:
Show nested quote +
On May 09 2009 06:31 Xenixx wrote:
Q: As we are speaking about scouting: On the multiplayer maps, there are neutral observation posts. If you place a units next to them, the fog of war is lifted within a large radius around it. Do you plan to introduce more buildings that can be conquered?
A: Not yet, but we are thinking about it. There are already the destructible rocks that block narrow passageways. And the bushes that block line of sight. And the yellow Crystals that provide additional resources. All of this is fairly simple but enriches the game. If we find any similarily uncomplicated elements, we introduce them.


God I fucking hate this neutral building command and conquer fucking nonsense. I still hate this guy.

I want more neutral buildings.

Neutral buildings are good.

If the buildings suck, you don't use them in your maps, if they are good, you use them.

Don't you think it will be insanely easy to create these neutral buildings in the map editor though? I think we'll be ok.

I guess this just means we won't see a whole lot of interesting neutral during the first ladder season.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
ManWithCheese
Profile Joined July 2007
Canada246 Posts
May 09 2009 00:12 GMT
#32
On May 09 2009 09:04 Klive5ive wrote:
Show nested quote +
On May 09 2009 08:46 Zoler wrote:
I'm starting to like Dustin Browder more and more and more. He's not some dumb mainstream gamer. yay!

Well he's not dreadful, but not good enough for SC2 imo. They should have hired someone who actually understands why BW was so good.
Browder is having to learn all the stuff we already know from scratch.


By all means name a single person that isn't involved in starcraft 2, is a game designer with a good amount of experience, speaks english fluidly, and understands the kind of game starcraft 2 is trying to be.
Kim_Hyun_Han
Profile Blog Joined January 2009
706 Posts
May 09 2009 00:30 GMT
#33
I loled hard with the generic whateverblah :

"bla bla bla bla bla why dont yo try it?"

"okay"

q////
Scooge
Profile Joined December 2008
Iceland144 Posts
May 09 2009 00:37 GMT
#34
On May 09 2009 09:04 Klive5ive wrote:
Show nested quote +
On May 09 2009 08:46 Zoler wrote:
I'm starting to like Dustin Browder more and more and more. He's not some dumb mainstream gamer. yay!

Well he's not dreadful, but not good enough for SC2 imo. They should have hired someone who actually understands why BW was so good.
Browder is having to learn all the stuff we already know from scratch.


Do you really think it's hard to pick up why StarCraft was a successful game for a professional designer who's worked in video games for 15+ years? You act like it took him years to understand StarCraft. He can't play it well, but from a theory and mechanics point of view he knows exactly what you want and why SC is good. Managing what you (as in hardcore fans) want versus what Blizzard wants to make / market in SC2 is not the same as not getting it.

CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-05-11 03:19:08
May 09 2009 03:13 GMT
#35
Very long, will read later. Thanks.

edit- Best things out of this interview


It just didn't feel good. Now, the Mothership is a vital supporter and a guardian for bases. It might still have the Vortex ability, with which it sucks in entire armies. But now it's weaker and resembles the Stasis ability from SC1: You do not destroy the sucked-in units, you just disable them. Shortly after, they reappear. This opens up interesting tactical choices. If you attack with 12 Cruisers and 6 get sucked in - do you run? Do you fight with six? Do you also send them into the Vortex to protect them from harm? With the Vortex, you can also seal narrow passageways. That's what the "new" Protoss excel at, also with the Disruptor's force field or the Templar's Psi-Storm. By those, Protoss prevent to have their small number armies surrounded.

Yes, on the highest setting "insane", the AI profits from additional resources. On all other settings, the opponents do not cheat. On the 2nd highest level "hard" they act as smart as on the highest, simply without the added resources. This is a notable improvement compared to the first game. As in many other RTS titles, the AI in SC1 would see the entire map and would know exactly where the player's units and buildings were. In part 2, this does not hold anymore. The AI opponents have to send out scouts to find the players. Only when they find out, what the opponents are building, they adapt their tactics. If you hide units from the AI - on hills or behind bushes - you gain an advantage.


Awesome
..and then I would, ya know, check em'. (Aka SpoR)
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
May 09 2009 05:00 GMT
#36
Awesome answers from dustin here, he seems to be finally understanding what the competitive players want. He knows what players don't like at the moment and is trying to fix them (e.g: trying to find a solution for hte gas mechanic, he knows it isn't working) This kind of stuff shows they are listening to the community, which is the best thing imo.
u gotta sk8
GTR
Profile Blog Joined September 2004
51432 Posts
May 09 2009 05:08 GMT
#37
I don't know why people are negative about neutral buildings, they are there to serve a purpose similar to the neutral buildings in SC1 (like the Xel'Naga/Protoss Temples and Power Generators).
Commentator
uglymoose89
Profile Blog Joined November 2008
United States671 Posts
May 09 2009 05:09 GMT
#38
On May 09 2009 14:00 nataziel wrote:
Awesome answers from dustin here, he seems to be finally understanding what the competitive players want. He knows what players don't like at the moment and is trying to fix them (e.g: trying to find a solution for hte gas mechanic, he knows it isn't working) This kind of stuff shows they are listening to the community, which is the best thing imo.


+1
CongoJack
Profile Joined February 2009
Canada417 Posts
May 09 2009 06:05 GMT
#39
Thanks alot for posting this it had some good questions in my opinion.
lepape
Profile Joined November 2005
Canada557 Posts
Last Edited: 2009-05-09 06:27:07
May 09 2009 06:20 GMT
#40
On May 09 2009 06:39 MuR)Ernu wrote:
Show nested quote +
Q: We are under the impression that there is more Micro in Sc2 than in part one. That is: We have to click more.
A: That's right, there is a lot of Micromanagement at the time being. If it stays that way depends ultimately on the beta test. Besides this, we have occupied ourselves extensively with Micro and Macromanagement - what the player must manage on a small scale, and what he can manage on a large scale - in the past months. Right now you have to do a lot by hand. For example, you trigger the Stalker's blink. Or you burrow and unburrow Roaches. Or you impede ground troups with the Disruptor's force field. This leads to a lot of Micromanagement, more than in SC1. Therefore, Sc2 plays out in a very complex way, especially towards the end of a match. But Macro should still stay important. Whoever does not cherish Micro can still earn victories. Especially by focussing on establishing a strong economy and then overunning your foe with a superior army.

HAV U HERD OF LURKERS? I HAS THEM IN BW.

This is just bullshitting to make those who havent really played SC, to think that its true.

Also in sc2 micro is 1a instead of 1a2a3a4a


Actually, I think it's true that proper micro will feel more necessary, since every single freaking unit now seems to have clickable abilities that require your attention, pretty much like in Warcraft 3.
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