On May 04 2008 07:07 MyLostTemple wrote:
i'm going to respond to this in my cast.
i'm going to respond to this in my cast.
yeah baby!
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Xeofreestyler
Belgium6758 Posts
On May 04 2008 07:07 MyLostTemple wrote: i'm going to respond to this in my cast. yeah baby! | ||
teamsolid
Canada3668 Posts
On May 04 2008 07:00 Unentschieden wrote: That Strategy and game speed ARE in a inverse relationship but not 1:1. If you make a game faster strategic elements become less usefull and therefore nonexistant in a competative context. Strategies are per definition time intensive and carry a commitment. Imagine the desicion between teching to BC or teching to Nukes. Currently NEITHER happens. Are both options underpowered or whats the problem? Slower game can mean more Strategy but simply making it slower is not enough, it isn´t even crucial for it. That is why I used Free For Alls as example. They are not slower but add strategy by making alliances viable. Do you think cease fires in a 1v1 would work in SC? SC isn´t strategic because it has such a emphasis on "Micro"(Yes 50% Micro is a lot in a Real Time STRATEGY game), the fast gamepace is a sideeffect on that. You are retarded. Sorry, I don't have to be polite like I was as a guest on the PCG forums. You must be a pretty damn slow thinker if it actually takes you time in game to decide whether to tech to BCs or nukes. The only situation where active thought processes can truly take a significant amount of time is in a game like Chess, where you have to map out all possible moves from your opponent about 5-10 steps in advance and plan out your moves accordingly. That is the only kind of critical thinking that actually takes "time". No RTS will ever achieve this (or even in a real life war), because information obtained from your opponent is imperfect and very limited. Since you only have a snapshot of what your opponent is doing, you can only react based on this limited piece of information. In terms of strategy, Sins doesn't even come remotely close to a truly strategical game. It's a much slower-paced game but barely more strategic than SC. It has more tech options to choose from, but once the optimal BO's and unit mixes in various situations in the game have been figured out, the act of choosing the correct path in response to your opponent will not be time consuming at all. | ||
EchOne
United States2906 Posts
That "strategy" is defined as carrying a time commitment is semantically wrong. Strategy can mean a plan, or the art/science/skill of creating such plan, in executing large-scale military operations. In reality, these operations can take months to formulate. In Starcraft, the evolution of these schemes requires the same. However, as Klogon pointed out, they are not drafted during a game, but rather over the course of millions of games. One does not simply decide to create a new grand strategy on the day of the battle, without circumstantial evidence, just like an attorney does not enter the courtroom without examining all relevant case law. Generals in real life study previous battles, and go into battles with strategies already planned. It is the same in a game. Where decision making time comes into play is in mental execution of the strategy. Execution involves adaptation. Religiously maintaining the same strategy will not succeed against an opponent that fluidly adapts his plans to defeat yours. Tactical operations can mean smaller-scale operations, but they also consist of those operations that in aggregate comprise a strategic operation. With less decision making time, a player will have less time to consider information and thus will make less informed tactical and strategic decisions. That a player has less time to consider information has no bearing on the actual depth of strategy in the game itself. It does have bearing on how much someone can process during a single game, but over the course of several games, the strategic depth is not directly affected. Success comes to those who can process all the events in a single arena, and all the wealth of strategies from previous contests, and respond accordingly, every second of the game. This is why success is fucking amazing. Other points: Battlecruisers are used in TvT deadlocks. Nukes are too easily avoided by armies and workers to justify commitment. The number of virtually unavoidable worker kills netted by a 4 vulture drop makes even such a small harass as this more viable. Even Civilization has team games. Why? FFA is less entertaining for both spectators and players since, especially in video games, you are processing great amounts of uncertain information. It is worse than actual diplomacy since you gain nothing from the medium of text, with which you must interact with other parties. There is, in fact, less actual strategic consideration here and more luck since there is so little to rely on in reading your rivals' intentions. Also, in these political situations evidence shows that it is both more beneficial to parties and more likely that polarization will occur, creating two blocs (Both World Wars, the Cold War, Peloponnesian Wars). If this is the case, it would be more efficient to begin with teams. In BWChart you often find a high ratio of Micro:APM. I'm no expert on BWChart so I have no clue on the conclusiveness of this, but I'll offer this skepticism. If it does not differentiate between positioning orders (outside of battle) or worker orders, the number probably exceeds the APM devoted to actual battle orders. Thus it cannot justify a 50% "Micro" weight. I apologize for assuming you used this to justify. I have the feeling that you have nothing to justify this random number, but feel free to prove me wrong. | ||
teamsolid
Canada3668 Posts
Great post, have you tried pasting this on the PCG forums? If not, would you mind if one of us does for you? | ||
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Last Romantic
United States20661 Posts
orome and klogon continue to go unnoticed. meh. I give up. | ||
maybenexttime
Poland5406 Posts
On May 04 2008 07:58 teamsolid wrote: EchOne: Great post, have you tried pasting this on the PCG forums? If not, would you mind if one of us does for you? Unfortunately, I don't think we're going to see any reasonable posts from PCG forumers. ;; edit: Also this Dan guy seems like a coward. He labeled a constructive criticism as 'hate mail' and then backed out of the discussion. T___T | ||
teamsolid
Canada3668 Posts
On May 04 2008 08:22 Last Romantic wrote: teamsolid they don't respond to good comments orome and klogon continue to go unnoticed. meh. I give up. They might not respond, but plenty of people have been reading them at least (5000+ views of that thread). I'm sure many of them silently agree with the good posts somewhat (if they read them). And the only guy who really has to understand the argument is Dan, who wrote the article. Also, it's the troll's fault (fncz) for pissing them off (making them even more antagonistic/less willing to accept our points), attracting attention and diluting out the good posts. | ||
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Klogon
MURICA15980 Posts
On May 04 2008 07:47 EchOne wrote: Unentschieden: The undisputed inverse relationship to game speed is between game speed and decision making time. I believe we can all agree that if events occur more quickly, players have less time to make relevant decisions as more recent events or changes in the battlefield will make many events prior irrelevant. However decision making time does not translate into strategy. That "strategy" is defined as carrying a time commitment is semantically wrong. Strategy can mean a plan, or the art/science/skill of creating such plan, in executing large-scale military operations. In reality, these operations can take months to formulate. In Starcraft, the evolution of these schemes requires the same. However, as Klogon pointed out, they are not drafted during a game, but rather over the course of millions of games. One does not simply decide to create a new grand strategy on the day of the battle, without circumstantial evidence, just like an attorney does not enter the courtroom without examining all relevant case law. Generals in real life study previous battles, and go into battles with strategies already planned. It is the same in a game. Where decision making time comes into play is in mental execution of the strategy. Execution involves adaptation. Religiously maintaining the same strategy will not succeed against an opponent that fluidly adapts his plans to defeat yours. Tactical operations can mean smaller-scale operations, but they also consist of those operations that in aggregate comprise a strategic operation. With less decision making time, a player will have less time to consider information and thus will make less informed tactical and strategic decisions. That a player has less time to consider information has no bearing on the actual depth of strategy in the game itself. It does have bearing on how much someone can process during a single game, but over the course of several games, the strategic depth is not directly affected. Success comes to those who can process all the events in a single arena, and all the wealth of strategies from previous contests, and respond accordingly, every second of the game. This is why success is fucking amazing. Other points: Battlecruisers are used in TvT deadlocks. Nukes are too easily avoided by armies and workers to justify commitment. The number of virtually unavoidable worker kills netted by a 4 vulture drop makes even such a small harass as this more viable. Even Civilization has team games. Why? FFA is less entertaining for both spectators and players since, especially in video games, you are processing great amounts of uncertain information. It is worse than actual diplomacy since you gain nothing from the medium of text, with which you must interact with other parties. There is, in fact, less actual strategic consideration here and more luck since there is so little to rely on in reading your rivals' intentions. Also, in these political situations evidence shows that it is both more beneficial to parties and more likely that polarization will occur, creating two blocs (Both World Wars, the Cold War, Peloponnesian Wars). If this is the case, it would be more efficient to begin with teams. In BWChart you often find a high ratio of Micro:APM. I'm no expert on BWChart so I have no clue on the conclusiveness of this, but I'll offer this skepticism. If it does not differentiate between positioning orders (outside of battle) or worker orders, the number probably exceeds the APM devoted to actual battle orders. Thus it cannot justify a 50% "Micro" weight. I apologize for assuming you used this to justify. I have the feeling that you have nothing to justify this random number, but feel free to prove me wrong. Welcome to the forum. I hope you decide to stick around and post more. | ||
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Last Romantic
United States20661 Posts
HAY GAIZ LETZ USE THESUARUUZ . CAOM OKK? edit: I'm done. Y'all can have your fun. | ||
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Klogon
MURICA15980 Posts
I've just pretty much not decided to respond until either: A) Dan replies B) Somebody worth replying to replies without so much spam getting in the way of it all. But as it stands, whatever. | ||
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Xeofreestyler
Belgium6758 Posts
Some are saying that he's "merely stating an opinion". Thats not true. A lot of people read those magazines and a lot of minds are gonna be influenced by someone who is assigned as an article-writer, and thus, should be an authority on the subject. This guy is just full of crap and thats it, he doesnt know ANYTHING about the subject :/ Also, great post EchOne! I'd like to see that posted on their forum. | ||
NotSupporting
Sweden1998 Posts
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teamsolid
Canada3668 Posts
On May 04 2008 08:43 Xeofreestyler wrote: Imo that Dan guy should get fired for not doing his job right. Some are saying that he's "merely stating an opinion". Thats not true. A lot of people read those magazines and a lot of minds are gonna be influenced by someone who is assigned as an article-writer, and thus, should be an authority on the subject. This guy is just full of crap and thats it, he doesnt know ANYTHING about the subject :/ Also, great post EchOne! I'd like to see that posted on their forum. Well, if we convince the guy that he's wrong, at least he'll understand in the future. If we don't, it's very possible that he'll end up stating something similar in the actual review of Starcraft II and give the game a low score for "lack of strategy" (I wouldn't be surprised, since he was the man PCG sent to the Blizzard Invite). Yes, it's a scary thought, but I bet most of these game journalists all think like him. | ||
Centric
United States1989 Posts
Then again, everyone else at PCG could be as confused and uninformed as Dan is. | ||
teamsolid
Canada3668 Posts
On May 04 2008 08:55 Centric wrote: Would it be more effective overall to write to Dan's boss? If we simply tell Dan how stupid he is, he's not going to do anything about but get all butthurt. If we write to whoever's in charge and explain (tactfully and politely) how Dan has written utter nonsense in their magazine, perhaps something good would come out of it. Then again, everyone else at PCG could be as confused and uninformed as Dan is. The real problem is that Dan's article actually makes sense on the surface, especially to anyone who doesn't actually know the game that well. Many uninformed people will share his opinion, so there's no way he'll actually get any flak from his boss or anything. | ||
Centric
United States1989 Posts
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Unentschieden
Germany1471 Posts
On May 04 2008 07:31 teamsolid wrote: You are retarded. Sorry, I don't have to be polite like I was as a guest on the PCG forums. We don´t have to be polite on TL.net? Are you SHURE? Anyways I On May 04 2008 07:31 teamsolid wrote: You must be a pretty damn slow thinker if it actually takes you time in game to decide whether to tech to BCs or nukes. Thats why I used it as BAD example! The issue was that in serious play BOTH options are avoided, and as mentioned BC come up only in deadlocks. On May 04 2008 07:31 teamsolid wrote: The only situation where active thought processes can truly take a significant amount of time is in a game like Chess, where you have to map out all possible moves from your opponent about 5-10 steps in advance and plan out your moves accordingly. That is the only kind of critical thinking that actually takes "time". That´s what I was saying. SC lacks such "chess moves" with huge impacts. And thouse that DO (as in the outcome is more complex than: he can counter/ he can´t) are avoided by the players. BC/Nuke is in CONCEPT a desicion of consequence. Disagreeing is one thing, not comprehending because of it another. On May 04 2008 07:31 teamsolid wrote: No RTS will ever achieve this (or even in a real life war), because information obtained from your opponent is imperfect and very limited. Since you only have a snapshot of what your opponent is doing, you can only react based on this limited piece of information. That´s the spice. Lack or imperfect information makes it more than choosing the appropiate counter. A good player should be able to analyze the enemy even without accurate information, based on meta-game (the real world) but also scouting results (or lack thereoff) intutition, game knowledge etc. That or the game is so complex that even IF you have ALL information it´s still hard to predict your enemys moves (like chess). On May 04 2008 07:31 teamsolid wrote: In terms of strategy, Sins doesn't even come remotely close to a truly strategical game. It's a much slower-paced game but barely more strategic than SC. It has more tech options to choose from, but once the optimal BO's and unit mixes in various situations in the game have been figured out, the act of choosing the correct path in response to your opponent will not be time consuming at all. I have no intention to defend SINS. Flawed as it is I like it for it´s Macro centric gameplay that at least proves that a RTS (ar whatever genre it invented) doesn´t HAVE to rely on unitbabysitting. | ||
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Last Romantic
United States20661 Posts
As long as it's a good game, it'll win out in the long run against uneducated opinions. My actions are purely altruistic; someone on the internet is wrong ![]() | ||
teamsolid
Canada3668 Posts
On May 04 2008 09:26 Unentschieden wrote: Show nested quote + On May 04 2008 07:31 teamsolid wrote: You must be a pretty damn slow thinker if it actually takes you time in game to decide whether to tech to BCs or nukes. Thats why I used it as BAD example! The issue was that in serious play BOTH options are avoided, and as mentioned BC come up only in deadlocks. I meant that in general terms for the selection of any strategy. Refer to EchOne's post for more detail. On May 04 2008 09:26 Unentschieden wrote: Show nested quote + On May 04 2008 07:31 teamsolid wrote: The only situation where active thought processes can truly take a significant amount of time is in a game like Chess, where you have to map out all possible moves from your opponent about 5-10 steps in advance and plan out your moves accordingly. That is the only kind of critical thinking that actually takes "time". That´s what I was saying. SC lacks such "chess moves" with huge impacts. And thouse that DO (as in the outcome is more complex than: he can counter/ he can´t) are avoided by the players. BC/Nuke is in CONCEPT a desicion of consequence. Disagreeing is one thing, not comprehending because of it another. Yes, the reason that SC isn't as strategical as Chess is because it's not as complex! It has NOTHING to do with the speed it's played at. On May 04 2008 09:26 Unentschieden wrote: Show nested quote + On May 04 2008 07:31 teamsolid wrote: No RTS will ever achieve this (or even in a real life war), because information obtained from your opponent is imperfect and very limited. Since you only have a snapshot of what your opponent is doing, you can only react based on this limited piece of information. That´s the spice. Lack or imperfect information makes it more than choosing the appropiate counter. A good player should be able to analyze the enemy even without accurate information, based on meta-game (the real world) but also scouting results (or lack thereoff) intutition, game knowledge etc. That or the game is so complex that even IF you have ALL information it´s still hard to predict your enemys moves (like chess). You can't possibly plan that far ahead if you can only guess at what your opponent is doing. Either way, you won't be "critically" thinking (i.e. using all your brain power) like you do in Chess. It will still mainly be selecting/adapting your strategy to your opponent using split-second decision making, much like a general on the battlefield. | ||
Unentschieden
Germany1471 Posts
On May 04 2008 07:47 EchOne wrote: Unentschieden: The undisputed inverse relationship to game speed is between game speed and decision making time. I believe we can all agree that if events occur more quickly, players have less time to make relevant decisions as more recent events or changes in the battlefield will make many events prior irrelevant. However decision making time does not translate into strategy. We agree on that. On May 04 2008 07:47 EchOne wrote: That "strategy" is defined as carrying a time commitment is semantically wrong. Strategy can mean a plan, or the art/science/skill of creating such plan, in executing large-scale military operations. In reality, these operations can take months to formulate. In Starcraft, the evolution of these schemes requires the same. However, as Klogon pointed out, they are not drafted during a game, but rather over the course of millions of games. One does not simply decide to create a new grand strategy on the day of the battle, without circumstantial evidence, just like an attorney does not enter the courtroom without examining all relevant case law. Generals in real life study previous battles, and go into battles with strategies already planned. It is the same in a game. I think here we are splitting hairs again on the word "strategy". Well I use it like I do since the genre is called "Real Time Strategy" suggesting that the base concept is the application of Strategy in Real Time - but eventually the point is moot, we can also simply call it Tactics or Macro or whatever. On May 04 2008 07:47 EchOne wrote: Where decision making time comes into play is in mental execution of the strategy. Execution involves adaptation. Religiously maintaining the same strategy will not succeed against an opponent that fluidly adapts his plans to defeat yours. Tactical operations can mean smaller-scale operations, but they also consist of those operations that in aggregate comprise a strategic operation. With less decision making time, a player will have less time to consider information and thus will make less informed tactical and strategic decisions. True that is why I never said that SC lacks Strategy. But the actuall difficulty in the adaption is the amount of commitment to the original strategy - SC has very little challenge or difficulty for the player when he has to adapt. Obviously very high level play has no room for error. I will again use the BC/Nuke relationship as EXAMPLE-actuall implementation in gameplay is irrelevant here. Imagine the game processing to the point where a Terran player has the option to tech to either Nukes or BCs. Our player now has to consider what he knows about his enemy to deice to either: Tech to nukes Tech to BC Tech to both even though it will take longer Keep usinc "conventional" means Collect more information something else Of course, if our Player is good he won´t need long to make that desicion, he will have collected the information he needs before from the current match itself. The skill/strategic depht comes in how hard it actually is to make the right desicion (not how long how every naysayer suggests). Yes, that means that a so called "solved" game where you can just google the right desicion has no strategic depht, and thats where Blizzard could really shine, by making it so complex that it isn´t reasonably solvable - or they simply patch it each time someone solved it (yeah right). On May 04 2008 07:47 EchOne wrote: That a player has less time to consider information has no bearing on the actual depth of strategy in the game itself. It does have bearing on how much someone can process during a single game, but over the course of several games, the strategic depth is not directly affected. Success comes to those who can process all the events in a single arena, and all the wealth of strategies from previous contests, and respond accordingly, every second of the game. This is why success is fucking amazing. Exactly - but to make the right strategy more difficult than tic-tac-toe the game needs to reward and punish the application or lack of strategy/tactics/... . Imho you get too far in SC by the pure application of "brute force", meaning the plain optimisation of your BO, Macro cycles and basic micro(hotkeys FTW). Adaption is not needed if it´s enough to drown your enemys in Crystal Meth Marines - but maybe I have simply bad(?) luck with my opponents. On May 04 2008 07:47 EchOne wrote: Other points: Battlecruisers are used in TvT deadlocks. Nukes are too easily avoided by armies and workers to justify commitment. The number of virtually unavoidable worker kills netted by a 4 vulture drop makes even such a small harass as this more viable. Even Civilization has team games. Why? FFA is less entertaining for both spectators and players since, especially in video games, you are processing great amounts of uncertain information. It is worse than actual diplomacy since you gain nothing from the medium of text, with which you must interact with other parties. There is, in fact, less actual strategic consideration here and more luck since there is so little to rely on in reading your rivals' intentions. Agreed on all points. I have to admit though that I imagined FFAs with people you already know-FFAs with strangers are truly a elaborate form of russian rulette. On May 04 2008 07:47 EchOne wrote: Also, in these political situations evidence shows that it is both more beneficial to parties and more likely that polarization will occur, creating two blocs (Both World Wars, the Cold War, Peloponnesian Wars). If this is the case, it would be more efficient to begin with teams. In BWChart you often find a high ratio of Micro:APM. I'm no expert on BWChart so I have no clue on the conclusiveness of this, but I'll offer this skepticism. If it does not differentiate between positioning orders (outside of battle) or worker orders, the number probably exceeds the APM devoted to actual battle orders. Thus it cannot justify a 50% "Micro" weight. I apologize for assuming you used this to justify. I have the feeling that you have nothing to justify this random number, but feel free to prove me wrong. I don´t have a justification-thats why I used it in the first place! It is essentially a forum mantra that SC has a perfect balance of Micro and Macro, everyone simply repeats it, no one deems is necessary to support that claim. Just check any thread with "MBS" in the title (warning: may be hazardous to state of mind!) Maybe I´m already to long on this forum, so feel free to regard that claim as what it is: a claim. | ||
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