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[SC2B] Micro Revisited

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[SC2B] Micro Revisited

Text byriptide
March 13th, 2010 04:48 GMT

Micro, micro, micro, that's all we've heard for the last few weeks. From the last episode of our beta cast to Nazgul's suggested fixes, we've been talking about it quite a bit as well. Now, just when you think you've heard it all, TL's SC2 Coverage Team is proud to bring you a cross section of micro talk from across the community.

If you've spent even a moment debating about this on IRC or raging over a passing comment in a strategy forum thread, then this is the article you've been waiting for. Join TL guest writer Chobopeon as he takes you on a tour of betaland and introduces you to the opinions of many of its top players. Is micro dead? Alive and kicking? Find out below.

Micro Revisited


By Chobopoen

A High Templar hits full energy, a Lurker burrows and a Marine stims. You take a quick breath as your heart starts to race. You were tired - it's 6 am, after all, and you almost didn't make it to this point - but now your eyes are wide open with the thought of the battle.

Then, in the space of a millisecond, the Scourge split perfectly, the Marine dodges the spines and the Dragoons, against their terrible pathing instinct, form the most perfect arc anyone has ever seen.

The screen is flaring with explosions and deaths and you're having a hard time not yelling and waking your neighbors. The live crowd in Korea doesn't have to worry about that and they're screaming as loudly as they can. The commentators are having a fit. You don't understand Korean but you're sure that they're not actually speaking any language - only yelling in excitement, technically inarticulate but getting their point of awe across beautifully with their volume.

That was fast and everyone knows it.

The physical requirements of StarCraft: Brood War are immense. It's made fans for life and has alienated more than its fair share of gamers. Brood War players brag about the speed of our professionals and our jaws drop when we see it in action. Speed is a defining characteristic of StarCraft and micro-management is the way it manifests itself in each and every game.


Too slow, sir. too slow.

For every fan, there is a critic with whom the severe toughness of the game does not fly. It's too hard, an exasperated stranger might say. Looking to them, a StarCraft loyalist can respond: "It is difficulties which give birth to miracles." And then the StarCraft player can smile, because how often do you get to quote archbishops when talking about a video game?

It does not take a whole lot of effort to find players of the opinion that StarCraft 2's micro-management mechanics are a bastardized version of the original. What one player calls "improved A.I.", another will call the "dumbing down" of StarCraft.

"With micro the way it is, the game isn’t going to be as good as it can be,” said Nazgul, the Dutch Protoss player. “That’s unfortunate for the future of e-sports. The future needs a game suitable for non-gamer viewers to be in awe over moves done by top players without understanding the strategy behind the builds.

"There is so little difference possible between two players when they’re attacking each other that the games just play out as build order vs. build order. Once you’re ahead it’s really hard to give away your advantage because even if your units get caught off guard they will still do the right thing in battle. Zergling surround and worker micro is something that was so important to the early game of Brood War, that decided games based on how you performed it. That element is completely gone now. If you have enough Zerglings you’ll just kill your opponent almost regardless of what he does.”

Louder, an American Protoss and the first MLG SC2 King of the Beta Hill from Team Evil Geniuses, called the micro "handicapped".

“The more I play it, the more it falls short.”

Inka, another American Protoss and member of Team EG, bluntly said that auto-micro was a joke. InControl said StarCraft 2 was an easier, dumbed down game.

"The people who think you have to be faster are either idiots or didn't play Brood War," said InControl, an American and a newly converted Protoss user. "This game is 100% an easier game that is dumbed down and made that way with purpose so more people can enjoy some success or at least feel like they can compete. This is an excellent short term business model and is unfortunately the general trend in modern video games. StarCraft 2 is gorgeous, fun, and rewards creativity. It is challenging and will have a high ceiling for skill, don't get me wrong. But it does fall short from SCBW in terms of competitive reward and ability. It just simply does."

CowGoMoo, consistently cited as one of the best Terrans in StarCraft 2, has his own opinion.

"I think the game requires a lot of micro and speed, but I don't think if it has as many "awe" moments as Brood War," he said. "For example, the Colossus can do a few cool things, but not as many as the Reaver. On the flip side the Stalker can potentially do more interesting things than a Goon, but the unit feels a bit weak right now preventing this from happening. Hopefully when players start to understand the game better and with some balance changes and tweaks we will start to see more micro tricks evolve."


CowGoMoo, famous for his fast Helion TvZ opening, thinks that micro may evolve with time.

To be sure, minds are very much split on this. Notable players such as Infernal and Day[9] land squarely in the opposing camp on the issue.

"I've heard a lot players state that it's easy and that there's these skill caps and speed caps," said Day[9], responding after hearing InkA's statements. "It's not so much that I don't quite agree with them, I actually think that statement is the opposite of true. It's actually very difficult, I'm having quite a bit of difficulty. As I'm playing this game, I'm thinking, 'God, you have to be fast to play this game'. There's actually more to do on my mental checklist.

"For instance, am I watching the mini-map? Am I checking for expansions? Am I macroing? Am I doing my build right? I cycle throguh that in my head and now I'm throwing in there, am I continuing to produce my Larvae properly? Am I Chrono Boosting on time? There's a lot of stuff going on. There are so many upgrades and abilities. In StarCraft 1, the units get into a battle and start whacking each other. In StarCraft 2, every single unit seems to have its own unique ability and I don't think there has been nearly enough experimentation.

"I need to be really focused to play it well. For people who are not in the beta and are worried about it, worry not. Tons of cool stuff can go on."

Aside from his personal experience, Day[9] points to the wide lack of experience characterizing every player and qualifying every criticism.

"For God's sake, the game has been out for a week and a half. I need to play this game for years before I formulate any strong opinion about its strengths and weaknesses unless, of course, there is some sort of game-changing ability that instantly shuts down all competitive play."

Infernal, the German Protoss, says that the game has completely surpassed his expectations.

"The micro is different for sure," said Infernal. "In some situations, I would agree on the A.I. being 'too smart' which can actually lead to dumb situations. But I really wouldn't go as far as a certain Dutch man [Ret] did to say that there's 'no micro at all'. In my opinion, that's quite nonsense because I actually enjoy a lot of those small things in StarCraft 2, such as my cute cuddle Sentry shields and microing my Collossi over cliffs."

The German Protoss is playing Ret in Team Liquid's first ever StarCraft 2 Liquibition. He says he that concern about the micro mechanics is not totally invalid.

"The auto-surround can be a pain for sure but it's only really bad if you're outmassed anyway. It's not like 16 Zerglings are going to win against six Zealots just because they auto-surround. From an observer's point of view, I think it's really hard to compare because StarCraft was 2D and StarCraft 2 is 3D. Obviously 2D is a lot 'easier' to follow as an observer but given how much of a fan base WarCraft 3 has - a game even more shiny and colorful - I really think it doesn't matter that much. It's just about us getting used to it. Time will tell, but personally, I can follow fights really well after I got used to StarCraft 2.

"The one thing I've really got to complain about is stacking. If you're Protoss and have a few Colossi, your army will literally be one ball that can be hit by one single spell in a fight, like EMP. It's kind of hard to select units if like 6 Colossi are on top of them. However, I have to admit, I don't know how to solve that kind of problem, maybe just make the units spread a little more.

"I'm quite sure that StarCraft 2 won't do for the West what StarCraft 1 did for Korea but it'll bring progaming outside of Korea to another level, that's quite sure in my opinion."

I asked Infernal if the sequel would be able to elicit the same shortness of breath, the same screams from live audiences and the same excitement from everyone with two eyes on the game.

"I can already imagine Koreans screaming. 'AHHHHHH FORCE FIELDU' or 'AHHHHH GUUUARDIAN SHIELDUUUU'. I think there's enough things included to make the audience scream."

http://www.youtube.com/watch?v=Vpuv7VPb2rA
Could we see this in SC2? Infernal says yes.

Before he left, he ended with a qualifier that had become a common conclusion amongst those that I interviewed for this piece: "I just think it's too early to tell yet."

Although that can't be disputed - it is too early to come to concrete conclusions quite yet - it is not too early to throw ideas around. In many ways, the longevity of StarCraft 2 may depend on it. The ability of the game to captivate an unfamiliar audience at least as well as StarCraft was able to do would ensure years and years of loyalty from a dynamic group of eyes and hands, watching and playing.

"I think StarCraft has awesome e-sports potential," said Liquid`Drone, a Norwegian random player. "We are going to see so much diversity in terms of unit groups that have different abilities that the potential for stunningly great non-replicable micro is awesome.

"The problem, however, is that I am not sure that the action will be as immediately understandable to observers. I'm afraid this is going to be more like Counter-Strike, where observing for the uninitiated is boring as hell because you don't understand the subtleties without having played a lot and big battles just end up having way too many details in them for a casual observer to understand them all.

"In StarCraft 1, everyone understands that if Hydralisks get stormed, they die. They understand that Reaver Scarabs blow everything up, they understand that Stasis makes units unable to move or do anything. A casual observer won't understand exactly how the Gravitation Shield works, how Fungal Growth works and even Psi-Storm doesn't immediately kill like it does in Brood War. So I think for actual players of the game, StarCraft 2 can become StarCraft 1's equal in terms of entertainment. But there might just be too much flashiness on the screen for it to hit a non-playing audience."

Blizzard is investing more and more money into e-sports, going so far as to employ a dedicated team in an attempt blaze a trail in the arena. Sponsors are hoping that more and more eyes are put on competitive games and, further down the road, more asses are put in the seats of live events. The future of competitive gaming is not necessarily relegated to a few niche websites and, relatively speaking, a handful of fans.

In all seriousness, hopefulness and pragmatism, the future of e-sports may be in arenas, board rooms and living rooms and not quarantined to bedrooms and computer rooms. If StarCraft 2 can drop jaws to the floor instead of locking jaws, it can be the game that goes further than any other to reach that uncharted territory. We can be the players who reach the greatest heights, the ones for whom a million necks crane, a million eyes focus and strain. But not if Blizzard is holding our hands while we ascend. Or are they only benignly pointing the way up? Time will tell.

Well that's that, but before you go, remember to tune in later today to watch Team Liquid's 1st SC2 Liquibition matchup! Chances are, it's going to be pretty awesome.

[image loading]

mTw.iNfeRnaL vs LLL.ret

March 13th 2010
8pm CET / 2pm EST


Be There!



This post was made by the Team Liquid Starcraft 2 Coverage Team. For more of TL's coverage, please visit the Team Liquid Starcraft 2 Beta Page.
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AdministratorSKT T1 | Masters of the Universe
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
March 13 2010 05:00 GMT
#2
great writeup, I enjoyed it
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
peanutter
Profile Joined February 2009
Australia165 Posts
March 13 2010 05:12 GMT
#3
nice writeup, so far I have not seen a single moment in sc2 where I would scream "OMG!!!!!" hopefully this changes.
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
March 13 2010 05:14 GMT
#4
Thanks for the writeup, I know it's a complicated issue and one that takes years of thought (not to mention, you know the game actually being RELEASED). I kinda wish more pros would have reactions like Day9 instead of just completely bashing SC2 when they aren't even using a lot of the mechanics/units yet.
jeebuzzx
Profile Joined January 2010
Canada365 Posts
March 13 2010 05:15 GMT
#5
awesome writing
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
Last Edited: 2010-03-13 05:38:15
March 13 2010 05:37 GMT
#6
Wow, amazing writeup. Thanks yo~!

Nice icon, riptide.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
frequency
Profile Blog Joined February 2010
Australia1901 Posts
March 13 2010 05:49 GMT
#7
Really good article, well done.

Also, anyone find it odd that Infernal is ranked 5th with less wins/more losses than 15th place Ret? lol
www.twitter.com/marconofrio | marconofrio.tumblr.com
Seku
Profile Joined December 2006
United States313 Posts
March 13 2010 06:21 GMT
#8
Nice writeup, although I think at the level of play the SC community has reached there is too much "it's too early to tell". The way the game looks and feels just isn't likely to change much even as the game matures from what I can tell.

There is always going to be a trade-off between competitive and casual players. Casual players will complain if the execution is too demanding. Competitive players will complain the game is boring and lacks depth if the game is not demanding enough. By now it's very clear that Blizzard caters first to this casual group of players (this is where the bulk of their sales go, after all), but for both competitive players and fans of competitive Starcraft I think there is significant cause to worry.

The game cannot survive as a successful e-sport without the physical requirement of the game (as at least seen through micro), period. Every great sport has a physical and psychological battle that goes on between players and coaches. The less demanding the physical aspect of Starcraft becomes, the less fun it will become to play at the competitive level we're used to, and certainly the less fun it's going to be to watch besides from strictly a strategical view.

The only way I can see the current trend reverse to save pro-gaming as we know it is if Blizzard recognizes this problem and works with pro-gamers to make even system-wide mechanic/interface/AI changes with promoting competitive play the highest priority, although I can't imagine that happening at this point. Starcraft I turned "real time strategy" into so much more than just decision making in real time, it would be a shame to see that end.
Simple
Profile Blog Joined February 2009
United States801 Posts
March 13 2010 06:55 GMT
#9
i think the illusion of micro (from a spectators viewpoint) is more visible in sc1 due to its lower graphics and gameplay. units stop harding, pause longer, accelerate longer - or at least it looks that way. in sc2, things are more precise and smoother, so it flows from movement to attack in one few swoop and its sometimes hard to distinguish when its doing something different (aka micro)
madsweepslol
Profile Joined February 2010
161 Posts
March 13 2010 07:08 GMT
#10
On March 13 2010 15:21 Seku wrote:
Nice writeup, although I think at the level of play the SC community has reached there is too much "it's too early to tell". The way the game looks and feels just isn't likely to change much even as the game matures from what I can tell.

When were many of the micro tricks that define today's quality StarCraft play discovered? When did we first see rine splitting around lurkers or muta micro? Not for years after BW was released. So I say to you: it's too early to tell.
Yammiez
Profile Blog Joined June 2009
Canada186 Posts
March 13 2010 07:09 GMT
#11
Great read. I was lucky enough to get into SC2 beta, and I've been telling everybody who asks my opinion on it that 'it is a different game all together that still feels like Starcraft.'

Aside from Micro, what I think is more pressing for new players and people is the concept of hard counters to units. Sometimes all the micro that is needed is a few EMPs; the right army composition handles the rest.
Smash fear, learn anything; except for spiders
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
March 13 2010 07:16 GMT
#12
I think it's funny that less than a year ago, the consensus was that macro was going to suck in sc2/be too easy and that the game was going to become a complete micro game like wc3, and that now that teh beta is actually out, we find that macro is actually harder and more interesting that would have been thought possible with MBS and automine, and that it's the micro side of the game that is struggling. Hopefully we can see some cool stuff from the community and possibly blizzard if necessary.
"I love noobies, they're so happy." -Chill
jodogohoo
Profile Blog Joined March 2008
Canada2533 Posts
March 13 2010 07:17 GMT
#13
On March 13 2010 16:08 madsweepslol wrote:
Show nested quote +
On March 13 2010 15:21 Seku wrote:
Nice writeup, although I think at the level of play the SC community has reached there is too much "it's too early to tell". The way the game looks and feels just isn't likely to change much even as the game matures from what I can tell.

When were many of the micro tricks that define today's quality StarCraft play discovered? When did we first see rine splitting around lurkers or muta micro? Not for years after BW was released. So I say to you: it's too early to tell.

I don't usually fall for trolls but, the problem with sc2 is the game engine. When you want something done, it does it with sparkles and rainbows, in sc1, its with blood and tears
Xenocide_Knight
Profile Blog Joined January 2008
Korea (South)2625 Posts
March 13 2010 07:35 GMT
#14
On March 13 2010 16:08 madsweepslol wrote:
Show nested quote +
On March 13 2010 15:21 Seku wrote:
Nice writeup, although I think at the level of play the SC community has reached there is too much "it's too early to tell". The way the game looks and feels just isn't likely to change much even as the game matures from what I can tell.

When were many of the micro tricks that define today's quality StarCraft play discovered? When did we first see rine splitting around lurkers or muta micro? Not for years after BW was released. So I say to you: it's too early to tell.

Yea but thats because Starcraft I had no predecessor of ingenuity/micro in RTS. I think we can safely say it's every person's dream to be the guy who "found" a key micro mechanic to be abused.
Shine[Kal] #1 fan
jodogohoo
Profile Blog Joined March 2008
Canada2533 Posts
March 13 2010 07:39 GMT
#15
On March 13 2010 16:09 Yammiez wrote:
Great read. I was lucky enough to get into SC2 beta, and I've been telling everybody who asks my opinion on it that 'it is a different game all together that still feels like Starcraft.'

Aside from Micro, what I think is more pressing for new players and people is the concept of hard counters to units. Sometimes all the micro that is needed is a few EMPs; the right army composition handles the rest.

i know what you mean man, attack move while spamming spells is pretty much all you do, maybe a little position and flanking at most.
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
March 13 2010 07:54 GMT
#16
On March 13 2010 16:17 jodogohoo wrote:
Show nested quote +
On March 13 2010 16:08 madsweepslol wrote:
On March 13 2010 15:21 Seku wrote:
Nice writeup, although I think at the level of play the SC community has reached there is too much "it's too early to tell". The way the game looks and feels just isn't likely to change much even as the game matures from what I can tell.

When were many of the micro tricks that define today's quality StarCraft play discovered? When did we first see rine splitting around lurkers or muta micro? Not for years after BW was released. So I say to you: it's too early to tell.

I don't usually fall for trolls but, the problem with sc2 is the game engine. When you want something done, it does it with sparkles and rainbows, in sc1, its with blood and tears


lol. I like that image (:
"I love noobies, they're so happy." -Chill
madsweepslol
Profile Joined February 2010
161 Posts
Last Edited: 2010-03-13 08:00:34
March 13 2010 08:00 GMT
#17
On March 13 2010 16:17 jodogohoo wrote:
Show nested quote +
On March 13 2010 16:08 madsweepslol wrote:
On March 13 2010 15:21 Seku wrote:
Nice writeup, although I think at the level of play the SC community has reached there is too much "it's too early to tell". The way the game looks and feels just isn't likely to change much even as the game matures from what I can tell.

When were many of the micro tricks that define today's quality StarCraft play discovered? When did we first see rine splitting around lurkers or muta micro? Not for years after BW was released. So I say to you: it's too early to tell.

I don't usually fall for trolls but, the problem with sc2 is the game engine. When you want something done, it does it with sparkles and rainbows, in sc1, its with blood and tears

It's interesting that you would call someone pointing to historical precedent a troll. Guess you're not a big fan of facts, are you?
endGame
Profile Joined June 2009
United States394 Posts
March 13 2010 08:04 GMT
#18
Nice writeup

Was there on Beta Cast this week?
"...As the world goes, is only in question between equals in power, while the strong do what they will and the weak suffer what they must." -Thucydides
haster27
Profile Blog Joined October 2009
Taiwan809 Posts
Last Edited: 2010-03-13 08:31:05
March 13 2010 08:30 GMT
#19
Still, I think SC2 has potential for carving out its own niche in South Korea even if the mechanic stays and works the same as all others above have stated- this is because we Koreans love psychological and mental battle shit.

The problem of non-initiated is also going to be solved if the commentator is experienced enough to provide at minimum basic reasoning behind player's each actions, which is actually done quite frequently even in the SC1 scene.
cerebralz
Profile Joined August 2009
United States443 Posts
March 13 2010 08:40 GMT
#20
From watching games, i can see a lot of the points that are brought up by the different interviewees in this article. I think for one, that multi-tasking is going to be the bread and butter of sc2. I think from a playability standpoint, macro and micro is easy to one button spam, but on the other hand, if you want to get the 'most' out of it, you have to forgo the assist tools like mbs and 1 hotkey select.

Mass quantities of one unit probably will not win in high level matches. Players must choose a good unit mix at the right timing to execute their attack. More units in the mix with different abilities/attributes means to maximize its potential, you have to manually activate them, whether it's to create a wide zergling spread, or keep your collossus behind your zealot wall. Further more, to get that mixed army, you would have to have researched in a variety of ways, not all of them overlapping each other. That makes for a lot of base management, before you ever get to cloning your psi storms, or blink dancing your stalkers. This leads me to the belief that the core skill in sc2 will be multi-tasking.

Now multi-tasking is not the same as macro or micro as we know it in BW. BW gameplay is clear, even to the only mildly initiated. If the big picture is for sc2 to be mainstream and have longevity, it must be entertaining to watch as well as play. As it is, players are furiously clicking away, but to the observer, for the most part, you see two armies A-moving toward each other, with the occasional harass or skirmish. This may be due to the lack of experience everyone has, not knowing how to maximize their armies. However, this is not as interesting to the observer, even though crisp graphics and lots of explosions fill the screen.

If the viewer experience continues as is, it will be up to the people in the media: journalists, casters, writers, etc. to educate the viewership about the nature of the game and the skill level that is required to be at the top. Hopefully though, the continued experience and knowledge of the game will grow and those flashes of brilliance will start showing up. After all, it wasn't until years of 'practice' did BW become what it is today.
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