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Starcraft from the stands: understanding the game spectator
This research paper (also seen on Slashdot) is about watching starcraft (as opposed to playing it)
The three questions it seeks to answer are:
1) Who are the spectators and why do they spectate? 2) How do different stakeholders affect the spectator experience? 3) What makes spectating a game enjoyable?
Synopsis from Slashdot:
"Researchers from the University of Washington have found a key reason why StarCraft is a popular spectator sport (PDF), especially in Korea. In a paper published last week, they theorize that StarCraft incorporates 'information asymmetry,' where the players and spectators each have different pieces of information, which transforms into entertainment. Sometimes spectators know something the players don't; they watch in suspense as players walk their armies into traps or a dropship sneaks behind the mineral line. Other times, players know something the spectators yearn to find out, such as 'cheese' (spectacular build orders that attempt to outplay an opponent early in the game). Rather than giving as much information as possible to spectators, it may be more crucial for game designers to decide which information to give to spectators, and when to reveal this information." - generalepsilon
------- I know I often watch games that I think will help me play better, but I do wonder how much the "I know what the players don't" factor helps me enjoy it
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That's probably true, baneling landmines, hidden strategy (proxy and stuff) make the most entertaining games.
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Knowing everything that's going on in the game takes away from my enjoyment of the game as the spectator and makes me become more critical of mistakes. It's also extremely easy to predict what will happen (later in games or the outcomes of fights, flow of games thanks to income tabs and population, etc.).
I highly dislike all the info from the SC2 spectator functions and prefer a clean viewing experience like Brood War.
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It is clearly part of the excitement.
Remember Thorzain vs Fruitdealer on Terminus (I think it was Terminus)? ThorZain had AMAZING ability to predict baneling mines. the only reason i even really remember that game as particularly exciting was because of the flawlessness of those scans. (Maybe im wrong and he actually saw them all burrow with a xel tower or something and am just making a fool of myself).
Certainly the ability to predict and figure out what sneaky things a player has planned is part of the excitement, for both players and the audience i think.
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Sometimes I do think that many PhDs are bullshit...And this is coming from someone who's applying to grad school
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Brilliant. The difference in what we know makes it viable both as a spectator and player sport. Never really thought of it that way.
Awesome job. =]
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Even before clicking on the thread, I knew this was from the ischool.
Looking forwards to giving this a read, though from the outset the information asymetry thing seems weird, I guess I just need to read it now.
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An interesting enough read, I suppose. The conclusion seems pretty intuitive.
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