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[D] On attracting the casual-tryhard

Forum Index > SC2 Maps & Custom Games
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The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
January 30 2013 22:43 GMT
#1
I'm going to put the main body of my post in a spoiler tag. Since, you know, wall of text. But there are no arguments about semantics in there today! Just some ideas about how to appeal to the casual-tryhard:


+ Show Spoiler +
Some time ago, I started a thread about how to fix the concepts 3v3 and 4v4.
here: Fixing the concept of 3v3 and 4v4

At the heart of this effort, the motivation was to attract and retain the subset of gamers I termed 'the casual-tryhard'. The kind of gamer who is in it for more than just the social experience of playing a game with friends, but perhaps not quite so dedicated as the hardcore players striving for 1v1 mastery and ladder domination.

At the time, I suggested the idea of modifying non-1v1 games by creating maps that had More Resources Per Base (MRB), thinking that it would solve one horn of the dilemma of how to make SC2-melee-style games fun for the casual-tryhard that were not merely other games played in the SC2 client. (eg. Tower defence, hero arenas, etc).

While that hypothesis led to terran being imba in my weak and unscientific testing, a new avenue of attracting the casual try-hard has occurred to me based on recent developments seen on these forums.

In the past week or so, there have been discussions about adding persistent spell effects to competitive melee maps as a way to create new terrain advantages to supplement (the lack of) high ground advantage. Also, teleporters for troop movement in non-linear ways and so forth. But one of the concerns raised pertains to whether or not this might be too gimmicky for competitive, high-level play depending on the execution.

***

So it occurred to me: what if we created - and properly promoted - maps that were expressly gimmicky melee maps?

Not for competitive play necessarily, but for the other multiplayer modes that I suspect would interest casual-tryhards and their friends. Envision a 4v4 (or even a 1v1) kind of map where there was much more than just expansions, ramps and cliffs and xel'naga watch towers.

Imagine if there were things like 'warp fields' that you had to stabilize that, after some set of in-game tasks were completed - let you warp into your opponent's fortress? Or trigger-controlled 'natural disasters' that befall the playing field? Or 'recruitable' neutral units and bases?

They would definitely they be gimicky and they definitely would not be particuarly balanced from a competitive 1v1 standpoint. But would it be better than what 3v3 and 4v4 is now? Wouldn't it be 'fun'?

***

I'm going to go out on a limb / gut feeling and say that even among dedicated 1v1ers and TLers, there is an appetite for some goofy, melee-esque arcade games (though I don't mean here the degree of goofy of Day9's Trial of the Xelnaga or the (defunct?) Trollobattles).

And as we are well aware, map design and terraining can have a massive impact on the viability of various gameplay styles (gimmicky ones should be no different). Certain styles require certain features, and certain features preclude various other styles.

I believe this is an important point to consider, but not just for competitive play and for reasons other than that vague concept called 'balance'.

***

For example, just a little while ago, we saw the emergence of TriStar and ImbaCraft - two variations of the ubiquitous 'all-races' type mods that have existed since BW where all players have the ability to access all 3 races' tech trees.

But these kinds of mods have also existed since the start of SC2 as well. So, why then was TriStar so reveletory for many on TL if they existed - and still exist - on Bnet?

I suppose one might want to blame their deaths on the lack of exposure from Bnet's dubious popularity system prior to the introduction of the Arcade as part of the reason. But in BW, these kinds of maps had no trouble making the rounds - even before the days of social media, reddit and youtube.

I remember seeing things like 'all races mod - Arkan Citadel' back in late 2010. Arkan citadel I hate quite passionately since it is such a terrible map. Regardless of whether or not all races mod is fun, the fact that it was on a map where it was impossible to expand or defend would quickly make games not so fun.

As it pertains to TriStar mod, as fantastic a map as Cloud Kingdom may be for 1v1 games, are the maps these mods appear on simply not tailored to actualizing the potential insanity / epicness / fun that this mod can yield? (In much the same way how Blizzard's 3v3 and 4v4 maps are not designed well for fun and variety of gameplay).
Perhaps it is, and CK is just that good. But CK is but one map, and one only configurable for 1v1s, no matter how gimmicky or modified.

***

The editor is a powerful tool capable of creating game experiences completely unlike SC2 or even an RTS. It is almost no trouble at all to be able to do things like create customized melee games such as: all-race mods; all vs # AI; gimmicky-terrain melee; or BW-style team melee

Well, if I could figure out the triggers to make lobby teams -> game teams, they would be easy (I'm a data guy, I don't use triggers at all in my stuff).

What isn't easy is creating the gameboard on which these games can be best played.
While non-competitive map terrain might not need to be 'balanced' per se, but it is no less important that they be optimized for the kind of gameplay that one desires to promote: in this case, 'fun for the casual-tryhard.'



tl;dr
Wouldn't it be epic if there were some non-competitive melee games that had awesome, non-blizzard maps that had whacky features like teleporters, neutral blinding clouds, heal zones and evasion up zones, etc?

Or what about all-race mods or team play mods, but with terrain designed for that kind of play?

You figure it might be good for some melee-esque SC2 fun when on break from 1v1 conquering and good for the game overall since you attract and retain more players.
In Bizarro World, I ladder more than I make custom maps
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-30 22:52:56
January 30 2013 22:51 GMT
#2
Yeah I agree that a "casual" mode of play (for 1v1 or 2v2 or w/e format) with crazy shenanigans would be plenty of fun. We sort of have this with some arcade/customs, but it's not really fleshed out or at least, not very well exposed thanks to how shitty the arcade is and how hard it is to find new stuff on it.

p.s. - the play-as-all-races mods actually already exist, I came up with the idea for it a few months ago (there should be a few maps of it up, named "TriStar") and then someone with TL took the idea and improved it slightly with imbacraft i think it was called.

p.p.s. - I also think this would be a decent place to test controversial ideas before they're accepted on normal melee maps
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 30 2013 23:08 GMT
#3
Don't see why you can't make those concepts competitive.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Gfire
Profile Joined March 2011
United States1699 Posts
January 30 2013 23:55 GMT
#4
Well... I think these sorts of features are things that in some ways could work better at the pro level, but in other ways not as much.

A newer player might be overwhelmed by a lot of extra map features, so it might not be the best in that sense. At the same time, though, that applies to spectators as well.

Pros can certainly spend the amount of time required figuring out how to fully utilize all the features, but on the other hand it's hard to say whether or not it will be balanced once it is figured out.

I think this could perhaps be good for people who aren't super competitive (maybe don't care if it's imbalanced or results in losses,) but are bored with the regular game and want something new.

I also think if done right it would work at the pro level to a certain extent. You just have to make sure it's still clear for spectators.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
January 31 2013 00:41 GMT
#5
Cool terrain effects would be awesome, but I don't that the tryhards will want it, most likely this will appeal to viewers (as long as it looks reasonable and is easy to understand) and to casuals who don't care about balance and just play for fun, most people who try hard want to play a balanced game that does not require any more complicated things than now, even if they're casual.

I would love to see how the pros deal with more terrain related stuff, and also play with it myself, but I am sure most people won't want this on the Ladder, just like most people don't want maps like Icarus or Whirlwind on the Ladder. If you make a cool custom map that uses new terrain features well, people will play it, it might also be used in tournaments if the map is not too crazy, but the core game should stay the same.

Also in addition to terrain related stuff, I think it would be cool to see matchup specific maps, something like a TvP map where each side is a bit different, making it somehow balanced since each side has stuff that is good for one player and bad to the other. With that condition you could make a cool things like have many no close by natural, or have a very open main entrance.

I would love to see cool stuff like these and many more, just think how awesome it would be to have mirror maps only, you could go crazy with them, since no balance is required at all! Or think if you could make portal that can be destroyed, bridges that can be activated from the other side of the map, etc etc.

I think the best option is that someone creates a map like this and than we'll see how it goes!
Unsane
Profile Joined September 2010
Canada170 Posts
Last Edited: 2013-01-31 01:20:22
January 31 2013 01:19 GMT
#6
I always wanted to see a 2v2 mode (or any team mode) that was all-one-race. Such as TT v ZZ. I already play TT in 2v2 a lot and i much prefer the games where we are against double whatever, the 1s metagame still largely applies its just double the 1v1'ness (you know what i mean), but would love to see maps specific for this. Although i really just want to see better maps for 2v2 anyways. Blizzard needs to pay much more attention to maps in general, 1v1 included.

I would totally watch a pro 2v2 tourny in this format, mixed races is too chaotic balance-wise and i think this mode would be easy enough to balance through maps, ramp and choke sizes, naturals and thirds location's proximity to mains, etc.

LRB styled maps might also be more suitable for this, perhaps without even modifying the current resources mined per trip.
"What is the plural of y'all? All y'all." -Day9
GinDo
Profile Blog Joined September 2010
3327 Posts
January 31 2013 05:41 GMT
#7
2v2 same race actually sounds pretty good IMO. It would make pretty dynamic gameplay. Add that into Proleague/GSTL in order to spice things up.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
TopRamen
Profile Joined February 2011
United States96 Posts
January 31 2013 06:36 GMT
#8
I'm on the same line of thinking as you are. I think attracting the casual-tryhards through team games (or big games) is a great idea!
In addition to what you've said, I thought it would be cool if games with more people (or big games, such as a FFA) could have a diplomacy side to them. Like a Game of Thrones (Board Game) kind of a thing. So like bringing back melee style alliances from BW, creating a strong sense of scarcity, sprinkle in some extra goodies (teleporters, healers, etc), BLAM. I think you've got yourself an awesome casual-tryhard game mode.
Use your noodle!
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