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Why MBS Is Essential To a Competitive SC2

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orangedude
Profile Joined April 2007
Canada220 Posts
Last Edited: 2007-10-19 17:26:59
September 09 2007 00:25 GMT
#1
Why Multiple Building Select (MBS) Is Essential To The Success of SC2 On a Competitive Level

1) SC2 must have a good interface to attract the initial fanbase who will then spread good word and gather an even larger one. If it didn't, the negative press (from both reviews and word of mouth) will quickly kill off the game's potential and it'll never even be given the chance to form a thriving pro community. So only if the initial player base is kept pleased, will a small percentage of this large pool of newbs become the loyal SC veterans/progamers that will keep the game alive and kicking (i.e. TL.net). As discussed, the option to turn off MBS/automine can also be included in either maps or game types depending on how things turn out. However, my prediction is that very few new SC2 players will make the switch once they are "spoiled" by MBS, and this again severely limits the pro-scene.

But the key point here to emphasize is that the large newb pool is a prerequisite to a large competitive community and thus CANNOT be overlooked/ignored. They simply must be catered to, or the second part will not even be possible. Everyone here started off as a noob at one point. To say "screw the noobs, let them learn the hard way like I did" after you have passed that stage already is not only being selfish but also narrow-minded because you're ultimately hurting the game by lowering the potential skill pool.


2) SC2 must have a very high skill curve in both mechanical and mental aspects in order to keep the competitive scene happy. The mechanistic side (high apm) can be achieved in a number of ways, such as emphasizing the importance of micro (the War3 way), but the easiest would be to limit the interface. Back in 1997, when SC was released I believe a lot of these restrictions were unintentional, as even other RTS games from the same period had similar UI limitations. However, now that every single RTS from the past 8 years (including Bliz's own War3) has some form of MBS or equivalent, leaving this out of a game released in 2008+ will feel very artificial and awkward, as it is breaking the RTS standard and will become a huge disappointment to many potential fans (see point 1).


SC Alpha

Although this may be a bit exaggerated, I believe that for the "new generation" of RTS players, a game without MBS would feel something akin to the frustration we would feel if a War2-like interface (9-unit selection cap, no building hotkeys, queues or rallies, all spells manual cast including heal and more) was forced upon SC, for the very same reason that we know that we are being artificially limited. Just imagine this for one second. Suppose that Blizzard had decided to make SC with a UI similar to War2 while keeping everything else identical (let's call this game "SC Alpha"), because they gave in to the masses of War2 fans that were screaming at Blizz for "noobifying" SC (this actually happened, btw).

Now, is it not true that these same Koreans who practice 10 hrs a day at perfecting their technique, would gain even more for their efforts in SC Alpha? Let's imagine that a 200 apm SC player, would require 300-400 apm (and even more of the beautiful "keyboard dancing" that Tasteless loves) in SC Alpha to achieve the same level of play with a balance of macro and precise unit control. There will be an even larger difference in skill amongst the pros, as only a select few such as (T)NaDa ever consistently break 400+ apm in games. When we see (T)NaDa's (near) perfect micro combined with his "oovlike" macro in SC Alpha on OGN, compared to the other much lesser pros, we will be in even more awe at his abilities than in the current SC! These few Korean pros may even be happy with the way things are, because now becoming a true pro-gamer requires a certain amount of natural born talent/agility to become successful (just like how rare it is for someone to be genetically built for NBA material).

Do you see my point yet? Assuming that rest of the game aside from the UI is virtually identical, is SC Alpha really the better competitive game because it differentiates skill even more than SC?

I believe not. Although it may be extremely rewarding and fun to those few that enjoy training and mastering the UI to effectively use their 300-400 apm to play somewhat competently in SC Alpha, even the people with around 200 apm may feel artificially limited by the interface. Simply put, SC Alpha would not be as fun to play for the majority of the fans as the current SC, due to frustrations with the UI. The game would never be even close to reaching the popularity of SC in Korea today, because newbs would get turned away from lack of interest. Such a pro-scene with the (T)BoxeR's, (T)NaDa's, and (P)Nal_rA's of today would NOT be possible.

Now can you see the pro-MBS crowd's point yet? It's not that we want an easier game for ourselves. It's because we want the pro-scene to live on and start a new generation by not disappointing the RTS newbs with artificial limitations in the UI before they gather enough interest to become pros. If these newbies think that lack of MBS isn't fun or causes frustrations due to being "spoiled" by the UI's of more recent RTS's, then many of them will NOT give SC2 a proper chance, and this thereby greatly restricts the pro-scene. That is the unfortunate truth.


Armies of Exigo: A Valuable Lesson

Unfortunately, even if most game reviewers are complete RTS noobs (which is often true for large popular sites), they are still catered to the mass market and are very important to their success among such an audience where the most sales will be coming from. Basically, it does not matter one bit how "wrong" you believe the reviewers are, because they are probably playing with a mindset similar to the average gamer, and are thus writing an "accurate" review if you think about it.

Armies of Exigo is an excellent modern RTS (2004) that exemplifies the severe consequences of catering to a hardcore fanbase (namely SC's):
http://www.gamerankings.com/htmlpages2/919920.asp (72%)

http://www.gamespot.com/pc/strategy/armiesofexigo/review.html?page=2
GameSpot:
Score 6.7 fair
(gameplay 6, graphics 9)


Despite its gorgeous graphics, this real-time strategy game seemingly ignores all the advances that the genre has experienced over the past several years.

If imitation is the sincerest form of flattery, then Armies of Exigo is a real-time strategy game that should have Blizzard blushing. This debut offering from developer Black Hole Games borrows quite a bit from Blizzard's classic real-time strategy releases. In making its Blizzard clone, the developer has emulated everything from the 3D look of the units and buildings of Warcraft III to the three-pronged storyline of Starcraft and the Hollywood-quality cutscene movies that Blizzard is known for. The only problem is that while Black Hole has all the ingredients of a great real-time strategy game, the formula in Armies of Exigo comes off as, well, far too formulaic. Armies of Exigo is in many ways a 1999-era real-time strategy game with 2004 production values. It's a beautiful strategy offering that's technically on par with the best games on the market, and you can appreciate the graphical detail on display as armies clash, magical effects rain down, and units are hurled into the air by mighty blows. However, it's disappointing that the gameplay is very much like that of the earliest real-time strategy games. This is a traditional RTS that seemingly ignores all the advances that the genre has experienced over the past several years.
...
That said, if you're looking for an old-school real-time strategy game, then you'll most likely enjoy Armies of Exigo, especially since it features a lot of gameplay in its single-player campaign. Just be prepared for some frustration along the way. However, if you're looking for innovation or streamlined or modern gameplay, you won't find it here.


http://pc.ign.com/articles/573/573573p2.html
IGN:
7.0
Decent


Armies of Exigo
The perfect game for that nostalgic masochist in your life.
by Steve Butts

December 15, 2004 - No developer in their right mind would be upset if you compared their game to Starcraft. The Blizzard classic set a new standard for strategy games five years ago and sparked an excessive number of copycats. It took a few years for real-time strategy developers to absorb the model before finally breaking through it in terms of technology and design. While some gamers still hold Starcraft up as the standard by which all other real-time strategy games are judged, none can deny that lots of new features have been introduced in the meantime.

Armies of Exigo hearkens back to the days when every RTS that came our way seemed to be cast in the Starcraft mold. Though this makes it a very traditional and ultimately unsurprising game, it also means that the developers have the benefit of five years of refinement to look back on. Consequently Armies of Exigo seems like an anachronism -- a familiar but finely polished take on the previous generation of strategy games.
...
Capping groups at 15 units could potentially create a real headache in terms of controlling the armies. Armies of Exigo allows you to combine these small groups into one of four larger Super Groups. This extra layer of flexibility is definitely welcome but, given the size of the maps and the overall shape of the action, it would be much easier if the designers had just increased the unit cap for the basic groups. Keeping tabs on the status of the units within each individual group is basically impossible without lots of management.
...
Closing Comments:
Since it borrows so heavily from Starcraft, Armies of Exigo definitely has a lot going for it. The three races are balanced nicely and the campaign offers a lengthy challenge. Though the story is a bit forgettable, the cutscenes are almost as good as those we've seen from Blizzard.

Still, this is definitely a game aimed at the hardcore, old school crowd. Newcomers to the real-time strategy genre will find that the campaign is difficult to the point of near total aggravation. I've played almost every RTS released since Starcraft and even I threw up my hands in frustration at times. Veterans who are looking for something new will find that the design holds no surprises. The dual-layer map system is a nice gimmick but I'm looking to Liquid's Dragonshard to actually make something interesting from the concept.

Needless to say, Armies of Exigo despite its excellent visuals, was NOT a successful game and has literally 0 pro-scene today despite its catering to the hardcore crowd familiar to SC.


Solutions

Obviously, I'm not simply suggesting to keep MBS in the game without changing anything, as then I would be completely contradicting my second point above in that the game should require high manual dexterity. Let's take a look at a bunch of possible solutions that Blizzard can implement, keeping this in mind.

Having two modes, with one for competitive play and one for the casual crowd will probably not solve anything, and officially segregate the population into two groups. The problem is that most new SC2 players will start off with MBS/automine as default in both the campaigns and online games because that's what they're used to from other RTS's. I highly doubt that they'll make the switch over and scrap their MBS just because a few "oldschool" SC fans have chosen to do so, especially if they have invested any reasonable amount of time into the game and have gotten comfortable with the new UI. Outside of Korea, this group of "non-MBS" will probably stay about the same as the current SC population, maybe up to 1-2% of total players once SC2 comes out.

I personally believe that the best and only way to truly solving this dilemma is by taking the long road, where we (or Blizzard) come up with a way to add in more complicated macro without making it seem like an artificial limit of the UI. Anything less than that IMHO is just a copout and an excuse to keep ourselves happy at the expense of the future SC2 pro-scene.

Warp gates for Protoss are already a great start, as they require quite a fair bit of clicking to use without seeming like the UI is forcing it upon you. Who knows, maybe Zerg will even be fine with MBS, as the only way for a player to efficiently produce both enough drones and an army at the same time is to manually morph larvae from different hatcheries and direct them to different locations. Maybe they can come up with a completely new production method for zerg? What about some ideas for Terran production. So I suggest we do something important and put our minds together and come up with a true solution to the MBS problem, rather than a shortcut to simply disguise it. Because if Blizzard doesn't, then who will?


UI From Recent RTS Games

On September 09 2007 10:32 NonY[rC] wrote:
What new RTS games have such skilled, competitive players? You speak as though there is this great pool of competitive players that require MBS and automining, but who are they? SC has been at WCG for years now as other RTS's come and go. The competition level for non-SC and non-WC3 RTS's is low.

The fact that most RTS's have failed is absolutely not due to MBS and automining. There are many more obvious reasons for their apparent lack of longevity. The primary reason why almost every other RTS does not reach the level of success of Blizzard's is because they are not made with as much love and care. Blizzard puts much thought into every aspect of their RTS franchise, and spends an enormous time designing, redesigning, balancing, and again rebalancing until they are completely and utterly satisfied with their work. You should all know this by now and can see it in their design process for SC2. Imbalances and exploits are even patched for years AFTER the game is released to keep gameplay continually fresh. No other company in existence does this.

Every other RTS from every other company released so far (excluding mirror races) has major imbalances in their game (e.g. C&C tank rushes, superweapons, etc). Any patches often only fix only technical issues, and rarely address gameplay. This is a problem, because any large imbalance in a strategy game immediately causes the strategical game metatype to become entirely one dimensional (this has even happened after many years to several matchups in SC to an extent: ZvZ, TvT, PvT). People start building the same mix of units every game, because it is the strongest/most effective/least counterable.

However, the fact that strategies are still evolving in SC even after TEN years is a testament to how well balanced Blizzard designed SC. I do not believe this is luck, but more of a product of hard work and talent. In this area SC also outshines War3, as several matchups in the latter became strategically stale in only a few years (not completely Blizzard's fault either since 4 races + heroes + units are MUCH harder to balance than only 3 races + units)

Finally, again my main point is that just because a feature is common to games of recent years that do not achieve the same success as SC, does NOT mean that this feature is intrinsically bad. For example, very few people are going to argue that 3-D graphics (common to all games now) is a bad thing just because it's in all these games that do suck. This is simply an industry standard, in the same way that MBS/automining is now an RTS standard. If you DON'T have this feature, MOST people are not going to be pleased. That is a simple truth.

I am fairly sure that Blizzard will end up implementing MBS/automining regardless of what we say, since it is definitely in their best interests to do so (financially, and to increase a loyal fanbase by attracting new players). They are not making the game just for the hardcore crowd (probably <5% of the market), because the majority will always come first. They will take our opinions into account, but this is one area where I think they won't compromise.

We should be instead focusing on ways to make up for the addition of MBS/automining with additional macro ideas rather than opposing its inclusion into SC2, because we might actually profoundly improve the game as a result of our ideas. How awesome would it be, if one of YOUR ideas was implemented into SC2, the game that millions of people will be playing worldwide?
useLess
Profile Blog Joined January 2004
United States4781 Posts
September 09 2007 00:35 GMT
#2
Whats MBS?
Moonlight Shadow
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
Last Edited: 2007-09-09 00:41:29
September 09 2007 00:40 GMT
#3
Multiple Building Selection
Moderator<:3-/-<
Butigroove
Profile Blog Joined October 2006
Seychelles2061 Posts
Last Edited: 2007-09-09 00:40:51
September 09 2007 00:40 GMT
#4
That was an incredibly well thought out, and articulately worded argument.

I personally believe that the best and only way to truly solving this dilemma is the hard way, where we (or Bliz) come up with a way to add in more complicated macro without making it seem like an artificial limit of the UI. Anything less than that IMHO is just a copout and an excuse to keep ourselves happy at the expense of the future SC2 pro-scene.


I agree with this statement 100%.

I think that the main problem that people have with MBS is that it really kills macro.

If Blizzard can keep it in, but still make macro a huge, and important, part of the game, I will be one happy little man.

Edit: Only 7 posts? I see you going far, my friend.
beach beers buds beezies b-b-b-baaanelings
Wizard
Profile Blog Joined May 2007
Poland5055 Posts
September 09 2007 00:48 GMT
#5
Nice thought out post. Though I disagree and agree with many points, on the most part, it looks very well thought out.
sAviOr[gm] ~ want to watch good replays? read my blog: http://www.teamliquid.net/blog/wizard
Famehunter
Profile Joined August 2007
Canada586 Posts
September 09 2007 00:50 GMT
#6
You re taking the words out of my mouth. Could not have said it better.
Velox Versutus vigilans
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
Last Edited: 2007-09-09 01:00:16
September 09 2007 00:53 GMT
#7
You know, even if there is multiple building select, I don't think pros will use it. If they all just build at the same time i mean all you be doing is mindlessly massing 1 type of unit and a mix wins over just 1 unit spam. Cause I imagine they want to build different units at the same time over tank, tank, tank then vult, vult, vult rather be doing tank, vult, vult then vult, tank, tank. You know things like that. The only time i see it being used is late late game when people have the macro to blindly mass units while the need to micro what they have more.
I have ass for brains so,
even when I shit I'm droping knowledge.
GranDim
Profile Blog Joined November 2003
Canada1214 Posts
Last Edited: 2007-09-09 02:10:39
September 09 2007 01:27 GMT
#8
One way to keep multiple building selection and keep some of starcraft macro style would be to put a limit of one unit created per key press. If you have 10 gateways selected, to make 7 zealots and 3 dragoons you would have to press the zealots hotkey 7 times and the dragoon hotkey 3 times. This would require a degree of precision to rapidly create the units you want and give you more control over your unit creation than having your 7 "zealot gateways" creating 7 zealots and the 3 "dragoon gateways" creating the 3 dragoons.

Sc1 3z4z4z5z6z7d8d would become 3zzzzzdd instead of the current 3z4d
NonY
Profile Blog Joined June 2007
8748 Posts
September 09 2007 01:32 GMT
#9
What new RTS games have such skilled, competitive players? You speak as though there is this great pool of competitive players that require MBS and automining, but who are they? SC has been at WCG for years now as other RTS's come and go. The competition level for non-SC and non-WC3 RTS's is low.

I think you're overestimating the RTS crowd. There just aren't that many North Americans that play RTS's or would be interested in playing RTS's competitively. If you combine all of the current competitive RTS players in North America and force them all to play SC2, it'll still have less players than the FPS games. SC2 has to attract new players to the genre and to the competitive scene of the genre. To new players of the genre it is irrelevant what other games have or don't have.

I don't think that a future professional SC2 player will quit the game because there is no MBS or automining. In the end, the competitive scene will only flourish if there are a lot of players interested in competition. Initially, many casual players will play "competitively" but it won't take long for casual players to separate themselves out by sticking to money maps, UMS, public 3v3's and 4v4's, vs computers, etc. And then their existence does not matter for competitive players at all.

So how big is this crowd of people who would straight-up quit the game if there is no MBS or automining, but would love the game so much if those things are present that they'd eventually become competitive players? I just don't think there are that many and you've made no argument for their magnitude. What percentage of the non-SC non-WC3 competitive players are like that?

You speak as though MBS and automining and reviews are the only things that will attract players, but I think we all know that the new 3d graphics and the names StarCraft and Blizzard are going to be the main draws of the game. There is really no precedent to a game like SC2 coming out so I don't know what you're basing your speculation on.

Your argument featuring a comparison of the concerns of WC2 players prior to the release of SC doesn't hold. Balancing the UI is a very important aspect of building a long-term competitive RTS. SC hit upon a very successful formula for competition pretty much by accident/luck. Just because WC2 had a "harder" UI than SC does not mean that continuing to make the UI "easier" will result in an even better game. Like I've mentioned before, SC has been the most successful competitive RTS. Copying other RTS's that have failed to live up to SC is not a good way to improve the game.

The concern about MBS/automining at TL.net is that it will make the game worse for competitive players. You seem to accept this argument but you think that the attraction of extra players will more than make up for any damage MBS/automining causes. But again, you don't support this claim. Of course it would be ideal for the game to be at least as good for the competitive scene AND attract extra players, but it seems like it'll be good for competition OR attract extra players. It's important to know which side of the OR you land on. You seem to argue that the OR doesn't exist but then say that we have to do extra work for the AND. So do you really think MBS/automining will be better for the competitive scene overall or not?

Finally, you should consider the image of SC. Why can't manual macro be a definitive aspect of SC? Every RTS has to have unique aspects that separate it somehow and why can't SC be set apart by not hopping on the MBS/automining bandwagon? People know that SC has been wildly successful, even if they don't actually play it anymore. People see the sales numbers, hear about Korea, hear about the numbers still on battle.net. They've already set SC behind them and go onto other games, but SC2 will be a chance to revisit the franchise and see what all the craze is about. There's no game in the world that is about to be released that demands more respect than SC2. If Blizzard decides to stick to something that seems outdated, then they'll think there's something to it.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2007-09-09 01:35:10
September 09 2007 01:33 GMT
#10
Complicating other things in order to compensate for MBS is retarded imo.Thats just annoying. Just don't allow the MBS in the first place.

I personally agree with Izzy, that pros wouldn't be abusing the MBS as much as they need to be more specific, but this only barely gives them an edge over novice players who use it. I think MBS is imbalanced towards the aggressor though. Its like the slippery slope, I explained this in detail in some other thread.

The only way I believe this could be solved is having a player choose the options before games (like game speed, game type, etc.)
Just like their are money map players and regular players, Ladder and melee.

They would have MBS as a choice pregame.

MBS ladder and non MBS ladder maybe too.
..and then I would, ya know, check em'. (Aka SpoR)
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-09-09 02:02:18
September 09 2007 01:57 GMT
#11
I think the problem with the "but all the other games are already doing it"-line of reasoning is that eventually the game (starcraft 3, or 4, or whatever) is going to play itself since that's where all the other games are going..

I'm not trying to say that's what the pro-mbs side wants or anything, I just don't think that particular argument makes sense.

And nony, I think there is one realistic - major - group of players who could be turned off by a lack of MBS, and that's the Warcraft 3 crowd..

I don't know exactly how they all feel about it tho, most of them seem to like starcraft as well (or at least that's the impression I get whenever I read WCReplays.com) so maybe they wouldn't be too disappointed.

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
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
Last Edited: 2007-09-09 01:59:19
September 09 2007 01:58 GMT
#12
A wide range of Korean SCers already have nearly perfect mechanics, to the point that if MBS were present in SC, taking advantage of it wouldn't make their macro significantly faster. So what is it that seperates pros like Nada and Oov from guys like Bifrost and Hery? I can tell you it's not because they can tell their factories to produce 4 tanks and 6 vultures in 0.2 seconds, since they can all do it.

MBS would not significantly change the top level of professional gameplay. It would not dull the skill differentiation at the top level of gameplay seen amongst players like Savior or Bisu. Where MBS would 'hurt' competitiveness the most would be at the lower levels of competition where a player with 150 APM would normally destroy a player with 60 APM without MBS; but as Nony said, "their existence does not matter for competitive players at all".

And if all we care about is the professional competition in SC2, I don't see how simplifying the mechanical aspect of macromanagement would hurt skill differentiation at those levels concerned.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
September 09 2007 02:01 GMT
#13
I agree with everything nony said.

And i highly doubt sc2 will lose any popularity if you can't use MBS in a competitive game. how do easy interfaces help encourage esports? They don't. Every korean progamer i have spoken to thinks MBS deters from the gameplay that made Starcraft feel fun, they're not complaining about the difficulty of the game, that's what they love about it.

The average newb has no desire to be the best sc2 player. They can have mbs and automining if they want. As i posed in the 'Competitive play issues' thread, these people can use these settings in non competitive games like public games.

Putting MBS in competitive starcraft is like adding more hitpoints and instant respawn time in Counter strike. Many people thought that Counter strike wouldn't be a successful esport when it was in it's very early stages because players could die so fast and had to wait until the end of the round to respawn. As it turns out people LOVE watching this game and LOVE playing this game. I feel that MBS deters from the intensity of SC2 by a mile.

I played the game myself and i must admit i was horrified to see how slow and easy the game felt. I felt like my favorite game had been newbified to fit a trend that is already ruining RTS games.
Follow me on twitter: CallMeTasteless
clizz
Profile Joined September 2007
Canada6 Posts
Last Edited: 2007-09-09 02:04:02
September 09 2007 02:02 GMT
#14
I think that an important point is being missed here. Even the best starcraft players in the world do not play close to an optimal level. Not even close. At times, pros use control groups of up to 12 units. If they had the time, don't you think they would control each unit individually? MBS will free up some APM to do other, more interesting, things.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 09 2007 02:04 GMT
#15
Nony, you are a godsend
took the words right out my mouth

and tasteless also has very good points
Administrator~ Spirit will set you free ~
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
September 09 2007 02:09 GMT
#16
The pro-scene of SCII is to be based on people that would refuse to play a game with an interface as the original SC?


I don't see how people that are too lazy to use practice, or whatever their reason, will be able to defeat someone like Flash in three years...
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
September 09 2007 02:20 GMT
#17
On September 09 2007 11:09 BlackStar wrote:
The pro-scene of SCII is to be based on people that would refuse to play a game with an interface as the original SC?


I don't see how people that are too lazy to use practice, or whatever their reason, will be able to defeat someone like Flash in three years...

Without spectators you dont have a proscene, the end.
HunterGatherer
Profile Joined September 2007
118 Posts
Last Edited: 2007-09-09 02:36:57
September 09 2007 02:25 GMT
#18
On September 09 2007 10:57 FrozenArbiter wrote:
I think the problem with the "but all the other games are already doing it"-line of reasoning is that eventually the game (starcraft 3, or 4, or whatever) is going to play itself since that's where all the other games are going...


only little people are bound to say those things
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
September 09 2007 03:06 GMT
#19
God NonY is such a rigged poster; he knows everything
^-^
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2007-09-09 03:17:59
September 09 2007 03:11 GMT
#20
NonY has a very good counterargument, I think that MBS should not be included in the game. The game should be a game that's easy to learn, fun to play, but hard to master and understand all the aspects of it. If the game is easy to learn, lacking an MBS should not deter players. There are many other options for what NonY called the 'extra players', UMS of course, such as defense games or bound games or whatever, and of course the map editor will be very powerful for those types of games this time around seeing how the WC3 editor was very good. The only people I can see that will want MBS is fastest map players.

So, in conclusion it does not matter whether Starcraft 2 gets bad reviews or not, no matter what it gets, people will buy the game and play it, and many people will have fun with it. If there is MBS, Starcraft 2 may get good reviews, HOWEVER, the progaming scene would generate much less revenue than now. The pros are pretty much what has kept Starcraft alive for this long and kept making money from the game (UMS applies too though), and if the game is oversimplified then Starcraft 2 cannot last long.

I think that if many thousands of people can still enjoy UMS in Broodwar and Warcraft 3, which don't have MBS, they will still be able to enjoy UMS in Starcraft 2, and possibly even switch over to the progaming scene just as many people do.
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