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Very good interviews. I definetly like it when the interviewed has to admit he made a mistake or doesn't know the answer. Looks more believable to me and it means the right questions have been asked.
Overall I'm satisfied with most of his response. I'm only disappointed about his answer to ball vs ball fights. I really wish there was more plan to fight this which is my only complain about SC2 personaly. I understand they can't dumb down the pathfinding. Still I believe there are options: bigger food caps (250, 300), bigger units, more health, etc...
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I'm disappointed that he approaches the clumping issue as "the AI being too good." He said he wasn't going to "make [the] AI worse."
One could make the argument that having varying AI difficulty levels involves "making worse versions of the AI." But it's okay, because the desired end effect is that we want different difficulty levels.
I don't see why they won't even work on the clumping...
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On October 26 2011 00:35 KULA_u wrote: WHY can't they make the pathfinding "worse"? (dynamic movmeent is not really worse, it's more realistic and actually a lot better because Balls and AoE are not as ridiculous)
Edit: really sick of bowder excuses for lan, map and stupid unit design. also the "we just put in sometihing cool and look how it works" is really not something that I expect from a game that is in this stage. I really think they should look at BW again and look how things work there and how they could make things more interesting.
I totally agree with this, the way things move in this game now is way less realistic. Just imagine a group of 20 marines doing their stupid move-shoot-move-shoot ball formation in real life. Do soldiers in the army move that way? Perfect consistency, speed, and efficiency? It just doesn't look right.
They need to find a way to put in dynamic movement, and encourage the "awesome mile long line of siege lines.. 200/200 armies clashing extending 2,3 even 4 screens long" that kennegit was talking about. Oh the nostalgia...
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Justin was really funny/weird whenever he went "riiiiight".
Interesting interview.
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That question about the maps stumped him.....and actually got instant results!! Epic Win! THANK YOU DUSTIN, THANK YOU BLIZZARD!
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Excellent interview! thank you very much.
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I have done my fair share of imba whining in regards to terran, but I did take something that Browder said to heart: That they don't want to take any tools away from the terrans. I've thought about this and I now have a slight change of attitude. Terran doesn't need a nerf, but the other races do need the same amount of tools available to them. The more variety the game has the better. When you are generally confined to one strategy that wins games, it's boring, especially as a spectator sport.
Great interview. I also wouldn't be surprised to see LAN, but not until some time after all the expansions are out.
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C'mon, Browder is obviously a very smart man, and he's trying his best. I think the answers he gave were great and, overall, I'm quite satisfied.
Also, I didn't realize before that Kennigit was so pro.
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Very good & insightful interview. Thanks!
Dustin is the way a designer should be... He's honest, noting is set in stone and he seems to get inspiration from every question he's been asked. I like.
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+ Show Spoiler + On October 25 2011 09:34 Bartimaeus wrote: First of all: mad props to the interviewer - that guy's questions were spot on and addressed many prominent issues without provoking Browder or bringing up balance too often. He did a great job and I'd love to see more interviews from him.
To start on Browder: Negative: His shirt is a Terran shirt. Awesome lol. He talks about ways the Replicator would be removed (one of them already being in the alpha play [no massive]) . . . before its even in the game. He says the drawback of Terran is that you are . . . too complete? too good? This is, imo, a little ridiculous as even the person who designed Terran can't find a drawback to the race - as he is the one who should know the race better than any other. His inability to find a strong flaw is astounding and revealing. He's saying that he doesn't want to fix the pathfinder because he believes it will still be ball-on-ball action, just slightly smaller - his option is to take food out of the balls, which is essentially doing the same thing - making the balls smaller? He's crossing his fingers and saying "Maybe!" when he's talking about a unit (Swarm Host) he's going to throw into this game that will affect the income of many pros in varying ways. He dismisses the option of Lan by saying that it is a lot of work for them - not by saying that it would affect them negatively financially. I'd wish that he chose the other option because saying that it will be hard for them to do is almost taunting us, saying that he just doesn't want to work on it.
Positive: I'm glad that he could at least admit that the map issue was a problem instead of just dismissing it like the question about the drawback of playing Terran. I liked that he admits that he realizes the gravity of his decisions (later in the cast, after the Swarm host finger crossing). I'm happy that he admits that some problems exist, such as PvT in Korea.
Overall the person interviewing Browder was flawless, and I'm disappointed with Browder's responses on a majority of the issues he spoke on. Calm down. It was a perfectly fine interview. No need to nitpick every single flaw in it.
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Great interview. Really raised up the respect I had for Browder after seeing him give that one e-sports talk a while back. (GDC iirc?) He obviously cares about the community, knows a great deal about the state of the game (or at least, more than I expected), and was very honest and open about his opinions. Vulnerable even.
I think that he did not quite understand the map question, as Kennigit posed it. But he wasn't afraid to be stumped, which I liked. And it made an impact no doubt. Season 4 got a new map pool! (metals back ). As for the LAN question. Yeah not having LAN sucks for tournaments. Browder is aware of it. But the way he said that it would take too much work implementing LAN made me think that the "work" he was talking about wasn't exactly coding work, but more like, "convince excecutives to implement LAN" work. IDk that's just how i took it.
Great interview! Loved the professionalism and atmosphere of the whole thing. Hope there is more of this kind of stuff in the future.
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Amazing interview. I enjoyed how candid he was and didn't try to fluff anything up. The Lan answer was disappointing but atleast we know.
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On October 26 2011 10:26 Beren wrote: Amazing interview. I enjoyed how candid he was and didn't try to fluff anything up. The Lan answer was disappointing but atleast we know. Well the LAN answer was from Blizzard higher-ups, not him .
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On October 26 2011 10:30 ZAiNs wrote:Show nested quote +On October 26 2011 10:26 Beren wrote: Amazing interview. I enjoyed how candid he was and didn't try to fluff anything up. The Lan answer was disappointing but atleast we know. Well the LAN answer was from Blizzard higher-ups, not him . I wonder why developers even bother to give interviews anymore, it seems a lot of people don't even seem to believe them no matter what they say...
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On October 25 2011 13:59 mlspmatt wrote:Show nested quote +On October 25 2011 13:52 DiuLaSing wrote: he sounded like he wanted to balance the game based off all level of plays...even noob friendly=.= it really should be based off at the highest level... Blizzard has to keep all skill levels in mind when balancing the game. Cause their business exists based on Bronze nubs buying their game. Without the Nubs, there is no game.
Second. A good game is easy to learn, but takes a lifetime to master. See chess, poker and Go. eSports require an audience (herp) so mass appeal is critical. In other words, if all a player can understand and execute is stim marine timing all-in initially, we should not make it unviable at ANY level, because guess what, this player (and many like him) got the idea for a stim marine all in from watching a pro game, watching a friend do it or hearing/reading about it.
A good community never stops the flow of new blood.
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i can't believe OVERSEERS are the unit he calls out to be OP. wow.
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Wonderful interview, every interview of this guy is sweet Pro guy
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I also think the design team are idiots.
As a writer, it is highly insulting and disrespectful to take an establish canon and shit on it. A design perspective of "what is cool" is excellent start when developing a new franchise of intellectual property. Some of the most legendary IP are character driven/constrained. Lord of the Rings trilogy, Old Testament Exodus, Harry Potter, etc
All world changes are the result of decisions based on what those characters perceived. The Urukhai would never have been bred to challenge the world of elf, dwarf and man, if Saruman felt the current Orc abilities were sufficient. Same with Lord Voldemort, etc.
The design team must ask themselves, "what would I, one of the many defense contractors on Tarsonis present to Emperor Mensk to win that multi-billion credit contract?". "What strains must I, the swarm, acquire and/or evolve now that Kerrigan is gone?" "What must I, Chief of the design tribe of Shakuras, do to once again see the sun rise over Auir?"
Do this and history dictates that SC universe will reach the legendary status of Starwars, LotR and Harry Potter. Or continue the current direction of "What cool and lore doesn't matter, we'll just design around that shit" and be a forgotten footnote like the Battletech Universe, TA Universe, Masters of Orion series and many others that fell to mediocrity.
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On October 26 2011 13:25 Hattori_Hanzo wrote: I also think the design team are idiots.
As a writer, it is highly insulting and disrespectful to take an establish canon and shit on it. A design perspective of "what is cool" is excellent start when developing a new franchise of intellectual property. Some of the most legendary IP are character driven/constrained. Lord of the Rings trilogy, Old Testament Exodus, Harry Potter, etc
All world changes are the result of decisions based on what those characters perceived. The Urukhai would never have been bred to challenge the world of elf, dwarf and man, if Saruman felt the current Orc abilities were sufficient. Same with Lord Voldemort, etc.
The design team must ask themselves, "what would I, one of the many defense contractors on Tarsonis present to Emperor Mensk to win that multi-billion credit contract?". "What strains must I, the swarm, acquire and/or evolve now that Kerrigan is gone?" "What must I, Chief of the design tribe of Shakuras, do to once again see the sun rise over Auir?"
Do this and history dictates that SC universe will reach the legendary status of Starwars, LotR and Harry Potter. Or continue the current direction of "What cool and lore doesn't matter, we'll just design around that shit" and be a forgotten footnote like the Battletech Universe, TA Universe, Masters of Orion series and many others that fell to mediocrity.
That is great and all, but Blizzard is making a game for e-sports not any story driven game like planescape to make the starcraft universe bigger.
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