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wow great! :o
You can sell this design to blizzard, or at least tourneys, for $$$ no doubt. Imagine getting one of these after each game you play, or watch!
A few suggestions: - I really like the army min/gas value as pie chart, it makes it easy to compare if the army composition is getting more or less gas heavy, which is not easy to see in a line graph.
- Im thinking about something with apm, but maybe its not so straightforward to extract. (or if you use sc2gears, it should be easier maybe)
- The upgrades are very important an should be there, but i think they can take a bit less space to leave more space for other things.
- The units killed can be made a LOT more informative (imo) if you show the difference instead, that is, how much did TLO kill in this timeslot, rather than how much has TLO killed total.
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This is awesome! Although the resource collection rate thing is a bit confusing. But holy crap this is cool...
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This awesome graphic is such a cool way to describe THE BEST GAME OF STARCRAFT 2 EVER PLAYED. Seriously though if you haven't seen this game you have to watch it, all TvTs should be this awesome.
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This is a really neat graphic. I'm very impressed by the aesthetics of this, and how it covers what most of us consider to be the most relevant bits of game info.
My real question is regarding purpose.
This is a sleek, elegant account of the game. My question is, aside from going "ooo...shiny!", why would I want to look at something like this? Is it meant to be purely descriptive, or can I use this to answer specific questions about the game?
I guess the first way to think about the question is, who would be most interested in this.
Suppose I hadn't seen this game, but was told it was awesome, what would make this a good "first thing to look at" as far as wanting to grasp what happened in the game? One question you could ask yourself here is, if I hadn't seen this game, and was interested in this game, why would I look at this instead of reading someone elses account of the game? What information could I get about the game more quickly, conveniently, or more clearly, or in a more interesting fashion than from alternatives (written accounts, the replay itseld, etc.)
Now suppose I am someone who had just watched this game. What value do I get out of this chart. What can I learn about the game from this that I might not have picked up from watching the replay or cast myself? Does it offer me intellectual value (ie an analytical tool) or does it offer entertainment/aesthetic value? If it offers me intellectual value, what burning questions might I have at the end of the game that this helps me answer?
From a more general perspective, what is the message of the chart? Graphjam will have all kinds of stupidly simple charts, but they have a clear (if stupid) message (men are horn-dogs/women don't listen/drivers are careless/etc.). Another question you could ask yourself is, what is the message of this chart, and how does it communicate that message better than some other form of communication?
I don't know where the data for this is from, and how hard it is to aggregate this, but I feel like, from an analytical perspective, there is A LOT more that could be divined from examining this underlying data over the series. For example, with your data over a series you could ask "on average, how long did Boxer have an upgrade advantage?" Or you could ask, "On average, how much sooner than Boxer did TLO expand?" By aggregating this data over the course of a series, you could start to quantitatively tease apart styles. If a player has an "upgrade-centric" style, it could be quantitatively revealed (eg. Player X tends to spend about 20 minutes of the game with an upgrade advantage, or spent 60 minutes of the series with an upgrade advantage). Obviously, if you put this together by watching the replay and just manually ticking off time markers, this becomes unwieldy and impossible.
I'm not expecting to address all of these questions. This is meant to be a variety of options as to how one could think about this graphic. Good luck, and happy designing!
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Definitely should add the map name in the picture, it would have allowed me to visualize the game in my mind a lot more clearly
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am i the only one who thinks this is totally confusing and unnecessary?
the post game screen of blizzard is waaaaaaaaaaaaaaaaaaay better
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Notes, upgrade of air/ground vehicle was hard to notice the difference of.
Image makes it look like a stomp from Boxer with TLO winning one battle and kind of making it even a while. Which kind of fits the game. For those that havn't watched the game, you can skip the first 20 minutes, nothing interesting happens.
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Nice infographics. Here's my feedback:
1) Too much space is devoted to the upgrades path. The upgrade column is almost as large as the army and unit size combined yet those are far more important metrics of the game state. In terms of density of information, those 2 columns are very light. If you really wanted, you could represent all that information on just a single timeline like the expansions line on the left. I'd lower their real estate and expand the other columns.
2) The horizontal bars used for units killed seems to be the clearest for representing the relative difference which is what we're most interested in. The different sized pie charts used for army size isn't quite as effective. Also, they're stylistically incongruent. I'd go for more bar charts there as well.
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Really awesome chat! So much info and easy to understand, I would love to see more of these!!
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It's pretty cool. I would like to see one for game 2 of Leenock versus MVP in the GSL November semi finals.
+ Show Spoiler +Since for half the game MVP had basically lost but was keeping himself alive through sheer force of will, I'd like to see what that looks like, how he is constantly behind but the game won't end, and whether the gap gets bigger or smaller as time goes on.
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I love how the graphic starts with "GLHF" and ends with "GG." The graphs tell the story how you went from one to the other.
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You're so gosu Altered <3
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i like the idea but i cant actually read anything out of all these stats
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Really nice chart. Everything lines up pretty well but the units killed display has the colors in a different order from everything else. In pretty much every other part of the graphic, TLO (red) is first and then Boxer (blue) is second. Was a little confusing at first adapting to that as I went through the graphics.
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United States110 Posts
@arcane To me, at least, i want this to be more of a post game reference. You saw what happened in the game, but I want to show what actually attributed to the eventual loss. The blizzard post game analysis only has a few "over time" charts. Day[9] once talked about "what's going on now" in one of his dailies, where he would pause the replay and look at everything that was going on at that moment. Even though what we may have seen in game was a banshee taking out 10 drones, (i don't actually remember what it really was) but by looking at the stats we could see that zErgPlayeR1 was still way ahead in economy and his army count was significantly larger than cloAkedBansheeFTW2. When watching this game live (as i did) it actually seemed very close and was a very exciting match, but after gathering the data i did, it's obvious that boxer was clearly ahead for most of the game in almost every measurable aspect.
One thing to note is that boxer had 14 orbital commands at one point, and his income was often fluctuating. so the income bars almost are irrelevant because there were many times inbetween the 3 minute markers where boxer's income was much higher than tlo's. I wish i had a better way to show this.. total orbital energy or total mules used is something I may include in the next version.
In a perfect world, this would be something where you could scroll your mouse over over line graph and get the actually number, but sadly my web design knowledge isn't that extensive
In case anyone wanted to see, here is a link to the spreadsheet of all the data. There is some information that I didn't end up using but a lot of it is still there (except for units killed i believe..i dont remember why i didn't type it in) I know it looks like a lot of data in the chart. But it looks like WAY MORE DATA when you are just looking at the numbers.
@ those of you who say "it's pretty but i can't read it": Yes, i understand that there is a balance of aesthetic and usefulness in good design. I know i'm not the most skilled artist out there, but I'm trying. I understand there are issues in it's current form, I posted this here to help work out those issues. I understand that this could be more useful than pretty, but what people don't realize is that there is a downside to that also: People don't want to look at it. I prefer starting with the "it's too shiny" problem and moving into more useful from there. At least people are stopping and looking at it. Then when they realize they aren't interested in the data they walk away. If you don't want to read this then don't! I don't mind. Those of us that are interested can geek out over data in our own time.
I understand also that the large size doesn't help.
does this make it easier to look at?
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Very cool. Thats a really neat way to show match stats.
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That is a super sweet graphic, would be cool is this popped up at the end of game summary instead of some of the useless points Blizzard is assigning... (I get points for making lots of buildings? what?)
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On December 02 2011 04:16 alteredclone wrote: One thing to note is that boxer had 14 orbital commands at one point, and his income was often fluctuating. so the income bars almost are irrelevant because there were many times inbetween the 3 minute markers where boxer's income was much higher than tlo's. I wish i had a better way to show this.. total orbital energy or total mules used is something I may include in the next version.
If you added a "Total Mules Used" line graph, I think it would complete the macro graphics, because the assumption is the player not spending on mules is either spending a lot on scans or just isn't keeping his macro up. And I think any SC2 player can figure out how much economy is gained/lost if those mule numbers swing in favor of one player or another.
But it is really well made. There's a ton of information in that graphic.
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I wish I had more hands so I could give this 4 thumbs upp
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