Competitive Gaming Article by Day[9] - Page 5
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Shucks!
United States118 Posts
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OskO
Argentina369 Posts
Got nerd-chills all over my body. PS: Congratulations for your promotion to Masters (Degree).- | ||
Yurie
11640 Posts
On May 12 2011 03:10 AsianEcksDragon wrote: What if I play Grubby in War3 a million times? Wouldn't I eventually take a game when I get really lucky with RNG and loots? After 1 million games you would most likely be a very very very good player. Which could take something like 2/10 or 1/10 games from him. Especially since you have been playing (training) with a that good player. | ||
Desiderium
Belgium29 Posts
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galtdunn
United States977 Posts
Great read tho, loved the mancala analogy to other games. My question would be, is there a way to incorporate that mancala strategy into real life? (mancala games or elsewhere ) | ||
Riku
United States1064 Posts
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Failsafe
United States1298 Posts
for instance, i think incontrol's brood war play style could be described as 'greedy, winning or losing by huge margins', but this proved effective in competitive play to the effect that he won a wcg usa finals. while probably implied by what you wrote, i'm not sure the above is completely obvious | ||
CrumpetGuvnor
Australia302 Posts
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kethers
United States719 Posts
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Wak.Turtle
29 Posts
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Jedclark
United Kingdom903 Posts
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Azaiya
United Kingdom33 Posts
Allow me to explain my thinking in simple terms. Take chess as an example. We currently play chess with 2 sets of pieces which are easy to differentiate because of the way they are coloured. If those 2 sets of pieces were of similar colour it would make the game incredibly frustrating to play because it would be much harder to determine your position and consequently your strategy. So whilst I totally agree with everything you say I also do not believe it to be the be all and end all when it comes to competitive game design. Of course I could give many more examples and would be happy to flesh out my thoughts should you find this avenue of conversation appealing. | ||
-orb-
United States5770 Posts
Fantastic read... and I think a lot of these things apply to SC2. The entire section about counters and a fancy multimedia rock-paper-scissors really rings true, and I always find myself wishing I had more options in sc2 to counter whatever my opponent is doing, but it seems you have to have the right unit composition to win and must follow the game's built-in counters instead of having these choices | ||
Edu
Sweden35 Posts
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Mulu731
United States99 Posts
Great read! | ||
Chemist391
United States362 Posts
His third main argument here sounds shockingly like Idra's argument during the now-infamous day9/idra SotG discussion. | ||
Penke
Sweden346 Posts
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Hasuu
Canada178 Posts
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nali_us
United States9 Posts
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Xevious
United States2086 Posts
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