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haze la belle poney sans merci
Joined: 04 Dec 2006
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Posted: Fri Jul 23, 2010 9:50 pm |
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| drobe wrote: |
I don't know guys, I remember my Starcraft as a kid and it was all about Reaver drops, BS, and that cool shit that happened when an arbiter flies over your mineral patch. There was a wonderful mystery that unfolded every time the fog of war regenerated and a nuke suddenly did something new to your star of ultralisks. The new starcraft is cool and competitive and stuff, but it's like watching Fight Club over and over again. Sure, there's some new detail here and there, but it's all the same thing over and over again. And people seem to love it.
I mean, it seems highly formulaic in the eyes of the viewer and in the eyes of the aspiring competitor. There are guides, essential strategies, people chose races based on their APM. If you want to be a serious SC player, you feel obligated to pump your APM and to learn the hard and soft counters to every popular strategy.
Mind you, the game itself is fantastic. It manages to balance three races that do completely different things. Just, the way people have tackled the game and tied it down into a series of discrete, concise movements and phases kills a lot of the enjoyment that you could get from having a novel experience. |
I don't see any of this as a negative. it naturally happens in every competitive game or sport. people figure out what basically works and build on top of that to reach new levels of play.
a game can't stay novel forever. I know a lot of people will try out a game just to enjoy all the fun flashy stuff, and there's nothing wrong with that. but when they've seen it all and get bored, they decide to either leave or get competitive. it's just like discovering that Street Fighter isn't entirely about shoryukens and sonic booms, you have to use basic attacks and movement well too.
| drobe wrote: |
| Instead, I think it's healthier to have a competitive community that focuses on abstract movements--things as simple as "Gather information," "split your enemy's forces," "identify their oversights and capitalize on them." |
not a bad idea, but you might as well just read The Art of War for that advice. |
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haze la belle poney sans merci
Joined: 04 Dec 2006
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Posted: Sat Jul 24, 2010 5:04 am |
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good gravy. not too long ago I had to put up with doofuses on BGG who claimed starcraft had no strategy whatsoever. apparently they had "solved" the game (1. rushing is an automatic win, 2. it doesn't matter what units you build)
the Tekken of RTS would hopefully have kangaroo marines, and breakdancing zealots. I'd buy it. |
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haze la belle poney sans merci
Joined: 04 Dec 2006
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Posted: Tue Jul 27, 2010 5:10 am |
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the hostility towards competitive starcraft play is really interesting. that's not meant sarcastically, I've been thinking about the reactions in this thread.
I think Cuba hit it on the head, it's pretty much a fighting game. not literally, but especially in the skills required. and hey we have a 40-page discussion thread on fighters on this very forum, but not too many people complain about the "OMFG SERIOUS" types over there. fighting games depend as much (or as little) on memorizing combos and character matchups as starcraft is about APM and build orders, but the latter gets far more misconceptions.
maybe it's the online thing. being face to face with your opponent makes a big difference, and it's much easier to do that with fighters than Starcraft. online, it seems like the only way people can express themselves is with their win ratio, so many serious players get a little too serious about that. but on the other side of the screen, when you know nothing about your opponent, it's easy to assume the worst of them when they whip your ass, even if they didn't say anything. they're automatically a OMFG SERIOUS gamer. curiously, I've heard the same thing reported of boardgame players; in person they're the most polite people ever, and online they're usually huge jerks.
but I'm pretty sure the anonymity isn't everything. I have this one anecdote from many years ago, when playing Starcraft with some online friends. in one team game, half the players got dropped, so all that was left was me vs 2 others, and we decided to keep playing anyway. even outnumbered, I managed to crush their combined forces by constantly staying on the offensive. one of my opponents was impressed I managed to pull it off. the other got so disgusted at the defeat that he refused to ever play Starcraft again.
what turns people off of starcraft by a bad defeat more than a fighting game? they're completely different in a fundamental way. Fighters are basically a race for points. Get points by hitting the other guy more often than he can hit you; your character doesn't get tired at low health, and unlike Bushido Blade you can't break their legs and make them limp for the rest of the match. Starcraft is about building up and taking away. Each player takes time to build up their own little sandcastle, but the game can only end when one of the sandcastles are demolished. I think that this hits casual players much harder psychologically.
funny enough, this divide is much more obvious in the modern boardgame world. German boardgames are very often a race for points with no leg-breaking allowed, while American boardgames are usually about direct conflict and taking away from opponents. one of these genres is very popular among the "casual" players, while the other still has the stereotype of only being played by "serious" male geeks. guess which is which!
if you don't enjoy Starcraft because you're not good at it, that's fair enough. though I think anyone can get better at it, if you simply enjoy playing it and can tolerate the crappy defeats. you're gonna lose a lot of sandcastles. |
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haze la belle poney sans merci
Joined: 04 Dec 2006
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Posted: Tue Jul 27, 2010 8:12 am |
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| Broco wrote: |
| One of the only games my dad plays is Starcraft: he's probably logged a thousand hours into the game. But he does it to relax, and almost all he does is play the Terran single-player campaign over and over, taking far longer than necessary to complete levels because he just gradually expands his base until it covers the whole map. He uses this hyper-competitive game as an even more easygoing version of Sim City (since it's without the stress of taxes and zoning balance). |
That's a very good point, that I hadn't even considered. Many players were introduced to Starcraft by its excellent single-player campaigns. Even at their hardest, they do not prepare a new player for the cut-throat world of online play. Their intent is to provide a story of intrigue with interesting setpieces for battles, and I assume many logged on to battle.net thinking this is what multiplayer would be like. Starcraft's rushing is infamous simply because it was such a huge shock to most people's expectations.
If I had to give only one tip for Starcraft beginners, it is to scout ASAP. Even if you're just playing "for fun." If they all-out rush, at least you won't be taken by surprise. If they seem to be investing in better tech, there's no rush coming but they'll soon have stronger units. Watch some pro matches and you'll notice that every game they send a worker to scout before they've even started their fancy memorized build order. Sometimes the whole match is decided in this scouting phase by what you saw, or failed to see. There is no single optimized strategy based on matchup; you've got to know what your enemy is doing, and hopefully start your counter before they're knocking at your gates.
I saw a Starcraft II replay where this one guy faked out his opponent's scouting. he made it look like he was building [scissors], so the enemy started building [rock] to counter it. as soon as the scout left, he cancelled [scissors] and put everything into [paper]. It completely surprised his opponent and he ended up winning. I doubt they were pros, but it was pretty funny. |
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haze la belle poney sans merci
Joined: 04 Dec 2006
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Posted: Wed Aug 04, 2010 12:02 am |
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wait, warcraft III was innovative?
because a couple fans created tower defense and dota in the map editor? both of which existed first in SC1 anyway |
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haze la belle poney sans merci
Joined: 04 Dec 2006
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Posted: Thu Aug 05, 2010 1:05 am |
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| Grim Grimoire was the BEST rts ever. Nothing else even COMPARES |
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haze la belle poney sans merci
Joined: 04 Dec 2006
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Posted: Thu Mar 31, 2011 9:16 am |
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| Broco wrote: |
| I'm just saying, I came in assuming as well that battlecruisers were a joke because every good player says so, then I lost to them a couple of times and stopped mocking them quite so much. In a match between two less expert players they are quite effective. |
it's kind of a metagame going on here, which I went through myself when playing Starcraft 1 in a small group of friends. there were always one or two players who decided to wall up and tech to BCs/Carriers (they never played zerg) and then win with their victory fleet. the cheesy strategy would work at first since they devoted everything to it and would take us by surprise. then we started figuring out counters to it, and went for more early-game rushes to discourage the victory fleets. the thing is, those of us countering the scrub fleets were getting better at the game fundamentals. and we knew what to do whenever they showed up, while the others refused to adapt to our game.
so it's kind of an example of why you shouldn't just blindly copy the experts without understanding "why" they do things. it's like Sentinel in Marvel 3, the top players keeps kicking its ass, but most lesser players don't have the experience to counter it so easily. if you just want to beat your buddies, it's still a good character option. in the short term.
I haven't played a single second of Starcraft 2, mind you. but I imagine the capital ships there aren't much different. |
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