Saw this a while ago, thought you guys might find it interesting.
http://gameinformer.com/b/features/archive/2010/04/08/an-extensive-inter...
I think that is a fine approach for a sequel, but not so much as trying to design an original game. After all, isn't the main idea behind SC2 to make a sexed-up version of SC, not make a new game completely? So a lot of the technical gameplay ground-work is already done for them.
as i said, its a content only approach.
Well I was looking for as many opinions as possible, I don't think Spodi meant to rephrase your comment.
My opinion is that after playing a lot of HoN, I think that sequels should be extra careful when making new content. I think that HoN went about this perfectly, it is almost a direct clone of DoTA but better. And I think most people wanted SC2 to be this way. At the moment there are a lot of units I miss such as the reaver, but also a lot of the mechanics as well such as attack micro and stacking, which could turn the game around and is amazing to watch. Most of the units now have to stop for ages before they shoot, which removes micro completely.
A lot of the shortcuts are also missing such as F-Keys and Alt+ControlGroup switch. Double-tapping to view over a unit is 4 times slower than using the other methods mentioned. When you are flicking between screens all the time, you have no idea how frustrating this is. Luckily they have backspace which switches your view to base, however this means that I have to control group on the right hand side in order to flick between. As the attack hotkey is on the left side of the keyboard, its pretty damn annoying to have to go 8a9a0a.
Even worse is that the control groups appear on the interface. When your mouse is clicking at a hundred miles an hour, more often than not you will click this and re-allocate your control group. Suddenly you find switching to view your army actually views your command center and you end up losing the game in half a second.
HoN went about this completely differently. They actually improved the hotkey layout and added new ones, while keeping the interface and game mechanics the same making the game a far more enjoyable experience. Even most of the heroes are exactly the same, but with different names. HoN is basically DoTA but with carefully calculated interface/gameplay improvements and much more polished. I kinda wish SC2 was the same.
I kinda went offtopic at the end (that's because I was tired and forgot what I wanted to say), this new article that just came out explains what I have always been trying to say perfectly. (Also goes on to talk about mechanics balancing the game, rather than individual nerfs/buffs).
http://www.teamliquid.net/forum/viewmessage.php?topic_id=121769
One of the main problems with the Dustin Browder school of design philosophy, is that they won’t realize they’ve screwed up until it’s too late. And they’ve had ample warning:
wel when I design a game,
I have a specific gameplay I aim for.
I go for a specific game play and feeling the game should have.
So yeah, mechanics first for me.
Well if you look at that last quote, I love how everything has to be compromised because of balance. So basically the design decision was awesome units, then balance (what about gameplay???). I always considered gameplay first then graphics. Although I don't know how much hype it would have in comparison, although I would say the gameplay of Starcraft 1 was a major factor, because it didn't really have cutting edge graphics in comparison to other games.
But I could not care less about balance, I want my mechanics back lol.
well if balance means severely massacrating the game mechanics, something went wrong! XD
And there the question is if it was really just very flawful game mechanics (warrock is a good example, so many glitches!)
or if the devs went overboard on balance.
I mean I never played Starcraft 1, but was that "dancing" mechanic imbalanced in the pro scene?
I mean Blizzard knew:
-who wanted the game
-for what they wanted the game
-what they expected from the game
The "dancing" mechanic was what made the game balanced. For example in the first link posted above, if both teams simply attack-moved into each other (with those units) the zerg would rape... really unbelievably hard. Not going to go into the details. Although if this mechanic didn't exist, this build probably wouldn't either.
I doubt blizzard had this sort of micro in mind during SC1 nor SC2. It was probably more out of the fact that SC1 didn't have the resources to create smooth animations, so gave them arcade-style staccato'd ones.
Also imbalanced or not, this is what gave SC1 its edge over other RTS's and what made it so popular. When BoxeR came in and destroyed everyone using micro to overcome seemingly impossible odds (or in just spectacular fashion), that's when the scene got huge in Korea.
I'm am also of the stance that catering to the pro-scene will bring in the masses, rather than the other way around. Pros bring in media attention, money, and influences people to play the game more. However I'm not going to go into this either.
I actually kinda of like this process. Its kinda of interesting to come up with something, and watching your concept evolve over time. And since I got into the beta just a few days ago. I have to say it has worked out very well for them so far.
My name in beta is Vornak.tris if anyone wants to do some 2Vs2's in the future. ![]()
Quick, someone give me a beta key! :V
If you pre order it at game stop, they print you a beta key on the receipt. Thats what I did. ![]()
Ahhh wait gamestop is for US only, its different for different countries!
Not sure if its out in the UK yet or where to get it from for UK, go check teamliquid.
AU just came out on the 28th at EB and GAME, I didn't get one because EB is always overpriced and there is only a limited number of keys. If people are still getting them, I might consider buying.
I've just been playing vs AI and creating build orders and practising macro/multitasking.
EDIT: Ill be going to a friends house to play beta on saturday, i might see you online tris. Although I might be too busy refining my builds against real players (instead of AI) lol.
Well I got mine through pre-order at EB.
Went 4-1 on placement matches, with my loss being the first game then straight wins after that. I have the flu atm so I've been all over the place on the ladder tho, going from 9th to 38th now 18th in Gold. I probably should have done my placements later on, right now i keep on having to cancel buildings every time I start coughing, otherwise I might have had a real chance at Platinum, oh well I guess ill work my way up. ![]()
Right now I still like SC1 a lot more, maybe that will change later on, though I'm not sure.
ID is SluggaSlamoo.aus
And now I'm equal 1st lol ![]()
Nice. You sound like a better player then me. I'm like 30 or something in gold. So far 3 losses 2 wins for 1v1. I'm going to bring my computer over to my brothers this weekend. Going to get a lot of play time in. ![]()
why not, if its only about content.