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Someone who shall remain nameless that I know very well is playing the Starcraft 2 beta and lest he summon the wrath of Blizzard will not talk about anything Starcraft 2 related. While I leave this mysterious person to play Starcraft 2 I do want to talk about the style and design of Starcraft. Looking at Starcraft I can't help but feel that it is one of the best the RTS genre has to offer and at the same time it is one of the worst.
Looking at Starcraft from the design point of view it is amazing: three asymmetrical sides with balance going across the board from what each unit is strong against down to time and resources required. Starcraft was not like other RTS games where each side was different but had similar units, here every unit was unique. There was no mistaking a ghost for a dark templar or marines to zealots. The variety of tricks to pull out against your enemy was unending as every possible matchup had its own playbook to use.
Then we had the single player campaign which to this day still stands as one of the best seen of the genre. The story played across each side delivered mission variety and some epic battles, like the attack on the zerg over mind at the end of the first one. Throw in an expansion pack that not only continued the story but added in even more units and it is no reason why Starcraft was amazing. Yet even with the spectacular single player campaign it was of course the multiplayer that is why people are still playing it today.
Thanks to Battle.Net Starcraft took off as one of, if not the best game for competitive games. Having balance down to the time required for each unit to build gives high level playing a mathematical focus as you try to time everything to be built on a schedule. High level Starcraft playing could be considered another game compared to what us normal guys can do; the amount of macro and micro management skills required is immense. There is a reason after all that it is a cyber sport in South Korea and tournament players practice nonstop to play Starcraft. I've been watching pro level Starcraft 2 games over on YouTube and it is mind boggling the stuff these guys can do.
Now with all that praise it's time to talk about why I think Starcraft is one of the worst games of all time. Starcraft fails one of the most important tests of a great game, which is teaching the player to actually play the game. A common problem with RTS titles is the disconnect between single and multiplayer modes, while both use the same mechanics they both have a different experience and cannot easily mesh well. Single player campaigns are about a narrative which requires the player to be put into situations that will not be seen in multiplayer games. Such as the player vs a pre built base or with the recent Dawn of War 2, boss fights. Likewise multi player gives you all the tools available and just asks you go at it. The main problem is that multiplayer skills translate into single player but it does not go the other way.
Multiplayer is about dealing with build orders, spam attacks and advanced micro and macro skills that the single player does not go into or even require. The problem is that if you take someone who plays single player superbly and throw them into a multi player match, chances are they are going to lose horribly. Starcraft is one of the worse examples of showing the player how to play and learning from it. With three asymmetrical sides and a somewhat hard counter system it is impossible to know what counters what without scouring the internet and if your game requires that then the designers have failed on this issue.
There is no feedback playing Starcraft to let you know what is going on or how you are playing. Most players are going to see one blob of units kill another blob of units without any understanding or explanation of what is going on. The game doesn't even mention unit balance on the tool tips, something I loved about Rise of Nations. Why did all my zerglings die to an army smaller than mine? I will never know. Learning Starcraft is like trying to learn Geometry without first being taught Algebra, you may have a faint idea about it but you have no basis of how to learn it and everyone is already ahead of you. Ironically these skills would be useful to find out about in the single player, but you will never need to use it other than in the multi player where you are going to lose and not have a chance to learn it.
Many people say that you learn best by losing and finding your mistakes, but if you don't know why you lost then you have no idea what your mistakes are. Watching replays of my games don't help as I don't know what I did wrong and the game doesn't tell me, so all I'm left is watching my greatest failures over again. If Blizzard was smart they would round up the best Starcraft 2 players and create four videos that ship with the game. Three going into detail about each side, how their units work, their counters, strengths and weaknesses. With the last one talking about basic Starcraft 2 play, how to micro and macro, base composition and so on. I've given up ever getting to a pro level at Starcraft on my own; maybe I need a tutor to help me. These issues have not escape other RTS designers and the genre has changed considerably making the Starcraft design a product of another time.
Looking at recent RTS titles like Company of Heroes, Sins of a Solar Empire among others and even the recent Command and Conquer game are moving away from the Starcraft and 90s style of RTS games. Where each side has completely distinct units and instead focus on sides that have few unique units and units that fall into different roles or classes and tweak the stats from there. For example in Company of Heroes, both the Allies and Axis have a unit classified as "light infantry" or " light vehicle support" and so on. The roles stay the same but each unit has certain tweaks to it, such as the automatic BAR upgrade for the allies. Higher up in the tech trees you find unique units, some fill the same role as units from the other side but differ in a few areas.
Another key aspect of recent RTS titles is the importance of "teching up", in Starcraft the main purpose of teching up is increasing your troop composition but in recent games it can become a mad scramble. For example in Company of Heroes the arrival of tanks changes the match drastically as all those infantry units are now useless without having Anti Tank backup. To put it another way, imagine if marines in Starcraft could not even touch siege tanks or ultralisks and you can see the difference. These differences in design have a huge affect on the genre and are almost night and day compared to Starcraft's design.
Due to army compositions staying for the most part the same across the board, the learning curve of modern RTS games have smoothed down compared to Starcraft. Yet due to the almost class system of unit design, hard counters are more effective. In Starcraft having 100 hydralisks fully upgraded can basically spell doom for the other enemy. Today however all it would take would be a few hard counters to wipe them off the map. Another twist I'm seeing in RTS games is the customization aspect seen in Age of Empires 3.
Personally I love customization in RTS titles as it adds that element of creating custom play styles seen in Collectible Card Games. Some titles use it as a way of adding tech or supplementing strategies like Age of Empires 3. Another side of this is the concept of "unlocking" units and abilities like in the recent Command and Conquer game. However this would never, ever, ever work in Starcraft due to the blessing and curse of its design.
Starcraft like I mention was meticulously balanced and that led to its popularity. However you cannot change any of the mechanics of Starcraft without destroying that balance. Starcraft is like a beautiful glass table that has only 3 legs, perfectly balanced but if you upset it then the whole thing comes apart. Imagine Starcraft where a Zerg player doesn't start out with zerglings but instead has enhanced hydralisks, somewhere I just gave a pro gamer chest pains. Strange as it sounds Starcraft has hit a design dead end in my opinion and with rare exception the genre as a whole has moved on. However Starcraft really did strike perfection with one shot and if there was ever a poster child of the RTS genre of the 90s that would be this game.
For those that cam play and understand Starcraft and can reach the pro levels , you'll find a virtual Valhalla waiting for you, but the rest of us are going to be stuck in the dirt and have to slowly crawl our way out. I'm interested to see the reaction Starcraft 2 will have among the newcomers to the series, who have been wean on titles like Supreme Commander, Dawn of War etc. At least we can teach a new generation of RTS gamers the concept of the "zerg rush".
Josh
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While I'm sure the story is still going to be engaging and everything I've hoped for, I find myself still asking - It took you guys ten years for this? This?!
But that's perhaps fanboy frustration.
As far as a learning curve for the game goes - I'll admit its hard to shift from campaign to multiplayer. You feel like no one could ever beat you in the former and after your first step into the latter, you get pwn'ed in new and inventive ways every single time unless you can teach yourself to micro and macro within a few games. The thing is, I always felt that games should allow someone without the reflexes of a pro to atleast put up a decent front in multiplayer games otherwise playing online becomes a very niche sort of thing. If you aren't playing at a required level you might as well not bother, unless you can find friends who play at the same level as you to play with.
While this isn't exactly a major problem because you can't argue with the fact that people still play Starcraft, I think its worth noting that the people who still play are the very hardcore 'I figured out my builds to a milisecond' sort of players that not every gamer can aspire to become or just doesn't have the time to devout to reach that level of perfection.
Hopefully, the new battlenet will solve that problem with figuring out what type of player you are and matching you up accordingly. I really hope that feature pulls through.
Perhaps introducing a handicap system a la Street Fighter could help balance out differences in player skill? I've never seen a handicap system deployed in an RTS, though I think it could work.
For example, maybe be able to set your units to have XX % more health/armor/attack/speed, maybe you could set buildings to generate units a certain percentage slower/faster. There's lots of possibilities there.
They chose not to.
Given how War3 turned out (from a competitive multiplayer standpoint, it's just not as deep a game,) this was probably a smart move. Really "take a proven formula and polish the hell out of it" has been the defining trend of Blizzard for as long as I can remember. They're not without innovation, but their decisions are made very carefully. It's a big part of why they're successful.
I do agree SC could do a LOT better at teaching players how to do well, and why they fail. Although I'm not sure of the fairness of specifically calling SC1 a "bad game" for this failure, when it's a failure of the entire RTS genre.
Modern Warfare 2 had "death cam" which shows you exactly how you died -- which teaches you how to play better (you pick up your killer's playstyle and tactics) and softens the blow of failure in the process. While that exact implementation doesn't translate to RTSes, the frame of mind of designing games which teach players -- even in multiplayer -- is what the RTS genre needs.
Lol, yes, I'm aware that Blizzard only focused on WoW after it launched. Its part of what instigates the fanboy rage >.< Diablo also took this long to get its successor as well! And I'll agree with you there as well. They diluted their universe somewhat to make it gameplay friendly... which is understandable but I'm sure it could have been avoided. But given the scale of the game, guess its not right to judge too much. But its also why RPG's meant for solo play will always have more depth and intricacies to it. They can afford to pay attention to all those little things.
@ Chase
True, a handicap system would be nice... Though I'm still hoping that the new Battlenet will be as handy as Blizzard says its gonna be. If the system can figure out how good you play and pair you up with someone of roughly the same skill level then its fun because you don't feel like you got pwned unfairly or in an uneven matchup. But once again, we have to wait for the official game to release before we can see how good that one is gonna be.
@ Mike
Yes, it was a conscious decision to keep the gameplay the same and yes, I can respect that... though I still expected so much more when it came to the game. Once again, its all a personal opinion. I do see your point about how MW's system of the death cam helps. Figuring out how to translate that for an RTS would be the hard part. Could you have the game tell you that your resourcing wasn't upto par or that you should have tried upgrading more once the game is over?
Shut the fuck up. I am so fuckin tired of hearing shit about Modern Warfare 2...seriously, I just want to go out and punch 40 babies whenever I hear someone compare Modern Warefare 2 to any fuckin game.
Starcraft is a gem of its own. Its for a whole different crowd of player, not the stupid ass zombie players that play MW2 for 12 hours at a fuckin time and run around the same god damn map 40 times in 3 hours.
Starcraft did fail in the sense of it really didnt teach you anything, you had to pick up almost everything by yourself...I cant even count how many times it took me to get the hang of starcraft back in the day, and when I thought I was doing good, the other players would have my whole base surrounded before I even got another base operational.
I havent played many RTS since starcraft, but the only one I can think of that comes to mind as of late, is Halo Wars, and that was a EPIC fail compared to Starcraft.
Again, Starcraft is a game all on its own, for a different breed of player...back then, people actually thought about there moves/kills 10 steps in advance, but now the multiplayer "stereotype" is just spawn on a map and do as much damage as you can before your killed, then try again.
Also, no more comparing MW2 to any game, seriously. I will punch your baby.
As for SC strategy and learning, the main thing to know about SC and any RTS game is that timing is the most important thing. Most new players or players that can't seem to get better are those that sit around too long or don't attack when they have the advantage. First step to getting better is really to be able to recognize when to strike and where to strike. The countering of units is also important, but you can win without hard counters if you time your attacks and their locations right. You should send out strike teams and scouting units and get in a habit of doing that in SC, that alone will improve your game.
You've completely missed the point. Please get over your irrational rage at the mention of MW2.
@Tejas
To be clear: I agree with you. I was pointing out the logic behind their decision, but I don't fully *agree* with that decision. I wanted more innovation in SC2 too. I suppose there's still a chance singleplayer will have more innovation than multiplayer.
Mostly it's that we've seen 10+ years of RTSes since SC1 and I was hoping that more of that accumulated RTS design knowledge would've made it into SC2 (more than just being able to select a lot of units at once.)
Either you feel great that you won, or you are pissed off at some dirty trick some bastard did to win. Never have I had fun while losing or actually respected how well my opponent has played.
With SC2 as it currently stands with the beta, I see a lot of tweaking via patches in game play which looks to be fairly consistent and well thought out. Hopefully when the beta closes and the roll out to GMC starts, they have some additional game modes as the PvP looks pretty strong but will be well known. I don't think extra or tweaking the maps will do it...maybe some additional conquest modes or sumfink.
But chess is still a classic, no?
I have a feeling about the single player that Blizzard knows that it isn't the best tool for teaching multiplayer and will probably make the missions more on the storytelling side and just create a huge variety, at least that's what I'm hoping.
I actually hate games that have an endless array of on-screen tool tips that tell you how to play the game. I think of God of War III when I say this. It destroys immersion and turns the player into a puppet executing commands. I mention this because part of the fun of Starcraft, at least for me, is discovering a lot of these strategies on your own.
If one's goal is merely to become instantly good, there are plenty of tutorial videos and websites available that explain proper strategy. There were plenty of websites discussing Starcraft strategy even back in 1999! Not to mention that "proper strategy" has changed with the times, so Blizzard's nailing down a set way to play would just encourage these players to get slaughtered by someone who could identify a "game-coached" player.
I also don't think Blizzard knew StarCraft would ever become this hardcore (aka Korea).
Emile Frank is also right that the developer's idea of strategy at game launch is pretty much nullified a few years down the road, but Blizzard has the technology: if they wanted to, movies or guides could be made available on Battle.net (at least the website itself if not downloaded into the game). Personally, I'd rather the single player game try to teach, seeing as how I don't learn anything from videos unless there was something huge that slipped me by, but I'm not everyone.
Sure, you can be a "classic" game like chess or go that's impenetrable to most but played by a dedicated crowd, or you could be Apples to Apples or Clue and be open, accessible, fun, and played by millions.
Maybe this is also done because of the metagame around it? The game is a sport in South-Korea, where entire communities are built upon teaching players how to get better at it. With such a culturally determined metagame, perhaps extensive tutorials and such might not be necessary to include in the game. Just a thought, of course.
EDIT: though this is outside the scope of this article, I would also think that the reason why SC is viewed as hard to pick up is because of the relative ineffectiveness of matchmaking, as Adam also says above me. I learned how to play chess by playing a lot against a group of peers, who had equal (lack of) skill, which meant games would be pretty fair from the moment you started playing. In most multiplayer games, it's not uncommon to find your first game online paired against someone who has played anywhere between 1 and 200 games online already.
Which also brings me to the biggest flaw of this article...none of the mentioned "modern" RTS's sold as much as SC. Really, if those "modern" RTS's were indeed easier and more accessible and had "better" features, why didn't they sell as much? The answer is simple, they didn't draw in a new audience, SC did. What the author calls "the worst" from SC isn't even SC's fault at its core, it was player generated. Many a "hardcore" player can be easily labeled an asshole in the end, we ruin everything...*sobs*
Single player introduces you to the tools, it's your job to decide how to use them in multi player. Honestly I'm annoyed when a game tries to shoehorn me in to a specific type of strategy or play style by giving me incessant pop up reminders such as "cloak drains your energy, don't forget to disable it to recharge your batteries".