Starcraft 2: Some Pros Like It Hard
by K1
Posted on Friday, July 17, 2009
(Images blatantly stolen from the SA Forums Starcraft thread)
Starcraft 1 as a professional sport is one of those perfect storm scenarios where everything about it was just right to make it explode in popularity (in Korea). Among those factors, is how much depth the game had in extremely high level play due to quirks in the game interface. You can call them bugs, design flaws, technical limitations, whatever you want, but they gave players who could think outside the box enough of an edge to claim victory in a close match.
Also, they are awesome as hell to witness, giving SC the kind of "Greatest Plays"* clips you would see on a show like SportsCenter. It's so much almost kinda sorta like a real sport it brings a tear to my eye.*In pro SC these are commonly referred to as Pimpest Plays, just do a search on YouTube and you can see a bunch of them.
Now Starcraft 2 is nearing release and of course Blizzard wants to retain that E-Sports craze. However, catering Starcraft 2 to the "Professional E-Sports" crowd raises many design questions, especially in regards to how if could possibly affect the mid to low skill players. Adversely affecting the casual market is more than likely a bad idea, considering how the vast majority of the game sales will be to (relatively) casual players.
The debate of Pros vs Casual has been fought over many message boards all over the internet for the past several years, the aspects of which generally fall into three design spaces:
- How much should the game play itself?
- How much information should the game tell the player? (As opposed to the player figuring it out on his own.)
- How much control does the player have over units, both individually and as groups?
I would like to explore each of these aspects of Starcrat 2's design in seperate articles, but let me just finish this article by saying this: While the sensible answer to this problem is to strike a balance between pro-centric and casual-centric design choices, what is better is to make design decisions that can benefit and encourage both types of players. It's not about being for one or the other some of the time, but both, because the game needs it if it wants to live up to its namesake. While a strong pro-gaming scene will keep the longevity of the game far past typical multiplayer vs games (just look at Starcraft 1), it doesn't matter if the game is so hard that nobody buys it in the first place. Just like baseball/soccer/basketball/football has just as much place on the playground as it does in the stadium, so does Starcraft 2 need to have the same mass appeal.Yeah, that sounds pretty hard. Article Permalink
How To: Chun Li in Street Fighter 4
by alzabo
Posted on Sunday, February 1, 2009Article Permalink
Time to get ra- Oh, just watch it.
by K1
Posted on Tuesday, December 23, 2008I HOPE YOU SEE MY POINT Article Permalink
Musical Interlude World
by K1
Posted on Thursday, November 6, 2008A Man Once Dreamt that He Was a Rock
by Zen
Posted on Sunday, October 19, 2008
I'll confess I've never been as up on the Mega Man phenomenon as I should have been. Growing up I got to play the original, but not enough to get good at it. At home the only gaming device I was allowed was my Game Boy, so I made do with a couple of the Game Boy titles until I could use an emulator.Technically I've played through and beaten the first seven games in the series, but since I did it with an emulator I cheated like mad and never got very good at them. The first Mega Man on Game Boy, however, remains my bitch to this day; I can maul through it with my eyes closed from start to finish.
Despite my metered exposure, having played almost the entire franchise I can say with some certainly that Mega Man 9 is the best entry by far. I would not have said anything of the sort during my first few hours of gameplay, what with the constant falling and exploding and losing, but after skating through the game once on energy tanks and picking it up again something crazy happened: I declared my lordship over it.
Every obstacle in the entire game is an obstacle only until you make sense of it. There's a rhythm to every area in Mega Man 9, and once you get into it you'll find yourself stopping very rarely. Areas that seemed arduous at first become second-nature, and weapons that seemed useless become favorite tools.
That's something about Mega Man 9 that we haven't seen in a long time: useful weapons. This is the single biggest factor in Mega Man 2's greatness, where the Metal Blade achieved legendary status for its versatility, power, and forgiving use of ammunition. The unfortunate side effect in Mega Man 2 was that it was practically compulsory for you to take on Metal Man first in a game that should be all about leaving it up to the player. Mega Man 9 sidesteps this by having every weapon possess genuine utility. Even the tired rotating shield weapon doubles as Enker's Mirror Shield, and the fire weapon is more useful for its angle of attack than for any extra damage it does or the fact that you can charge it.
A fundamental fact of a good Mega Man game is that the weapons you receive don't affect how much damage you do so much as they affect how you play the game. Another one is that playing the levels in a different order should be a very different experience. Mega Man games are even more nonlinear than the old Metroid games, it's just that that nonlinearity is completely on the table from the beginning. You acquire the tools in the order you want, and rather than deciding whether you can pass through an area, acquring a new tool merely decides how you can pass through that area.The result, in Mega Man 9, is a playground. You are given obstacles, and you are given a bunch of tools. Anything will work, so it's just up to you to figure out what you want to use. It gets written up in my book along with Final Fantasy Tactics, Super Metroid, and Mario Sunshine as a shining example of nonlinear game and level design. If I could, I would make out with it every day.
Musical Interlude
by K1
Posted on Tuesday, July 1, 2008GOD HAND
by Zen
Posted on Sunday, April 6, 2008
So it turns out that the lead guys from Clover Studios are still out there, and with the Wii port of Okami anyone who hasn't felt the love yet should get started. The game rains down style on you for like forty hours, and shows Nintendo that if they're not going to take Zelda anywhere then other people are certainly up for the job. Once you're done getting a furry handjob from Okami, though, I've got something you need to try:
Where Okami makes love to you, GOD HAND rapes you into tiny pieces without even noticing you're there. Remember when games weren't just hard? Remember when you needed not just the skills but the right constitution to finish a beat-'em-up? Besting GOD HAND is a triumph of will, a demonstration of one's ability to go beyond playing the game and take up the reins of one's own destiny. To complete GOD HAND is to face one's ownmost, inevitable, yet indefinite potentiality-of-being. As born, the player undertakes the journey. Dying, the player discovers the resoluteness to complete it.
GOD HAND gets a lot of gruff for being "too hard". I'm here to tell you that that is an ignorant thing to say. Despite its difficulty, GOD HAND is one of the most fair games I've ever played, and while it is extremely difficult, it has a scaling difficulty system that lets you and the game reach a natural equilibrium while still rewarding skillful play. There are two different kinds of super-powerful attacks that you can use strategically, and every time you die in the game you not only learn a ton from your mistakes, but also get to keep any moves and cash you picked up. This is an example of one of GOD HAND's most brilliant accomplishments: the complete abandonment of archaic and irritating game behavior.
Every single power-up item an enemy drops or you find in a crate will stay on the level indefinitely. This means you don't have to waste a healing item when you don't need it, you don't have to break your combo to go pick stuff up, and you can plan your use of powerful moves based on what items appear. Not only that, but if you do pick up an item that you don't need, you get money for it instead.
There's a lot of other surprising little touches that show the game's fairness. When you use a weapon on enemies, it'll break after a certain number of hits, but you can use it to break open all the boxes you like. Punching exploding barrels doesn't blow them up, and there are unlimited continues with frequent checkpoints. GOD HAND is not difficult because the game environment is arranged to be stingy, irritating, or punishing. GOD HAND is difficult because you don't know how to play it yet.
To get good at the game, you'll have very little tutorial to rely on. Practicing with every move, studying enemy behavior, mastering the subtly versatile dodging system, and managing your tension meter are all genuine skills you develop as you make your way through GOD HAND. You can actually learn a lot by watching other people, as I did with this thread.
Besides the fact that the gameplay is super rewarding, though, why should you play GOD HAND? Because it's hilarious. Anyone who's played a Resident Evil game knows Shinji Mikami's knack for B-movie kitsch, but the celebrated campiness in this game has been turned all the way up. Dialogue between the protagonists is awkward and nonsensical, charmingly childish, and never tries to be genuinely moving. All the characters have literally the most awesome names possible, and the animations and subtle gags are better than I can possibly describe. Every single note is hit perfectly.
In the end, the experience of playing GOD HAND is put best in the words of a scantily-clad woman you rescue from a pair of dominatrices:
I can't believe this is happening! They smacked my ass so many times... But in the end, I started to like it!Article Permalink
New Xbox & PS3 Game
by alzabo
Posted on Tuesday, March 11, 2008
Article Permalink
Yup Yup Yup
by K1
Posted on Friday, February 8, 2008<2D>
Daikai10
Decide Weapons
[Supple Think]
...and luck
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