Race Design vs. Game Design - Page 2
Forum Index > SC2 General |
Grumbels
Netherlands7028 Posts
| ||
Sakray
France2198 Posts
On January 06 2013 06:47 Entirety wrote: Protoss: The Protoss aliens are advanced beyond our imagination. And yet they can't lift buildings. | ||
Young Terran
United Kingdom265 Posts
| ||
mishimaBeef
Canada2259 Posts
That`s cuz the building isn`t really there. edit: Sounds like you need some genius Protoss to code up a moving warp field. | ||
Dontkillme
Korea (South)806 Posts
| ||
Talin
Montenegro10532 Posts
Designing a game around three asymmetric races seems very much like a fool's errand and not really worth the problems it inevitably creates. | ||
Krakoskk
United Kingdom51 Posts
| ||
Grumbels
Netherlands7028 Posts
On January 06 2013 08:38 Talin wrote: Nowhere near as important as the overall game design. As far as I'm concerned, an RTS game is better off not having different factions at all, but instead foster different playstyles with the same units and tech tree accessible by all players. Designing a game around three asymmetric races seems very much like a fool's errand and not really worth the problems it inevitably creates. I had a sort of similar thought which I turned into a blog, if you're interested. I think the downfall of competitive WC3 was ultimately that it couldn't support four races. A lot of the match-ups were broken and a lot of the races had really forced differences between them that only ended up working in some cases. I think having a lesser number of races, but trying to make sure that the mechanics they do have are really polished and functional, is superior for design. | ||
Sent.
Poland8967 Posts
| ||
cvgHuShang
Canada95 Posts
| ||
Spoof
United States46 Posts
This was one of my biggest disappointments with SC2. What was the point of the Roach? It was supposed to be a hard-to-kill tank unit. I remember developers talking about having to focus fire to get rid of them. They talked about how its bug-like qualities would be a great addition to the race. In the end it doesn't fulfill it's original role or add anything new to the race. It would have been more zergy to add an upgrade that gave lings the ability to jump over each other and swarm a unit or give hydralisk the ability to regen and burrow-move instead. Same thing with marauders. Why did they give a glass cannon and positional race such a versatile unit? It feels like a dragoon with stim. I will say that they did add some things which I liked. Like ghosts with the ability to snipe and queens having a much bigger role to the management of the hive. But for everything I like, there seems to be something in there that doesn't make sense. | ||
FLuE
United States1012 Posts
It's like we ended up with 3 very similar races just with different skins. All races really play overall very similar. I play a lot of random in HoTS after a year of Zerg and I don't really have to change my mentality with whatever race I get. Expand, harass, death ball. | ||
Destroyr
Germany299 Posts
| ||
Meteora.GB
Canada2479 Posts
Unfortunately being this late into development I don't think Blizzard has a lot of legroom to work with, the changes would probably be too drastic to reorder them into race designs/identities, at least not in small incremental changes. The biggest inherent problems are the new mechanics like larva injects and warpgates that make it impossible to balance around. Warpgate units made it so gateway units are weaker than they traditionally were in BW. Additional factors like Terrans retaining the archaic unit production/rallying also make it so maps cannot be too large where Protoss or Zerg has an advantage. With so many factors in mind, SC2 is an entirely different game from BW. | ||
Targe
United Kingdom14103 Posts
| ||
Liquid`Zephyr
United States996 Posts
| ||
MasterCynical
505 Posts
| ||
NightOfTheDead
Lithuania1711 Posts
| ||
InfCereal
Canada1740 Posts
On January 06 2013 10:39 NightOfTheDead wrote: The game design is what it is because of several reasons. If Zerg had only mass and weak units, end game toss or terran composition would own it. At least in starcraft 2. They had to have something to equalize it. In this case, it is broodlords (and mass infestors in some cases). Whether broodlords are or are not zergish, is another question. End game TvP is also a good example of it - Protoss are usually superior per cost unless terran outmaneuver them. Even though warpgate is a big factor in this, it is not only on it's own. I feel like if all over zerg was fast, cheap and terrible, it would be extremely hard for terran and protoss to reach that heavy late game play. Could you imagine getting to a deathball if you had 1 supply roaches, speedras and swarmlings attacking you? | ||
peanuts
United States1224 Posts
Are there times when races are played as their original design intended? Of course! But I think that it's pretty clear that the trends are showing constant deviation from this design. | ||
| ||