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Mind Games

Forum index > Final Edits 1 2 3 4 Next All
  RaGe   Belgium. May 17 2008 15:43. Posts 7607Profile Blog 
[image loading]


Mind Games
by Rage
TeamLiquid Final Edits


The Job

Every time I watch a StarLeague game, I get a little hyped up. After all, there is much at stake: tens of thousands of dollars in prizes and eternal fame. But the main reason I get that sensation is because I know those two players you’re watching on your GOMTV / Daum stream have been training for years to become this good. They have practiced for this single game for days or even weeks. They monitored their opponent’s style, prepared a build order, studied it, and practiced it. Never has being a pro-gamer been as hard or as intensive a job as today.

Things have changed

One of the main rules applied in StarCraft matches used to be “If you’re the better player, play safe. If you’re not, do something unexpected.” This “rule” was formed on the basic principle that the advantage of being a better player expands over time. You used that one build to counter it all, with some small adjustments for specific scenarios. In iloveoov’s prime, he always fast expanded, no matter his opponent’s build. He just adapted the Engineering Bay timing a bit and he had a “worry-less build order” until the midgame.

The pro-gaming scene has changed. The skill gap between players is smaller than ever. These days, being safe means being predictable. And being predictable means trouble. Yes, you have your build order that can be adapted to soft counter / get soft countered by everything, but without scouting you can’t properly do so.

Another disadvantage of these “counter-all” build orders is preparation. If your opponent knows you’re going to use a certain build or style, he has to practice against only that certain build. On the other hand, you have to practice against the variety of build orders he can use. As I already mentioned, match-specific preparation is more important than ever these days, and having to split up your time in four parts dealing with every build order he can do puts you at a disadvantage that is now bigger than three years ago.

With this article I shall try to elaborate on how important match-specific preparation is. I want you to realize the moment you see a tech building going up, the player in question considered that action for weeks leading up to that game. I want you to not only watch the game, but feel the weeks of preparation your favourite player put in to that game.

Psychological ping-pong: the highest level of StarCraft warfare

Monitoring your opponent’s style. Knowing that he’ll be monitoring yours. Adapting to your opponent’s style. Knowing that he’s again doing the exact same to you. It’s hard to predict his strategy due to the complexity of this all. Is he confident in his macro? Does he think a timing push will make my possibly greedy build crumble? No question can be answered with certainty, but you’ll have to pick something to prepare your game.

If you choose your build order to force your opponent into a situation which you are more familiar with than your opponent, you get a huge advantage before even starting the game. As previously mentioned, the skill gap between the top ten Korean players and the top fifty keeps closing, and every small advantage makes a bigger difference than ever.

This mind game is hard. It requires a lot of studying of your opponent and his reactions to opponents similar to you in the recent past. It also requires luck, because in the end, everyone remains unpredictable to a small degree. But what it mainly requires is confidence. You need confidence to make that build order work the way it’s supposed to. You need to see yourself as a smarter and better player to be able to outplay your opponent. Look at Bisu, constructing a build that perfectly countered sAviOr’s style. He predicted a 3-0 win before the critical MSL games, and that’s what he got.

Both the complexity and importance of these thoughts can be best displayed through an example. The OSL finals between Flash and Stork was the perfect demonstration of this. Every single win was a build order win. Flash’s victory was because of the psychological play, not on stage, but weeks before it.

If we look at Flash’s road to the OSL finals, we immediately notice that, while everyone tried to timing push on the Carrier-friendly maps, he showed confidence in his late game play against Carriers. Because of this, he simply took fast third expansions with quick upgrades, held off the Carriers, and tried to stop Protoss from grabbing any more bases. He was successful. Almost every single time his build succeeded where a timing push would have failed.

Stork realized Flash was confident in that build order, and thought he would probably play it again. He thought that because Flash is so confident in his late game play against Carriers, he would not timing push like the other Terrans. Why would he? It failed almost every single time against the 2 base carrier build that was so popular. So Stork, thinking that a timing push wouldn’t come, prepared some greedy builds, trying to get an economical advantage out of a safe-playing Flash.

If you saw the games, you know Flash anticipated this. He predicted that Stork would count on his ‘predictability’ and played every game the exact opposite of what Stork was preparing for. Three times a timed, practiced rush against a greedy build order. And all because of a double psychological game. He knew how Stork would analyze him; he knew Stork would react to his specific style in previous games, and “double-backed.”

It was a build order win, much like build order wins can be achieved in ZvZ and PvP. But the psychological play behind this build order win is why it was not 100% luck involved. It is a factor of increasing importance in today’s pro-gaming.

Stork vs Flash OSL finals:
+ Show Spoiler [Show Games] +


Preparing the build order

Obviously, your psychological play needs to be reflected in your build order. You need to force your opponent into doing what you’re countering. Let’s take a small look at the gameplay mechanics of StarCraft before talking about how such a build order is prepared.

The first step is finding the weakness in his style. Overly safe play, greedy play, cheesy play and even very tight, but predictable play, all have their weaknesses. Never in the history of StarCraft has there been a style of play that couldn’t be exploited by the other player in one way or another.

In StarCraft there are three main pillars: economy, tech, and unit count/composition. These three are also the three main advantages you can have in a game. Almost all so called “catch-all” builds rely on a good balance between these three, adapting to counter which of the three possible advantages the other player is trying to achieve. While “cheese” builds, timing builds, and greedy builds rely on getting a certain advantage in one of the three pillars at one point in the game.

So when you see a generic cheesy build used against an adaptive build, the cheesy player is trying to maximize his timed advantage in one of those three pillars while trying to keep the other player from knowing what is going on. The adapting player will rely on scouting and bend his adapting safe build towards a counter of the cheese build.

Knowing this dynamic, and having experienced it in thousands of games, progamers make their build order in such a way that it either has a very specifically timed strength, or has a continuous strength.

A common misconception is that upon using a specifically prepared build order, progamers barely adapt to their opponent. When preparing their build order, they will try to cover all possible opponent reactions, and practice a nice follow-up for every possible reaction. Even when their build order fails somewhat, they’re still in a familiar and trained situation from which they could come back.

Every build order has its weak moment in a game. Expanding build orders are quite weak before their macro kicks in, tech builds before the tech kicks in, and so on. If you’re planning on a hard counter, your build order has to be constructed in such a way that it reaches its advantage peak at the time their weakness peaks. Doing this requires a lot of experience, trial and error, and enough practice to perfect even the smallest details.

Scouting is very important in StarCraft. Everybody knows that. When you are doing a perfectly prepared build order, sometimes preventing the other person from scouting is even more important. If you are doing a hard counter to a pretty standard build, you do not want him to deviate from what you are countering. You do not want him to realize it until it is too late.

You can even play this very tricky, and try to deceive him by purposely allowing scouting of misleading information. Of course this deceit has to be carefully constructed based on your build order. A popular general example is probably the double tech deceit in ZvT, back when Terrans didn’t fast expand and only had a very limited number of scans to check for Zerg tech. Back then, it was not uncommon for a Terran to scan a Hydralisk Den, save his scans for the Lurkers, and setting up a small contain with his MnM force to delay the lurkers from getting to his base and to delay Zerg from expanding. Twenty seconds later, Mutalisks enter the undefended Terran main. I need not tell you how powerful this deceit can be. Even though progamers’ scouting abilities and game feel are better than ever, when a build order is well-practiced and your deceit is brilliant, a win can almost be guaranteed.

A good example of how a carefully constructed build, in combination with denial of scouting, can win you a game is the famous July vs Bisu OSL game on Blue Storm. Bisu had been showcasing the use of his Bisu build in PvZ on Blue Storm in both the Reaver variant and the Dark Templar variant. The Bisu build is a good example of a counter-all build. If you adapt it correctly, it has no real counters. The worst thing you can do is coming into mid-game slightly behind when you fail to stop a fast fourth expansion. This adaptation relies heavily on scouting. Probe scouting first, followed by possible Zealot scouting and later of course Corsair scouting. July sought the weakness in this dependence on scouting. He opened 9 pool speedling to be able to deny any form of scouting by a Probe or a Zealot. Bisu, seeing the denying of scouting and fearing July’s aggressive style, starts adding Cannons. By the time his first Corsair was sent to scout, a dozen Hydralisks were already killing the Cannons at his natural. The Hydralisks razed everything right before the first Dark Templar completes. When Bisu realized all hope is lost, the Protoss gods made him disconnect.

July timed his Hydralisks so well that they literally killed the gateway a second before the DT came out. That, in combination with his denying of scouting, made his build order not cheesy, but smart.

Bisu vs July on Blue Storm:
+ Show Spoiler [Show Game] +


There’s tons more examples out there, ranging from the old and classic Boxer vs Yellow on Blade Storm to Pimpest Play Casy vs July on Reverse Temple.

Pure Beauty

StarCraft has evolved over the past few years, everybody knows that. A lot of people think the macro-style of the past 4 years have made a game of StarCraft more boring than it used to be. The average progame is coming closer to the perfect way a StarCraft game can be played. Along with that, it has become way more complex than it used to be. Although the game seems more mechanical than ever, it’s more often the preparation, confidence and decision-making that makes one player win over the other.

These days there’s so much more in a game than what meets the eye. I hope I successfully opened your eyes to ‘what lies beneath’, because only then will you be able to look deeper in to strategy. Only then will you realize how deep this game can go.

If you liked this article make sure to thank Chill for his editing suggestions and grammar help and XeoFreestyler for the awesome cover image.
Last edit: 2008-05-17 16:54:53
Heaven's in the backseat of my Cadillac, let me take you back.
Old Post

  Ilikestarcraft   United States. May 17 2008 17:02. Posts 11496Profile 
nice read
Old Post

  Southlight   United Kingdom. May 17 2008 17:03. Posts 1289Profile Blog 
Nice article, I wonder if I'm the only one that thought the opening image looked like GoRush.
Old Post

  H   New Zealand. May 17 2008 17:08. Posts 4482Profile Blog 
Wicked art and nice article.
[iHs]HCO | のヮの | pachi ownz
Old Post

  Pangolin   United States. May 17 2008 17:11. Posts 512Profile 
I hope that guy who wrote that PC Gamer article reads this.
Last edit: 2008-05-17 17:13:20
It's easier not to.
Old Post

  hymn   Bulgaria. May 17 2008 17:25. Posts 624Profile Blog 
A very well summarized article! Loved the examples!

If only you could've add some stuff about Jaedong's micro oriented style over the macro heavy terrans but I guess you can't make it all in one article.

Great job all the way!

p.s. thank you, Chill, and thank you, XeoFreestyler!
Communication's broken, phantoms are far away... Thus earning their name, earning their fame. They are the Panzer elite, bound to compete, never retreat - GHOST DIVISION!
Old Post

  soudo   May 17 2008 17:27. Posts 502Profile 
Yay Final Edits. Thank you contributing writers. Continue you great work.
-
Old Post

  bahhh   United States. May 17 2008 17:41. Posts 888Profile 
nice article, but theres more to starcraft than just strategy. look at flash and look at everyone else. theres something else going on that cant be explain by mere words.
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  St3MoR   Spain. May 17 2008 17:56. Posts 1716Profile 
great read, starcraft has evolved so much and still will...
:)
Old Post

  Avius   Iraq. May 17 2008 18:00. Posts 1237Profile 
awesome read, didn't know belgians were this good... j/k rage :D

also thanks Chill and XeoFreestyler
"Common sense isn't that common." | aka. Samael
Old Post

  Lhyviathan   Australia. May 17 2008 18:02. Posts 960Profile Blog 
Welcome back, Final Edits! We've missed you!

Your musings on just how badly Flash mind-raped Stork, especially on Katrina, exactly mirror my own. Perfectly executed sucker punch.
Nal_rA = The Fourth Race
Old Post

  LosingID8   USC. May 17 2008 18:16. Posts 7060Profile Blog 
omg such a great article, what a read
POO POO KA KA // LARGE SPIRAL PENIS // INDIGO INDIGO RANGER RANGER
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  wurm   Philippines. May 17 2008 19:22. Posts 1142Profile 
Finally a new Final Edit!

It didn't disappoint, as always.
I know where my towel is.
Old Post

  teamsolid   Canada. May 17 2008 19:28. Posts 1165Profile 
Good read. Someone send an e-mail to Dan from PCGamer.
Old Post

  Plovez   Russian Federation. May 17 2008 19:44. Posts 61Profile 
imba read!
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  TonyL2   United Kingdom. May 17 2008 19:51. Posts 973Profile Blog 
That was a great article. Was waiting for the next Final Edit
Leta ownssssssss
Old Post

  Spenguin   Australia. May 17 2008 20:20. Posts 2771Profile Blog 
That was a sexy FE ty Rage and some awesome cover art!

KTHXBAI <3<3<3
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  meathook   May 17 2008 20:24. Posts 993Profile 
Nice read, very insightful and that cover image is hardcore. Good work!
An ugly planet. A bug planet.
Old Post

  evanthebouncy!   United States. May 17 2008 22:22. Posts 8358Profile Blog 
Yeah I think that's exactly why Boxer manages to stay on top of things while other champions just fade away. Boxer, although dimmer in luster, was never faded because he really knows the mind game and prepares for awesume BO.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Old Post

  Makhno   Sweden. May 17 2008 22:40. Posts 564Profile Blog 
Great article, it's so true about the preparation. I think thats why Flash keeps winning, he has the game thought out in every which way it can go weeks before the actual game.
"If I think, everything is lost"
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