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by JType, Level 15
Last updated at May 22, 2009, 7:42 pm

I'm writing this article in response to this one, “Is Blizzard Creating An Already Outdated Game In A Evolving Genre?"

 

The RTS genre or, more loosely, the Strategy genre is indeed evolving and spawning new variations and sub-genres, with games as far removed from each other as Dawn Of War 2, Empire: Total War and Supreme Commander.  Does this mean, then, that there is no place for SC2 in this 'new era' of Strategy gaming?  Well, Karl thinks not.   I beg to differ.

Karl stated, in his article, that the RTS genre is "horribly stagnant" because it has the "same rock-paper-scissors units, base-building and resource management that it had in the early nineties." Would you view the FPS genre as horribly stagnant and outdated because it has the same point-and-shoot, pick up ammo and health dynamics that it did back when Doom was new? Well, you might do, but then you would be missing the point. Those dynamics are what makes those genres what they are. OK, I admit that there are always exceptions and variations, like FPS games that don't have health bars (ie. CoD series), RTS games that have no base-building (ie. DoW 2), but they are exactly that - exceptions. You could even go so far as to say that they are the exceptions that prove the rule.

SC1Starcraft was, and remains, a perfectly balanced RTS game; with almost equal emphasis on base-building, economy and micro-management. It is so well balanced, in fact, that it is the only game of it's age still being played competitively world wide. And not just competitively, but almost as a national sport in South Korea, with professional tournaments being broadcast 24/7 on national TV and players competing for prizes totaling in the tens of thousands (£). Would this be the case if the game wasn't relevant to the needs of today's RTS gamers? I think not.

But what has this all got to do with the sequel to this much celebrated game - Starcraft 2? Well, according to Karl, the genre has moved on to a point where SC2 is no longer relevant and, therefore, Blizzard will be releasing an "outdated" and "archaic" game.

I'm not one to use the "if it ain't broke, don't fix it" line as an excuse for a lack of innovation and I certainly don't think that Blizzard are doing this either.  From all the information that we've seen so far about SC2, it seems that, to a certain extent, Blizzard are actually conforming very slightly to the shift in trends, by focusing the player's attention more on micro-management than macro-management, which seemed to be Karl's main issue. However, it also seems as if they are aiming to still keep base-building and economy as a major part of the game and this is certainly a good move.


Saying that DoW2 "redefined the genre" and hailing it as a benchmark, strikes mDoW2e as odd.  For one thing, it certainly didn't redefine the genre, it merely capitalized on gameplay innovations that were already popular in games such as DoTa, SupCom and even to a certain extent the Total War series. Second, you may feel that it serves as a benchmark for the RTS sub-genre, RTT, but certainly not for RTS as a whole. Because of this, SC2 isn't competing with DoW2 or CnC as the king of RTS. No, it is, amazingly enough, competing with it's predecessor instead.

 

There is always a fine line to walk for developers, when creating sequels to games, between creating a completely new and fresh experience for the player and just releasing the same game again with better graphics. Karl hints at his suspicions that Blizzard will be doing the latter with their release of SC2 and mentioned that the game is in danger of just being an expansion pack of the original SC, with improvements merely in graphics and new units (as an aside, the Brood War expansion was actually largely instrumental in the success of SC in the competitive scene, providing a handful of new units that balanced the game and provided more variation for the players. If SC2 is to be an 'expansion pack' of this caliber, then I wont be complaining).

 

I realize that the following seems like a very non-committal comment, but the more different games I play, the harder it becomes to find a benchmark game for any genre.  How do you, for example, decide on what represents the FPS genre best, when you've got such varied games as Half Life, Quake, Call Of Duty and Counter-Strike on the table? The same applies to RTS, in my opinion.

However, the reason, I think, that so many people hold up Starcraft as a benchmark is because it contains all of the core dynamics found in all RTS games and balances them all equally; holding none of them as more important than the other. SC2 looks like it's heading the same way, in this regard, so I can't subscribe to the theory that it is already not relevant to today's RTS gamers.

Blizzard has 3 major games being played in the competitive circuit right now, Starcraft, WC3 and WoW.  All three are also extremely popular for casual play.  I can't think of another developer that has achieved this level of saturation in both the competitive and casual scenes simultaneously. This in no way guarantees the success in SC2 in either area (what could?), but it certainly offers a good track-record on which to base a projection.

 

SC2

 


So, Is Blizzard creating an already outdated game in an evolving genre? No, I don't think so.  Are they returning the wandering attention of gamers back to the core fundamentals of RTS?  Yes, lets hope so.


Thanks for reading!

     
11 comments
thenonhacker
thenonhacker May 22, 2009 at 9:20 pm
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There are so many RTS' by today, and all I care about right now is Starcraft 2, because Blizzard is very committed to always balance this game, patch by patch, just like what they did for Starcraft 1. Other RTS' are fly-by-night games that don't get the same support Starcraft or Warcraft series are enjoying.
Iori.snk
Iori.snk May 22, 2009 at 9:24 pm
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Brilliant article JType. You bring up lots of points that I didn't consider in my article.

You can expect certainly expect a rebuttal soon :)
JType
JType May 22, 2009 at 10:35 pm
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Thanks man!  I'm looking forward to reading your next piece.
Valeforia
Valeforia May 23, 2009 at 4:08 am
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Nice article, though if you wanted to compare DOW2 to something it should have been Ground Control 2, which shared a good number of similarities with control points, unit ranking, and heavy focus on unit strategy and tactics with sidelined base management.

In my opinion, Starcraft 2 is possibly an already outdated game trying to force an injection of popular ideas from other good games.  Good or bad?  It is hard to tell at this stage, with the current balance in a constant state of flux, and unknown to Blizzard how many of these borrowed ideas will remain or get rejected. 

I do know we will likely see a rough retail release and strings of patches to resolve the issues over a unknown number of months with the new service and game.  That hopefully will have better online service support and a map editor that is FAR more efficient and open to creative map design.
JType
JType May 23, 2009 at 7:12 am
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Thanks Valeforia. :)

Though, the comparison wasn't my idea, I was merely responding to someone else who had made that comparison.

I actually think that, seeing as StarCraft 1 isn't outdated and is, in fact, at the spearhead of competitive RTS - even if SC2 is the exact same thing again then it still wont really be outdated. 

Some things don't really get old.  :)
Valeforia
Valeforia May 25, 2009 at 3:18 am
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I agree, there are just games that never really get old, but can outlast it's successors as well, i.e. Master of Orion 2, Star Control 2, etc.  In my opinion, Starcraft 2 can be outdated, if it's just not fresh and-or competitive enough to appease players and consumers to pull away from Starcraft or other games. Regardless, the game will still sell very-well due to brand recognition, but if they do an excellent job the community split will be less extensive.
PolygonreVue
PolygonreVue May 23, 2009 at 8:11 am
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Nice rebuttal to an interesting and provocative article. I personally agree more with JType than with Karl, but am certainly also looking forward to the next argument in this ongoing debate.

The issue at hand, as I see it, is whether or not Blizzard in their creation of Starcraft 2 should incorporate modern RTS-inventions. I have not played any of the Dawn of War games myself, but am familiar with the other Relic franchise - Company of Heroes, which is an excellent Real Time Tactical-game. It brought many new aspects to the genre, taking it into a very new direction from the classic Dune II-formula, making the game into a sort of Discovery Channel-Bonanza-experience, which is certainly very enjoyable.

However, I don't see that in order for a new game, like SC2, to be truly revolutionary it must contain all things considered modern. To many things can certainly be to much, and in terms of CoH the fact of the matter is that the game is no way near as balanced as Starcraft 1 - and not at all as suitable for deeply professional competitive play. With years of patching and support à Blizzard, it certainly could be - but now that's not the case. In order to make excellence, cutting away superflous stuff and sharpening the hardcore aspects that has proven to work is necessary. Certainly, there is substantial room for improvement, and I am confident that Blizzard will modernise the franchise to the best of their ability. Beta is close, soon we will see if they are up for the job.

Modernity, fickle a term as that is, should be digested carefully and in moderation. Trends come and go, balance is profound. SC2 should rely upon both, but stand safely on the latter.
Cleric
Cleric May 24, 2009 at 7:44 pm
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StarCraft was indeed the best cloassic game of all time. That and Half-Life of course...
And I do agree with the balance that was mentioned... But I wouldn't call it perfect. Better than other games, but the flaws was still there imo.

I always (and still stand by it today) have a huge problem with the Protoss race being too powerful. I'm sure I'm not alone on this point, and other will disagree. But just looking back to those Carriers, they are one bad*** force to be reckoned with. And I found that same issue with C&C Tiberium Wars, where the Scrin is the stong side, and also where not only the Carriers have the imba shields but other units too, like those damn tripods. *sigh*
Those aspects of "balance" is what slaughters the game for me personally. And when those issues don't get sorted out for the game to actually become better balnced, other gamers seeking for that issue to get fixed and not getting it, stops playing as result.

Let's just hope those factors are carefully examined, so those extreme abilities or advantages aren't easy to get, or there to begin with.
JType
JType May 24, 2009 at 10:43 pm
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Cleric said
StarCraft was indeed the best cloassic game of all time. That and Half-Life of course...
And I do agree with the balance that was mentioned... But I wouldn't call it perfect. Better than other games, but the flaws was still there imo.

I always (and still stand by it today) have a huge problem with the Protoss race being too powerful. I'm sure I'm not alone on this point, and other will disagree. But just looking back to those Carriers, they are one bad*** force to be reckoned with. And I found that same issue with C&C Tiberium Wars, where the Scrin is the stong side, and also where not only the Carriers have the imba shields but other units too, like those damn tripods. *sigh*
Those aspects of "balance" is what slaughters the game for me personally. And when those issues don't get sorted out for the game to actually become better balnced, other gamers seeking for that issue to get fixed and not getting it, stops playing as result.

Let's just hope those factors are carefully examined, so those extreme abilities or advantages aren't easy to get, or there to begin with.
This is something I really want to discuss a bit more in depth, so perhaps I will blog about this also, as I am honestly of the opinion that SC is excellently balanced.

Carriers are easy to counter though:

Terran -
-Use EMP Shockwave with Science Vessels to completely deplete Carrier Shields.
-Cloaked Wraiths can dispatch Carriers that don't have detection nearby.
-Use Yamato Guns with Battlecruisers to quickly even the odds.
-Valkyries can counter Carriers if they have an advantage in numbers.

Protoss -
-Use Psionic Storm with High Templar to heavily damage stacked Carriers.
-Use Mind Control with Dark Archons to make your opponent's advantage yours.
-Scouts escorted and cloaked by an Arbiter can quickly destroy Carriers.
-Large groups of Corsairs using Hit and Run tactics can kill Carriers.

Zerg -
-Hydralisks covered by Dark Swarm can quickly destroy Carriers (be sure to target the actual Carrier immediately).
-Devourers in large groups can withstand the punishment from Interceptors with their heavy armor as well as deal significant damage to the actual Carriers; best used if supported with Mutalisks.
-Use Plague with Defilers to reduce the Carrier HP.
-Use Ensnare with Queens to slow Carrier movement.
-Use Parasite with Queens to keep track of Carrier movement.
-Use groups of Scourge to destroy the Carrier.


I'm sure there are more ways to counter but all of those are pretty hard counters, I think.
Cleric
Cleric May 25, 2009 at 7:55 am
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Fair enough. Good reply.

But how would you say is the balance in getting the carriers (cost to build, pop-cap, and tech-up to be able to build them) and that of getting the things that can counter them? I remember always struggling to get the units and the amounts needed to counter the carriers. And there is where I usually saw the problem.
JType
JType May 25, 2009 at 8:45 am
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Well, Carriers are a top-tier unit, so they would have to be very powerful to justify choosing that tech path; building the necessary buildings, performing the necessary upgrades and spending sooo much on them.  They are very expensive units at 350 Minerals, 250 Gas, 6 Supply and 140 secs to build.  And even despite that, you can't just use them once they've been trained.  No, you have to purchase their weapons individually before they can even attack anything.  The interceptors that you have to buy, cost 25 minerals each.  Which means that it's another 100 minerals to fully stock your carrier.  If you upgrade the max interceptors to 8 at the fleet beacon building (which costs 300 minerals and 200 gas to build, by the way), for a further 100 minerals and 100 gas; then you can spend another 100 minerals on filling up the carriers with a further 4 interceptors.

So, Carriers are extremely expensive and slow to build, tech to, upgrade and also not very effective in small numbers on their own.  Because of this most Protoss players hide their carrier tech until they have at least 4 carriers ready.  This means that the very worst thing you can do as their opponent is to discover what they are doing, with good scouting.  After which you can take all the time you need to mass up any of the units I mentioned above to counter the Carriers, or use that as a trigger to move in for the kill as you know how much money and time they've already spent on this decision.
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