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#starcraft#broodwar#rtsdesign

[Highlight] StarCraft Remastered Rant

Day9TV

574K subscribers • 1 video on Hallway

YouTube
  • Recommended by 2 people: 2 on Hacker News.
  • Presented by Sean Plott, game commentator and designer
  • May be out of date. Uploaded 9 years ago, in an area where tools change fast.
  • An opinion. It argues one side of a question engineers disagree on.

Beginner. No background in the topic needed.

452K views9 years ago2 recommendations

Game developmentGame design

Sean Plott passionately argues that mechanical difficulty is an essential, inseparable part of real-time strategy game design.

Day[9] gives a passionate first look at what his informational series on StarCraft: Brood War Remastered will teach. He makes the point that Brood War embodies the fantasy of being a commander as it is primarily a real-time game, and secondarily a strategy game. From 3/29/17, Day[9] Hearthstone Decktacular #310 - Ancestor's Call Control Shaman youtube.com/watch?v=O2OknBTaO0Y My Website: day9.tv/ Me on Twitter: twitter.com/day9tv/ Find me on Facebook: facebook.com/day9tv/ Fancy Day[9] Swag: day9.tv/store/

Why it's here

2 people recommend this

What people say. Highly recommended for its insightful analogy comparing RTS mechanical execution to athleticism in traditional sports.

hkmurakamion Hacker News • Recommends

On “A History of Starcraft AI Competitions”

This reminds me of the recent Day9 rant about Broodwar's mechanical difficulty being an integral part of what makes it a great "realtime" strategy game, and that the mechanics are inseparable from the strategy part of the game. 1 His analogy of taking out mechanics from Broodwar being equivalent to taking out athleticism from Football was particularly insightful. BW AI (in its culmination) to me is what Broodwar looks like when you take out the mechanics from the game and make it 100% about strategy and the execution of said strategy. It's really fascinating to see the differences between AI play and human bounded play. 1 link to this video

mattb314on Hacker News • Recommends

On “DeepMind and Blizzard Open StarCraft II as an AI Research Environment”

I think the idea of spending to upgrade your helper AI sounds really interesting and potentially novel, but it's important to push back a little bit on the idea of "removing all the rote" from an RTS. day9 (ex Broodwar pro, current caster of many games) probably makes the argument better than I can here: link to this video , but one of the important implications of having repetitive aspects in an RTS is that they turn the player's attention into a resource. You can either concentrate on microing your units to squeeze the most possible value out of them, or you can focus on hitting every single production cycle back at base, but you can't do both at the same time, so deciding when to focus on what bec…

Nuzzerinoon Hacker News • Mentions

On “DeepMind’s StarCraft II agent will play anonymously on battle.net”

Brood War is much more dependent on micro than Starcraft 2. Sean "Day9" Plott has mentioned this a lot in his videos. You can only select 12 units at a time and cannot select more than one building in Brood War. And there is a bit of latency in Brood War that doesn't exist in SC2. One such video (skip to about 4:30 for opinions on mechanics): link to this video