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StarCraft: The past, present and future

polygon.com

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Re: StarCraft: The past, present and future

#62

Earlier quoted context omitted.

This sort of brings us to a philosophical problem of determining where game design ends and writing begins, sort of how movies have often had difficulty delineating between the responsibilities of a writer, director, and producer. The actor was ad-libbing in that scene, should he get a writing credit? The director picked his own DP, Editor and half the cast, should he get an executive producer credit? When Miyamoto i…

And blurred lines like you illustrate above are a good argument why we can't say video games should be primarily considered performance art pieces in the realm of interaction design, as well as why we can't say video games should be primarily considered story delivery mechanisms. The video game is both interactive and passively consumed. Machinima exists because of how enjoyable experiencing a story through a video g…

If we follow this rabbit hole too far, we'll end up trying to answer questions like "What is a game?" and "What is art?"

But what you're describing is what I want. I want more immersion, I want the focus to be on the what the gamer experiences and giving them something meaningful to do.

But when you plug your brain into the NeuralCube4000 two decades from now, what are you going to get?

What I want: You're in a tilled field at the edge of a forest. Beyond the forest, you see the peak of a mountain escaping from the trees. You look to your left and see a farmhouse, and the farmer is starting his day at work. A fawn leaps across the field and birds take flight as the deer breaks the treeline.

At this point, you're going to want to do something. Chase the deer, climb the mountain, beat up the farmer and take his gold, whatever it is you want to do, the game should encourage and reward your action with feedback.

What the games industry is likely to give me:

You're dropped into a dark room. A disembodied voice speaks: "You are Reginald Brisbane, a young farmer from Bastogne in the 14th century. Your father perished at the hands of brigands when you were seven and you were sent to live on your uncle's farm, but you've never stopped nursing the need to avenge your father's death, and you're now ready to seek it." Then, you're in a tilled field at the edge of a forest...

Now, clearly both of these scenarios were written by me, but one was written to encourage interaction, and the other was written to tell a story.

Which one do you want games to be? I think I've made my desires clear.

Re: StarCraft: The past, present and future

#63
post #34

Interaction design is a craft, and gaming is the subcategory of interaction design that most often ventures into the world of art. But the thing that most constrains the artform is this "little brother" mindset. Instead of waiting for society to understand and comprehend the medium, those who craft video games work to make their medium more like film or novels or music or other "high" artforms. So I get a little twit…

And maybe the writing is what gets "society to understand and comprehend the medium." If you ask any adult who does not play video games what they think of Mario, they are more likely to say "oh the cute chubby plumber" than they are to say "I heard that game is well-designed."

I would have to say your talking about design not story. They designed him to look like a plumber because he was more western friendly. Had nothing to do with the story.

Re: StarCraft: The past, present and future

#64

Interaction design is a craft, and gaming is the subcategory of interaction design that most often ventures into the world of art. But the thing that most constrains the artform is this "little brother" mindset. Instead of waiting for society to understand and comprehend the medium, those who craft video games work to make their medium more like film or novels or music or other "high" artforms. So I get a little twit…

one trouble with game stories is that 99.999% of the time you know exactly where they're going because you're the protagonist and you will win or die. the second problem is that there are only a few good writers of the correct style out there and they're all in television. (total hyperbole but the point should be evident) the third problem is that video game makers refuse to accept their actual demographics and they…

Two interesting exceptions to the win-or-fail linear narrative:

Kentucky Route Zero — Player choice affects the flavor of narrative but not the direction of the story, so that the story is linear but the experience is wildly different for everyone who plays it. Absolutely brilliant. Player choices that both do not matter and, at the same time, matter more than anything else.

Black Ops 2: I know, I know, and yeah the first one is probably in the top 5 worst games I've ever played, and this one's got a ton of issues, but what it gets right are a huge number of opportunities to fail forward—losses, big and small, that affect the story rather than showing a game over screen. More dumb action games should do this, it would make them suck less. It's also got the best local multiplayer I've seen in an FPS since Perfect Dark (though still not as good) but that's another topic.

Re: StarCraft: The past, present and future

#65
post #60
post #12

Earlier quoted context omitted.

I play blizzard games on a MBP, and they're working quite fine; but, I'm not expecting alienware-like performance either.

What do you mean by "alienware-like performance"? Even the higher end alienware systems offer subpar performance.

I should update my knowledge of Gaming PCs to 2015, then. What are the latest trendy high-end systems nowadays?

Re: StarCraft: The past, present and future

#66

Interaction design is a craft, and gaming is the subcategory of interaction design that most often ventures into the world of art. But the thing that most constrains the artform is this "little brother" mindset. Instead of waiting for society to understand and comprehend the medium, those who craft video games work to make their medium more like film or novels or music or other "high" artforms. So I get a little twit…

You're talking about two different types of games: Games of Sport vs. Games of Immersion The difference: Context Starcraft multiplayer is a Game of Sport, where character and story are nonexistent and mechanics/"interaction" are all that matters in a game of chess completely removed from any context other than the tournament you are playing in. Switch over to campaign mode and the context becomes the story line and p…

I would say that Dark Souls is still fundamentally driven by mechanics, as most of the gameplay stems from you adapting to various enemies/AI patterns and physically learning to overcome them, while the depth of the story is mostly up to you to piece together.

Re: StarCraft: The past, present and future

#67
post #7

Are there any scientific resources about how almost every mainstream success is based on a rather "direct" copy of something that already existed? Like here with WarCraft/StarCraft and Warhammer/Warhammer 40,000.

A fun mental exercise: What would it look like for something to be completely original? What could be made that would be completely immune to the charge of "not being original"? And would it have any value?

Re: StarCraft: The past, present and future

#68

It's unfortunate how much the original game has rotted, the online servers are up but the program itself is becoming more are more unplayable. The OSX versions have been dead for a long time, on windows it seems to be getting harder and harder to run as well. The recent job posting hopefully indicate they're interested in de-breaking them, couldn't care less for a HD remake, just a version that actually works again.…

The best way to run original Starcraft these days is Wine (implementing windows XP behavior), on OS X or linux. I've done both, it works pretty well.

IIRC the mouse acceleration was sometimes problematic in OS X, you might need one of the many third-party utilities for OS X that let you disable or tweak it, e.g. USB Overdrive, or maybe Smoothmouse would work.

Re: StarCraft: The past, present and future

#69
post #66

Earlier quoted context omitted.

You're talking about two different types of games: Games of Sport vs. Games of Immersion The difference: Context Starcraft multiplayer is a Game of Sport, where character and story are nonexistent and mechanics/"interaction" are all that matters in a game of chess completely removed from any context other than the tournament you are playing in. Switch over to campaign mode and the context becomes the story line and p…

I would say that Dark Souls is still fundamentally driven by mechanics, as most of the gameplay stems from you adapting to various enemies/AI patterns and physically learning to overcome them, while the depth of the story is mostly up to you to piece together.

Sure, you're right that good mechanics are a prerequisite to a good game. But they're not everything. Driving to work every morning requires mechanical mastery and adapting to various environmental factors, but I'm not masochistic enough to call it a game :)

In real life: do you derive pleasure from understanding and mastering the physical laws of the world, or from spending your time creating a mental narrative for yourself and building emotional relationships with those around you? Perhaps a combination of the two?

Re: StarCraft: The past, present and future

#70

Interaction design is a craft, and gaming is the subcategory of interaction design that most often ventures into the world of art. But the thing that most constrains the artform is this "little brother" mindset. Instead of waiting for society to understand and comprehend the medium, those who craft video games work to make their medium more like film or novels or music or other "high" artforms. So I get a little twit…

I have been a starcraft player for almost 2 decades now and I never really cared about the story or background to it. What I cared about is that it combines elements of some of my favorite strategy games into a single medium. I often say that it has elements of chess, poker and reaction based games like first person shooters.

It is like chess in that it is a game of strategy and board control, army movement, identifying what your opponent is planning and actively countering it, identifying weaknesses and exploiting them.

It is like poker in that is a game of imperfect information. Unlike chess I cannot ever see the entire board in starcraft, only the pieces I have scouted and as soon as my scout leaves that information is now outdated and assumptions have to be made about the actions of the opponent since I last had accurate information. Poker is similar in that you can never have 100% certainty of what your opponent may be holding, there is always that knowledge gap and great players can exploit it.

It is like first person shooters in that is it reaction based, the person who is able to more efficiently process the information they are receiving and make correct decisions about their course of action can execute faster and have an exponential return in terms of tipping the scales in their favor. This applies to many things such as base building, army building and micro mechanics during army engagement.

I've been a fan for so long precicely because these fine strategy details and forced decision making make an excellent filter between the good and the great, the great and the elite. Watching the elite play is comparable in my mind to watching chess grandmasters battle only in real time and not turn based where their perceived life is on the line and one slip up can cause instant death. It's that great adrenaline high, not the background story, that has kept me so engaged for so long.

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