Earlier quoted context omitted.
I find this a funny comparison because StarCraft is at least in part made difficult on purpose , as is the case with any game. In particular, APM/micro/etc are a key aspect that separate the range of skill levels of most players. So while some multitasking aspects in the game would certainly be difficult no matter what, any good UI designer could make StarCraft easier and more accessible to use, but then there wouldn…
As a compeditive sport you can make games random but not easy. However changing the UI Makes different skills useful which shits the balance of power as well as the learning curve. Much like how the ideal GO and Chess players have related but different skills.
Everything I know about design I learned playing Starcraft
21–30 of 59 posts
Re: Everything I know about design I learned playing Starcraft
#22Translated roughly to non-player's words, playing Starcraft is not about winning but about optimizing your action and reaction to the quickest and most efficient. I don't wake up everyday thinking that the project is going to give me a hard time, I already have a builder order to efficiently tackle the problem, e.g., lower expectations for stakeholders early on, debugging the code step-by-step to get a handle, browse reddit for diversions etc.
I will not get frustrated if I can't win against CPU or debug the code, because winning is outside of my control depending on the skill of my opponents, allies and luck etc; I will only evaluate myself on how much I optimized on my build order. And if my build order sucks, I watch my replays and search online for a better one.
It's only I have my build-order deeply ingraned in my mind, that I work on my APM; so I can act/react faster and it comes second nature like driving but doing it faster. The same thing IMO applies to poker, trading and sports. You can't focus on binary outcome of winning or losing because so much variables are outside of your control; it's about focusing on your build order. You are willing to lose the right way over the temptation of winning the wrong way.
A much better expression of this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=142...
Re: Everything I know about design I learned playing Starcraft
#23>In Starcraft, nearly everything has a keyboard shortcut, and can be accessed in milliseconds. Professional players have average APM's of around 300. During intense battles, with their careers on the line, they can get up to 500 or 600. That's almost 10 separate moves per second! EAPM (Effective APM) is more pertinent than raw APM. APM arguments have raged on for more than a decade (since Broodware at the very least)…
He's talking about a style of play. Generally, "macro" play is going to for the long-game with many bases and huge armies. He calls the opposite of this as "rush." Other synonyms for "rush" are something like "timing attack" or "all-in."
Re: Everything I know about design I learned playing Starcraft
#24Mobile apps are video games. The moment someone (apple) designed an app-centric fullscreen OS, the stage was set for the generation of UIs that can become as immersive as good adventure games.
Mailbox is the example that sticks out in my mind currently. Can't really get much more boring than e-mail, but they figured out how to gamify it in a way that mimics the internal consistency of a cult classic title. The 'tutorial' mode of this and other apps gives me a phantom pavlovian feeling of opening the shrink-wrap on old cereal-box-sized CD-ROM packaging.
I think the if we look to video games for inspiration we can produce even more engaging environments in applications designed for productive use. Upon reading the article it looks like games have lessons for designers on both sides of the equation: the design itself, and the design process.
Re: Everything I know about design I learned playing Starcraft
#25Re: Everything I know about design I learned playing Starcraft
#26>In Starcraft, nearly everything has a keyboard shortcut, and can be accessed in milliseconds. Professional players have average APM's of around 300. During intense battles, with their careers on the line, they can get up to 500 or 600. That's almost 10 separate moves per second! EAPM (Effective APM) is more pertinent than raw APM. APM arguments have raged on for more than a decade (since Broodware at the very least)…
Yes, you are correct about "Macro" and "Micro" being antonyms but they are used differently here. He's talking about a style of play. Generally, "macro" play is going to for the long-game with many bases and huge armies. He calls the opposite of this as "rush." Other synonyms for "rush" are something like "timing attack" or "all-in."
Also, I don't think "timing attack" is an appropriate synonym for "rush", since timing attacks tend to occur in the early-mid game (typically off of two bases) whereas "rushes" happen within the first few minutes of the game: 7-pool, 2-rax proxy, etc.
In that vain, "all-ins" can occur at any stage in the game (though typically when a cheesy rush or committed early mid-game timing attack occurs at a heavy expense on economy) so it's not an appropriate counter-term either.
Re: Everything I know about design I learned playing Starcraft
#27Earlier quoted context omitted.
I find this a funny comparison because StarCraft is at least in part made difficult on purpose , as is the case with any game. In particular, APM/micro/etc are a key aspect that separate the range of skill levels of most players. So while some multitasking aspects in the game would certainly be difficult no matter what, any good UI designer could make StarCraft easier and more accessible to use, but then there wouldn…
As a compeditive sport you can make games random but not easy. However changing the UI Makes different skills useful which shits the balance of power as well as the learning curve. Much like how the ideal GO and Chess players have related but different skills.
Re: Everything I know about design I learned playing Starcraft
#28I used to hear this argument from WoW players a lot. "It's skills you use in every business management, so it's just like work!" Go ahead and list it on your resume if you believe it.
If I were an employer, I'd give you major points for being good at StarCraft 2. It's a tough game. To do well, you need a fast, strategy-oriented mind, and you need to be dedicated. Being good at StarCraft shows that you're passionate about difficult problems and that you're smart and fast enough to solve them well.
Those are good skills for a programmer, IMO.
Re: Everything I know about design I learned playing Starcraft
#29>In Starcraft, nearly everything has a keyboard shortcut, and can be accessed in milliseconds. Professional players have average APM's of around 300. During intense battles, with their careers on the line, they can get up to 500 or 600. That's almost 10 separate moves per second! EAPM (Effective APM) is more pertinent than raw APM. APM arguments have raged on for more than a decade (since Broodware at the very least)…
Yes, you are correct about "Macro" and "Micro" being antonyms but they are used differently here. He's talking about a style of play. Generally, "macro" play is going to for the long-game with many bases and huge armies. He calls the opposite of this as "rush." Other synonyms for "rush" are something like "timing attack" or "all-in."
Re: Everything I know about design I learned playing Starcraft
#30Earlier quoted context omitted.
Yes, you are correct about "Macro" and "Micro" being antonyms but they are used differently here. He's talking about a style of play. Generally, "macro" play is going to for the long-game with many bases and huge armies. He calls the opposite of this as "rush." Other synonyms for "rush" are something like "timing attack" or "all-in."
Yes, so I would have called it "Macro-style", "200/200 style", "late-game oriented play", "turtle-style" or any number of expression that would distinguish playstyle and gameplan from the specific terminology: Macro. "Macro" on its own is a misnomer imo. Also, I don't think "timing attack" is an appropriate synonym for "rush", since timing attacks tend to occur in the early-mid game (typically off of two bases) where…