Earlier quoted context omitted.
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…
But macro is what it's called in the community.
Everything I know about design I learned playing Starcraft
31–40 of 59 posts
Re: Everything I know about design I learned playing Starcraft
#32Using photoshop is like carrying water with a bucket. You've got to decide 'rush' or 'macro'. Maybe it's not important that you get all that water to the destination and losing slop over the side in a poorer quality carry is fine. Other times you'll need that bucket to arrive dry with a higher quality carry - you might be carrying over carpet, for example.
Before you start your carry you go through the starting steps to ensure a clean, empty bucket - checking that there's no holes, that the handle isn't loose or broken, that it's clean and doesn't contain anything from a different carry.
A good water bucket carrier has higher APM than a poor carrier, knowing how best to manipulate the bucket in the well and developing appropriate muscles for filling and carrying. The best water carriers can carry a bucket in each hand!
There is no best bucket - pick one to suit the task at hand. Wood is heavier, but more beautiful, a relic of a bygone era, and is the preferable material for use in specialised cases like saunas. Metal is sturdy and less prone to failure - easier to fill than a plastic if you're using a deep well as it won't float as easily. Plastic is light, cheap, and plentiful, which may be all you need, plus it is more flexible.
And of course, carrying water is a task best suited for collaboration. You get to socialise, and it goes faster if everyone pitches in.
Re: Everything I know about design I learned playing Starcraft
#33Earlier quoted context omitted.
But macro is what it's called in the community.
"macro" != "macro-style"
I would argue that is the case here, though your (honestly baffling) confusion might be a reasonable point against that.
Re: Everything I know about design I learned playing Starcraft
#34Re: Everything I know about design I learned playing Starcraft
#35>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)…
Re: Everything I know about design I learned playing Starcraft
#36Re: Everything I know about design I learned playing Starcraft
#37Starcraft is important but IMO it's not about APM. But build order, at start of each game, there's a series of steps you need to do like the optimum workers to build, to mine Vespene gas; at which time to send workers to build expansion base, build marines/zerg's etc. And adjusting your strategy depending on map, other races on map and opponent style. Translated roughly to non-player's words, playing Starcraft is not…
Re: Everything I know about design I learned playing Starcraft
#38Funnily enough, a lot of designers tend not to bother with the shortcut stuff, arguably as they don't tend to be doing it day-in day-out.
On the other hand, an illustrator colleague knows all the shortcuts as well as I do (related: the one peeve I had with the near-future tech of Charlie Brooker's 'Be Right Back' ep of Black Mirror was this exact scenario, where an illustrator is using a highly gestural interface to do work. Her whole arms would be aching after just a few hours!)
Re: Everything I know about design I learned playing Starcraft
#39Earlier quoted context omitted.
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.
Introducing randomness is honestly a poor choice in competitive games. Warcraft 3 random item drop, Starcraft: Broodwar Scarab glitching & high ground random miss percentage, etc all made the competition somewhat less compelling.
Re: Everything I know about design I learned playing Starcraft
#40I 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.
An important distinction is that there are no characters to level-up in Starcraft, so you can't get "better" by just investing mindless hours into the game. The start of a Starcraft game is just like the start of a Chess game: both newbies and pros have the same options in front of them. You have to objectively improve as a player to win more Starcraft. I never played WoW, but I would believe that there are some diff…