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StarCraft II Design – 3-Rax Reaper, Cheeses, Imperfect Information, Game Sense, and Mechanics

admin by admin
July 14, 2020
in Game
6
StarCraft II Design – 3-Rax Reaper, Cheeses, Imperfect Information, Game Sense, and Mechanics



Hey folks,

Welcome back to brownbear’s Summer of StarCraft! Today’s episode three – three-rax reaper, cheeses, imperfect information, game sense, and mechanics.

If you enjoyed this video, I’d love it if you followed me here and on Twitter and Facebook to receive regular content updates. The relevant links are below. Thank you and see you next time!

Thanks,
brownbear

Facebook:
Twitter:
YouTube:
Twitch:

Special Thanks:
— for allowing me to use small bits of Olimoleague footage

Timestamps:
— Cheeses (0:30)
— Removing Cheeses + Build Order Trade-offs (2:00)
— 3-Rax Reaper (5:46)
— Imperfect Information and Game Sense (7:12)
— Mechanics (11:56)

Recommended Readings (by others):
— (Legacy’s impact on early game aggression)

Recommend Readings (by me):
— (mechanics critical to strategic diversity in competitive rts)
— (racial balance in competitive rts)
— (protoss design)
— (StarCraft II and Brood War belong to different genres)
— (map design)
— (matchmaking)
— (starcraft broadcasting and the excellence of nation wars)

References: The list of references is too lengthy for YouTube. As a result, I hosted it on my website:

Nguồn: https://zagran-tour.com/

Xem thêm bài viết khác: https://zagran-tour.com/game/

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Comments 6

  1. Chen Gong says:
    1 year ago

    It makes no sense to say that an RTS game with low mechanical requirement will have less depth or strategic variety just because that has traditionally been the case. It could be that those games simply didn’t do it right. Having the ability to queue up the perfect build only works if there is a perfect build against every other build. It could be the case that there isn’t such a dominant strategy.

    Reply
  2. Chen Gong says:
    1 year ago

    Following upon what I said in the last video ad what you said in this one, the difference is that executing strategies in a chess game requires no mechanical skill, every strategy you can think of, you can execute, you can even tell a complete novice to play it for you with exactly the same effectiveness. With RTS games you have to practice a lot to even execute basic strategies, again, it’s as if placing down chess pieces is in it self, an extremely difficult task to achieve, it’s just pointless barriers to a strategy game.

    Reply
  3. bobgoran says:
    1 year ago

    It sounds like you never played Age of mythology competitively. No early rushes possible? AOM no longer a strategy game due to autoque? Seriously!

    Reply
  4. GeneralsGentlemen says:
    1 year ago

    These videos are epic man.

    Reply
  5. Nakamura RTS says:
    1 year ago

    Very well-done on the analysis in the SC2 bits, Brownbear.

    I would like to point out though that Age of Mythology is giving a mechanical challenge to players through its very high demand in economic macromanagement as opposed to maintanence of training queues.

    What you are saying about autoqueue is correct regarding making it easier to play more perfectly, however the top level players are improving their mechanical execution of builds to this day are still finding new strategies. I would say playing perfectly is a loose term, and here it should mean "it's hard to miss production cycles".

    In certain cases, it's very hard to divert from the meta, and the random nature of maps heavily interacts with what specific strategy will be viable in the given situation, but as someone who feels at home in both AoM and SC2, I must point out that you are oversimplifying the AoM stuff and are in many ways sharing wrong info. I'd urge you to re-explore AoM!

    Reply
  6. SaradominWrecksYou says:
    1 year ago

    At the start of the mechanics section, what custom game is that? Also, great video.

    Reply

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