The Last Days of Myth
Ah what a glorious age we live in. We live in an age where StarCraft has found a climax of popularity after having survived for more than a decade; few games have lived to celebrate such a milestone. Indeed, StarCraft is the first true eSport – but there is a catch.
The second dawn of StarCraft was a gift not of angels but of demons. StarCraft – the first – has been feeding off a life force, it has been granted gifts and many souls to follow its cause. But soon, similar to the intentions of a black widow, these souls will turn their heads. Their smiles will show razor sharp teeth where once there was only the promise of a soothing kiss. StarCraft will be torn limb from limb. It's corpse carried in a thousand pieces and sacrificed to a new false god. A golem will be constructed from these pieces. StarCraft will be reborn, his humanity now finally a thing of the past.
Rise, StarCraft II – Lord of Skill.
Sorry, reading the Sin Wars books and the constant dreaming about Diablo III as sorely affected my capacity to create analogies that don't revolve around demons and blood splattering in places you didn't know existed. In truth I couldn't really care less about what is about to happen with StarCraft and number two. I mean, beta is around the corner. That's going to be cool, a few more months – I get to go to Blizzcon and terrorize online friends for the first time in real life – and before you know it the big ES SEE EYE EYE is in stores. I mean, sure I'm excited! It's going to be cool. Like I'm in high school again! I'll actually be glad all of this hassle is over. I mean, it's been so long coming. I'm actually tired, the hype feeling has been gone for a while now. It feels like the game has been out for months. The line between StarCraft and StarCraft II is fading, almost intentional by Blizzard I think, to make the transition for everyone almost unnoticeable. The release is more of a hurdle than an actual event to look forward to. “Yes, SC2 – whoo! Now give us the fracking game we have been 'living' for the last two years!”
No, I cannot stress how important the next few months will be. Regardless of how involved you are in the world of gaming, of eSports and StarCraft. No matter how many times these words have been said, they are still true. No matter how their impact has faded, no matter how shallow the corporate hype has become. StarCraft II will be a legendary game. First a game of myth, now soon to come in this world – then reality. It's time to take a step back, to forget the theory and the discussions. This phantom that has been swarming in our thoughts has not been a game, it has been a nightmare. Because none of us have ever believed that this would be the game of our dreams, dreams that have lasted a decade for some. To us it needs to be the ultimate creation, it cannot be a shadow of what we are prepared to leave behind. We cry for Blizzard to not screw this over.
But are we really that ignorant? All this time we have been complaining like tired old men, a hive mind seemingly controlled by Statler and Waldorf. When we are thrown another bone we take a moment to marvel at it then to devour it with much gusto only to remember our self instated place and to start heckling. The issues we bring forth are discussed on a small and ignorant scale. In forums, no matter how large they are, on chat channels on ventrilo. The piecemeal feedback we are allowed to give from Blizzard is appreciated. Large glaring issues are addressed, but for the most part big laser blue watches over like a deity, indeed moving in mysterious ways.
It must be understood that this world is about to end. The ghost like existence of 'number two' will be over soon. And this is what I come to tell you. I am not here to elaborate further on the drivel so many, myself included, have been spewing about this game. Legend here, legend there. O dear me StarCraft 2 ... Gone. Done. I'm not here to make you feel the hype again like I did last time I sat down to scribble and dribble about this blueish colored haze. I was more impressed with Diablo III as I said before.
I'm here to make you nervous.
Huh? Yes you. Reading this. I mean you, no not in an ironical sense or in an attempt to make witty comments. YOU! Start sweating.
Blink.
I want you to blink. Take a step back and look at what you're doing. I don't want you do read what I'm about to type. I want you to speak it, out loud; so you know this isn't happening in a far away dream, but in reality:
The StarCraft 2 beta is about to start. And I'm going to be part of it.
Yes you are. Even without a key, and maybe even without a cracked copy. This game will be in our hands and it will forever be so. Blizzard is handing their golem to us, and it can never take it back again. It is ours to mold – nay – construct.
Once the beta is released we cannot blame Blizzard for anything anymore. Everything about the game will be ours to control. Not just through the eventual tinkering we can do with the map editor, but through the very nature of the development cycle. We cannot hide on forums and chats; we are given the opportunity to change the very nature of the game. Sure, the universe has been set, the foundations have been hammered down into the bedrock; and as I had previously stated, the soul of StarCraft has already been grafted into its spine. Now it is ours to perfect. Yes, perfect. Our dreams, our visions, our delirious outbursts – they can be a reality.
But only if we take up the challenge. Only if we apply ourselves these coming months. A time where we look at things together. To apply the theories and to actually scientifically prove our claims. We are a swarm. A mind of thousands. We can fill in the blanks that Blizzard has so carefully prepared for us.
Yet with this I also give a warning. We cannot fall to the same trick as last time. We need to bind ourselves to reality. We cannot overdo this. The beauty of StarCraft was in the elegance of its simplicity. We know StarCraft II has the potential to be greater, this is etched into the golem. Added abilities and ways to micro. Some fundamental mechanics were cleared to allow this. Now is not the time to fight these changes, but to use them and wring them into something superior.
Indeed it is time for us to become that mass, to turn on our old god and shred it. To fuse it with this new entity. I say we use our knowledge of StarCraft not to correct, but to rebuild and improve. Although I would be happy to leave you with just that mindset. I will give an example that will severely hurt the timelessness of this article.
To me, StarCraft II still seems wrong. Having played it I know it is similar, but when watching the last battlereport I saw immediately one major issue that is simple to correct.
Unit clustering.
When watching StarCraft the units are simple to distinguish; this is not because of the game's age and my familiarity with it, because essentially the same rough forms are present in the sequel. It is because units are far closer to one another when walking in a group. This brings with it a number of problems that weren't issues before. Micro issues are obvious and the threat of splash damage is severe. But that isn't the major issue. The clustered groups will become a staple of the new game – which isn't StarCraft . Where we were promised a micro intensive game this has now become a question of macro and well-placed timing events – like the explosion of banelings or a good psy storm and nullifier blockade.
Being proficient in individual unit micro has all but vanished. The additional skill we were promised from abilities has effectively replaced normal unit micro. Because of the improved AI flanks happen without effort and can as easily be solved with a few new unit abilities. Indeed individual units disappear in their clusters – in something I would almost dare call 'squads'. Sure there was some nice toying around with a scouting probe, we could expect nothing less. But after the unit counter reaches a number above four, all player depended micro is reduced to the use of abilities.
Now, you will say that better players will find a way to micro these units above their abilities. But they won't. The additional advantage given to these units by intensive micro is marginal. My claim is not to dumb down unit AI, but to reduce the AI enforced clustering by several hexes. Make zealots and stalkers, roaches and zerglings, marines and marauders, stand further away from each other so it is possible to select individual units and reduce the effectiveness of game breaking splash abilities. Spreading out these units will also help the player and the observers see what is happening. It will give battles a far more structured appearance and will put the focus back to the individual unit. Indirectly, the player will be less dependent on computer AI as small micro orders will start to gain importance. Mechanical skill will not be as reduced as it is now, not only focused on the use of abilities.
These are the things we need to look at, not just stuff our heads into balance. Look outside the box and change the details that make the difference between flawlessness and perfection. If StarCraft II does not succeed, we will only have ourselves to blame.
Article by Greth
http://www.youtube.com/user/GrethSC
Grethsc@gmail.com
P.S.: Thanks Sailence for reminding me I write sometimes!
P.P.S.: Read through my two previous columns discussing similar subjects.
