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StarCraft, Nothing But StarCraft

Now that the news has been out for a few days and game journalists have had a chance to chat with the folks at Blizzard, there are a number of new stories detailing parts of the StarCraft II world. A massive press briefing about the game fills in a few more details on the game; only three factions, no new races, the game is built with competitive play in mind, and will run on both XP and Vista. For more nitty-gritty elements, the company held panel discussions on the art design and gameplay elements of the upcoming game. Video from the event is now widely available as well; check out the official trailer, some example gameplay, or the epic 22-minute long developer walkthrough.

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  1. Re:My only request(s)... by mattgreen · · Score: 5, Insightful

    I am inexperienced. I'd love to enjoy the game in all its technical details, but it is such a pain in the ass to play. You do not need to tell me what 'pro' players do. Of course they play at maximum efficiency. The thing is, I don't want to be 'good' at precision clicking on units, I want to be good at the actual game portion of it.

    You point out the group limit isn't a hindrance because there is a workaround. Sounds more like a tacit admission that it is artificial. Alt-clicking does not completely solve the problem, you are still issuing multiple commands when one would suffice. In regard to load balancing, it'd be only among the buildings currently selected. You do not want to limit the options available to a player or force them to work in a certain way. Having it automatically work on all buildings of a certain type would be asinine. I am no stranger to hotkeying the buildings, or placing them properly. I just find the UI shortcuts provided by Blizzard to be incapable of handling the sheer number of disparate tasks that need to be done to play Starcraft at any sort of decent level.

    I am not sure how this is making it a less competitive game. The more the UI aids the user in doing tedious things, the more fun it is to play. This has nothing to do with dumbing down the game. Like I said earlier, I won't weep at all if the excessive mouse skills are no longer mandatory to play. I already use the mouse too much during the day at my tech job.

  2. Re:My only request(s)... by toad3k · · Score: 5, Insightful

    I have to agree with the original poster. I played for awhile and was fairly good. Nonetheless these difficulties in unit training, queuing, and unit selecting were mostly not intended. No one at blizzard said, "Hey, lets substitute in some bad UI design that a more seasoned player can overcome to beat his opponents."

    These tricks you've learned are crutches. You are apparently good at using crutches. You like them because you are better at using crutches than the average player, but don't think for a minute that these crutches are part of the game or that they enhance game play in the least.

    I would like to see resources stay unused until unit starts building. Ability to make command centers rally their scvs on resources instead of sitting there. To select multiple buildings at once and hotkey them and use them to train. To be able to queue future commands on units that are in the process of building something. To research upgrades one after another in order. To allow infinite unit selection (already done). To queue units that aren't yet available while an advanced structure is building or upgrading. An easier way to select similar units that are mixed in a big blob of different units. A defend as well as a follow command. None of these is game breaking, but they allow you to get the base building done and forget about it for a couple minutes to manage combat or expansion.

    I do not want scripting capability that some people are stupidly advocating. Anything that could be done in the background besides simple key rearrangement would be detrimental to barrier to entry and professional play. I also don't want it to start anticipating things like building overlords when it thinks you need them.