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StarCraft II's Most Persistent Misunderstanding Is That It's Not Accessible
Hey folks! Glad to be back :-) As mentioned in the video, I write weekly commentary and analysis on Substack: brownbear.substack.com/. I plan to convert 1-2 articles a month to UA-cam video essays, because I find that 1) many articles benefit from supporting images and video, and 2) many folks prefer video essays to long texts. Plus, I just enjoy making videos!
The original article: brownbear.substack.com/p/starcraft-iis-most-persistent-misunderstanding
Instagram: iambrownbeargaming
Facebook: brownbeargaming
Twitter: brownbear_47
Twitch: www.twitch.tv/brownbeargaming47
UA-cam: ua-cam.com/users/brownbeargaming
Переглядів: 1 250

Відео

Pikmin Bloom Review: A Worthy Addition to an Amazing Franchise
Переглядів 1,1 тис.2 роки тому
Hey folks! In today's video I offer my thoughts on Pikmin Bloom. Facebook: brownbeargaming Twitter: brownbear_47 Twitch: www.twitch.tv/brownbeargaming47 UA-cam: ua-cam.com/users/brownbeargaming Instagram: iambrownbeargaming Coming up in future videos, expect a clearer agenda at the start with more timestamp links and chapters. Many thanks to folks for the ...
One Small Request For Elden Ring
Переглядів 1,9 тис.2 роки тому
Hey folks! In today's video I discuss a wishlist item I have for Elden Ring. Facebook: brownbeargaming Twitter: brownbear_47 Twitch: www.twitch.tv/brownbeargaming47 UA-cam: ua-cam.com/users/brownbeargaming Instagram: iambrownbeargaming Many thanks to Matthewmatosis, whose "Dark Souls II Critique" inspired me to start making UA-cam videos. Can't believe it'...
Age of Empires IV In-Depth Review and Critique
Переглядів 4,4 тис.2 роки тому
Hey folks! In today's video I offer my thoughts on Age of Empires IV. Facebook: brownbeargaming Twitter: brownbear_47 Twitch: www.twitch.tv/brownbeargaming47 UA-cam: ua-cam.com/users/brownbeargaming Instagram: iambrownbeargaming Timestamp: 15:10 to skip straight to thoughts on ranked / competitive multiplayer.
Does Boar Stealing Add or Detract From Age of Empires II?
Переглядів 1,5 тис.3 роки тому
Hey folks! In today's video I break down the boar stealing mechanic from Age of Empires II and try to figure out whether its inclusion makes the game better or worse. Facebook: brownbeargaming Twitter: brownbear_47 Twitch: www.twitch.tv/brownbeargaming47 UA-cam: ua-cam.com/users/brownbeargaming Instagram: iambrownbeargaming For those who are curious, I do...
Northgard Impressions
Переглядів 2,6 тис.3 роки тому
Hey folks! Today's video covers my impressions of the independent real-time strategy game Northgard. Facebook: brownbeargaming Twitter: brownbear_47 Twitch: www.twitch.tv/brownbeargaming47 UA-cam: ua-cam.com/users/brownbeargaming Instagram: iambrownbeargaming
4 Things I'm Looking For In Age of Empires 4 - Part II
Переглядів 5 тис.3 роки тому
Hey folks! Today's video is the second part in a series of videos I'm doing on what I'm looking for in Age of Empires IV. Facebook: brownbeargaming Twitter: brownbear_47 Twitch: www.twitch.tv/brownbeargaming47 UA-cam: ua-cam.com/users/brownbeargaming Instagram: iambrownbeargaming I referenced a few videos I made in the past on Age of Mythology and Age of ...
Age of Empires III Retrospective
Переглядів 7 тис.4 роки тому
Hey folks! Today's video is a retrospective on Age of Empires III. Facebook: brownbeargaming Twitter: brownbear_47 Twitch: www.twitch.tv/brownbeargaming47 UA-cam: ua-cam.com/users/brownbeargaming Instagram: iambrownbeargaming In the retrospective, I reference a video I made a couple years back on the Home City system. Here's a link if you're interested: u...
Stacked Production and Cognitive Load in Age of Empires
Переглядів 1,5 тис.4 роки тому
Hey folks! Today's video dives a little deeper into the cognitive load idea I brought up in my last video. Facebook: brownbeargaming Twitter: brownbear_47 Twitch: www.twitch.tv/brownbeargaming47 UA-cam: ua-cam.com/users/brownbeargaming Instagram: iambrownbeargaming
Age of Empires 4 Gameplay Reveal Analysis
Переглядів 7 тис.4 роки тому
Hey folks! Today I’ll be doing a short analysis on the first gameplay reveal of Age of Empires IV. Facebook: brownbeargaming Twitter: brownbear_47 Twitch: www.twitch.tv/brownbeargaming47 UA-cam: ua-cam.com/users/brownbeargaming Instagram: iambrownbeargaming
They Are Billions The New Empire Campaign Critique
Переглядів 5 тис.4 роки тому
Hey folks! Today I’ll be doing a critique of The New Empire Campaign recently released for They Are Billions. This video will focus exclusively on the newly released content, which for brevity’s sake I’ll refer to as just Empire. If you’re interested in my overall take on the core gameplay of They Are Billions, I recommend you check out my video from last year on the title’s Early Access Releas...
StarCraft II Community Update Discussion - July 6th, 2019
Переглядів 1,3 тис.4 роки тому
Hi folks, Over the weekend I participated in a fairly in-depth discussion on the latest StarCraft II community update, alongside Max, Gemini, and Neuro. Here's the VOD of our discussion; there are also links below for each guest's social media, as well as articles written on the community update by myself and Max. Special shout-out to Neuro, who hosted this live on his Twitch channel (www.twitc...
4 Things I'm Looking For In Age of Empires 4 - Part I
Переглядів 6 тис.4 роки тому
Hey folks! Today's video is the first in a I-don't-know-how-long-series discussing what I'm looking for in Age of Empires 4. Pretty much anything is fair game - gameplay design, balance, community management, graphics, and so on. In terms of my background, I've been playing the Age series for more than 20 years, stretching back to Age of Empires I. I started playing online in Age of Empires II,...
Age of Mythology Retrospective
Переглядів 36 тис.4 роки тому
Hey folks! Today's video is the first in a four-part series of retrospectives I'll be doing on the Age of Empires series. I'll be covering Age of Empires I, Age of Empires II, Age of Mythology, and Age of Empires III. If you're interested in this kind of content, I'd modestly recommend you subscribe to me here on UA-cam to get notified when I upload each video in the series. In terms of my back...
Warcraft III: Reforged Matchmaker Suggestions
Переглядів 1,7 тис.5 років тому
Hey folks! Today's video offers suggestions for Warcraft III: Reforged's ladder matchmaker. Production Notes: I wrote an article a couple years back on StarCraft II and CS:GO matchmaking. I referenced it in the video; here's a link: illiteracyhasdownsides.com/2017/04/19/starcraft-ii-csgo-matchmaking-systems/ I decided not to include any discussion of enabling third-party matchmaking services ak...
DeepMind AlphaStar Analysis and Impressions (StarCraft II)
Переглядів 29 тис.5 років тому
DeepMind AlphaStar Analysis and Impressions (StarCraft II)
Mario Tennis Aces Review and Analysis
Переглядів 1,9 тис.5 років тому
Mario Tennis Aces Review and Analysis
WCS Winter 2019 Analysis (StarCraft II)
Переглядів 1,3 тис.5 років тому
WCS Winter 2019 Analysis (StarCraft II)
Warcraft III: Reforged Demo / Original Game Informal Comparison
Переглядів 58 тис.5 років тому
Warcraft III: Reforged Demo / Original Game Informal Comparison
Warcraft III: Reforged Analysis
Переглядів 264 тис.5 років тому
Warcraft III: Reforged Analysis
StarCraft II Co-op In-Depth Review - A Real-time Strategy Revolution
Переглядів 8 тис.5 років тому
StarCraft II Co-op In-Depth Review - A Real-time Strategy Revolution
Design Proposal: StarCraft II 1v1 Random Race Selection
Переглядів 1,5 тис.5 років тому
Design Proposal: StarCraft II 1v1 Random Race Selection
They Are Billions In-Depth Review (Early Access)
Переглядів 17 тис.5 років тому
They Are Billions In-Depth Review (Early Access)
brownbear - the best game design on the internet
Переглядів 3 тис.6 років тому
brownbear - the best game design on the internet
Yooka-Laylee Critique
Переглядів 2,5 тис.6 років тому
Yooka-Laylee Critique
StarCraft II Free-to-Play Analysis
Переглядів 27 тис.6 років тому
StarCraft II Free-to-Play Analysis
Dark Souls' Excellent Tutorial
Переглядів 2,3 тис.6 років тому
Dark Souls' Excellent Tutorial
Everything Age of Empires - The Home City Card System
Переглядів 10 тис.6 років тому
Everything Age of Empires - The Home City Card System
Channel Update - September 2017
Переглядів 5366 років тому
Channel Update - September 2017
StarCraft II Design - Finale
Переглядів 4 тис.6 років тому
StarCraft II Design - Finale

КОМЕНТАРІ

  • @bjewell100
    @bjewell100 День тому

    Man thank you for including a full uncut fight at the end with no voice over. The explanations were great too. Nice vid!

  • @dj_koen1265
    @dj_koen1265 21 день тому

    i forgot how much i loved your videos, great video

  • @gamingon9956
    @gamingon9956 26 днів тому

    In my playthrough the fucking horses spawned inside the boss room lmfao Thank you Dark Souls II.

  • @prudencegumdrop9557
    @prudencegumdrop9557 Місяць тому

    Where is the bonfire in the fridged outskirfs though. The fuck😊l

  • @hachijospaniard5643
    @hachijospaniard5643 Місяць тому

    Is medieval ages again, I don´t gonna to buy AoE2 again, simple as that.

  • @whossname4399
    @whossname4399 Місяць тому

    I have a bigger issue with tower rushes, but my reasoning is very similar to brownbear. You can adapt and basically continue to play your own game against a boar steal, and the better player will normally win regardless. With a tower rush, you are forced to play the enemy's game. The counter play is to build your own towers and vil fight. It's a very boring way to play, I would prefer to fight with military.

  • @dominiccasts
    @dominiccasts 2 місяці тому

    One thing I'm surprised I haven't seen you (or anyone to my knowledge for that matter) point out is that StarCraft 2's fast paced fights *are* an accessibility feature, particularly at the advanced beginner and intermediate level. It's a similar design paradigm as what's been going on in the past few years with fighting games, where a lot of newer fighting games have ramped up the damage a player can get off of one interaction, so that players don't have to win as many interactions to win a match. I see the same thing play out in SC2 compared to other RTS games, especially compared to both Brood War and the upcoming games vying to be its successor. Having a lower time-to-kill means that, outside of complete newcomers, winning a game means only having to really win one, maybe two, fights, and winning a fight can often just mean using the splashy abilities once or twice, which allows a generally weaker player to beat a stronger player sometimes. With a higher time-to-kill, fights are longer, mistakes pile up more on the side of the weaker player, and the stronger player more consistently wins. That being said, the tradeoff as I see it is whether the focus is placed on making players feel progress through wins and losses, or finding some way to present their progress more granularly, even if they lost 10 games in a row (which I find fighting games do naturally on account of having a health bar showing you how close the match was). I think the coarse-grained results you point out bias players strongly towards viewing wins and losses as the only thing that matters, with the quality of the match leading up to that point being secondary, hence my argument that low time-to-kill is an accessibility feature. The other tradeoff I find with SC2, with its lower time-to-kill, is that it causes the "game" to feel much more split between the playing of the game to execute what you think you know, and the not playing of the game to actually develop and adapt to opponents, sorta like gridiron football. Games with a higher time-to-kill feel better in the moment to learn, adapt, and generally feel fully engaged with while playing; removing or reducing that sense of a split between playing the game and somehow being engaged with it while not playing.

  • @pantslesswrock
    @pantslesswrock 2 місяці тому

    AoM is a great single-player experience. It’s cozy, the smaller unit variety is easier to wrap your head around, and the in-game encyclopedia is a wonderful way to lose hours. I dunno about the competitive scene, but it was a great PC experience, days and days of fun to be had. Sure, AoE 2 eventually got way more content, but AoM’s base game was nothing to sneeze at, and I’d take the fun and spectacle of having myth units any day over more varied human armies.

  • @arcadecup
    @arcadecup 2 місяці тому

    im just going to dig out my old xp machine with the compaq CRT

  • @lucaruggiero-ni2ep
    @lucaruggiero-ni2ep 3 місяці тому

    As i do, i encounter max 3 horses First one, between the first 2 houses, i ignore it until the second house where i kill it. Second and third ones (yes, two of them) are spawned between the second house and the bridge before the boss (so i ignore the third house). I completely ignore them and i run towards the boss area. This is my way in which i dont consume any of the flask (maybe 1 or 2 little gem) Time: max 3 minutes every run

  • @maayavulfe6365
    @maayavulfe6365 4 місяці тому

    PROSTAGMA?

  • @Yoyoz-uj3ox
    @Yoyoz-uj3ox 4 місяці тому

    Tip: blue smelter takes longer to get up if he does the AOE with the jump

  • @cloverfawkes
    @cloverfawkes 5 місяців тому

    Shit take that whining about the campaign was hard to listen to whaaa I have too many unit options, whaaa these missions are too long give me 1/3 the mission, whaaa I have to build a base in a rts game, whaaaaaa I couldn’t beat the army so I had to abuse the leashing mechanics sounds like whine-alot-itis

  • @PNWer_of_Souls
    @PNWer_of_Souls 5 місяців тому

    it's so cool that you're making videos again! I love all your commentary on SC2 and also I've watched every video you made on the comparisons from SC2 to the Age of Empires series as I play both frequently. I was inspired by that series and made an Age of Empires 2 Mod (No Age Total Conversion) as a way to see what AOE2 would be like if it played as a more fast paced game like Starcraft. I really tried to push the speed of building up and make it more asymmetric, but would be curious to know your thoughts on it and wether it makes AOE2 more interesting or breaks the core game. Anyways you always have great quality videos!

  • @maxnovakovics2568
    @maxnovakovics2568 5 місяців тому

    23:00 so units on a slope are less effective than units properly stanced? 🤔 🤔 🤔

  • @rheiagreenland4714
    @rheiagreenland4714 5 місяців тому

    I think GiantGrantGames said it best: "If more people knew that most starcraft II matches were more like two drunk toddlers fencing with pool noodles, I think the intimidation factor would be significantly lower."

  • @glorpfruncus2180
    @glorpfruncus2180 5 місяців тому

    I gotta say, and I know it's not related to the topic, but I seriously love your channel. I really wish you had more views and I have no idea why you don't. Please keep it up.

  • @Kane.JimLahey.
    @Kane.JimLahey. 7 місяців тому

    I prefer your slower more nomal paced videos as i am not a adhd adderall riddled zoomer with a warped mind. Personally i find videos like that insulting and condescending, and very annoying. Which is why i'm happy ive discovered your channel! Terrific video

  • @RetrOchannel
    @RetrOchannel 7 місяців тому

    Been binging your stuff lately. Truly wonderful stuff. I wonder, has this game gotten attention by the devs in the past year? Perhaps you could make an update video, if so.

  • @Matthb
    @Matthb 7 місяців тому

    have you considered that starcraft 2 is not the most popular rts because of it's faster speed but in spite of ? The more likely reasons to me are polish, sci-fi setting, flavor, nostalgia, modes like coop and arcade, balance, gameplay loop and length or even that it's made by blizzard.

  • @user-cp4kc2zi9c
    @user-cp4kc2zi9c 7 місяців тому

    This stuff was so beautiful, i shouldn't have invested my whole life into it

  • @callenkoester9078
    @callenkoester9078 7 місяців тому

    come back to aoe3 parfait

  • @ianmorales2960
    @ianmorales2960 7 місяців тому

    Last time you uploaded, I had a house. 🥲

  • @yisu_gen
    @yisu_gen 7 місяців тому

    wtf ur back! fantastic video

  • @danielpinto9077
    @danielpinto9077 7 місяців тому

    sorry chief but I have to call bullshit on this one No other game requires you to learn 3 different types of keyboard combinations and memorizing 4 minutes of actions to play mediocrely

  • @SimonPiano42
    @SimonPiano42 7 місяців тому

    I agree, SC2 is not inaccessible, and I find the argument that "units die too quickly so it's inaccessible" pretty puzzling. You can play the campaign on easy or compete in low bronze league and your skills will meet adequate challenge, and in competitive play you'll find people who struggle just as much with their army dying quickly as you do. Take piano playing, is it extremely hard in the beginning? Yes. Is it inaccessible because of that? I don't think so. You just need to start on a low level and accept that it's a long journey to near the skill ceiling. Also, it's not that hard to right click your army back even if you're slow. Just don't a-move without looking at your army if you're slow and it won't get melted offscreen. (to be safe, move your army back a bit before looking elsewhere) I think people are just frustrated that they can't do flashy plays like the pros. In a Moba, you can basically do anything a pro can do (visually). In SC2, you probably can't get and micro a huge army while dropping 2 places at once if you're in bronze league. But that's ok. So, what does it even mean that SC2 is inaccessible? I don't know. A game with a high skill ceiling can't not be hard.

    • @SimonPiano42
      @SimonPiano42 7 місяців тому

      Also, if two armies a-move against each other, the better/bigger army is still likely to win, whether units die quickly or not. (unless you are spell caster-heavy perhaps, but you can a) avoid that and b) it's not that hard to a-move + cast a few spells) So again, it's just a matter of the better player winning the fight, and you'll find opponents with just as bad macro, micro and unit comp as you, if need be in low bronze.

  • @SaradominRecksYou
    @SaradominRecksYou 7 місяців тому

    Link your substack on your YT channel page.

  • @sogomn
    @sogomn 7 місяців тому

    Hell yes, another Brownbear video

  • @DoggyP00
    @DoggyP00 7 місяців тому

    I think strategy is the opposite of what's sacrificed in coop, though I may be talking semantics. To me coop is doubling down on the strategy compared to multiplayer. Very few games in multiplayer do you need to think. It's 99% execution and practically just an action game. Meanwhile, coop, especially harder difficulties is about managing your more limited setting and creating strategies around it. In lower levels people tend to have similar approaches even though its possible to brute force it with execution. Coop takes away the execution barrier and management skill floor that multiplayer has by reducing variability because you don't have to worry about cheese or your opponent doing something unexpected.

  • @etofok
    @etofok 7 місяців тому

    I was discussing 'the difficulty' argument 10 years ago in one of my essays on teamliquid. The game is as difficult as the players you are facing, so the difficulty localized not in the game but in 'the player'. In fact, the UX and UI of sc2 is so polished that the game is actually extremely accessible, which makes the 'human' aspect of it shine much more prominently as you do not fight the interface - just yourself and the player

  • @etofok
    @etofok 7 місяців тому

    starcraft content in 2024 wow

  • @wolfson109
    @wolfson109 7 місяців тому

    Great to see you back on youtube! I think you're right that this is the biggest mistake that the RTS and SC2 communities make about SC2. Love your substack and looking forward to watching more videos from you in future.

  • @forsakenquery
    @forsakenquery 7 місяців тому

    Well, as an AoE2 convert from SC2, aoe is a fraction as accessible in every single department, so SC2 wins hands down there. But it's still way more fun than SC, so it isn't everything. From master league to 1200 ELO, I get crushed now but the game is way deeper. While the game is slower overall, combat is actually faster in AoE2, a 40 min game can be decided with a single shot. It has a lot of single player and coop content however which is very very accessible.

  • @leftwardglobe1643
    @leftwardglobe1643 7 місяців тому

    Something like Age of Empires 2 isn't more accessible because it's slower (which itself depends on how you define slower, they have similar APM requirements but AoE2's matches have slower pacing because more setup is required). I wouldn't say it's more accessible at all, and frankly, I prefer the complexity that comes with that. SCII is one of the most accessible RTS games on the market thanks to its comparatively limited builds and counters, arcadey map design, good faction balancing, reliable unit behavior and drastically simplified economy compared to a lot of other RTS games. Anything in the Age series being a prime example. In something like Age of Empires 2, since that's the example mentioned here, you not only have to put more effort into getting your economy up and running and into properly defending yourself, but any mistakes you make are much harder to correct and much more punishing because everything takes so much longer to do and any losses you suffer will hurt you more in the long run. Add onto that the fact that almost any enemy faction can and will use any strategy available in the game, and it means you need a much greater level of game knowledge to predict what the enemy will do and how to effectively counter it. This is before we get into map design, which I think is incredibly important. AoE leaves many more valuable assets in exposed areas and makes it much harder to defend yourself from attack. Both on the homefront and when seeking out advantage through things like gold deposits, relics, etc. None of this comes without similar APM, either, as AoE 2 can be and typically is played very quickly at high levels with APMs of 3-400. Same goes for SCII. SCII demands less in terms of strategy and game knowledge while having faster paced matches with similar micromanagement. It's a mechanical game. It demands fast rather than well considered execution, and speed is much easier to train than strategy. When I introduce people to RTS games this is the game I usually show them because it's free, easy to grasp at the basic level, and has a decently high skill ceiling for those that want to push themselves. It is not, however, nor has it been since its inception, the "hardest game in the world" as some people (who almost exclusively play Star Craft) like to tell themselves. There are many RTS games that present greater challenges when it comes to strategy and execution. The Age series (almost as a whole), Empire Earth (I and II), etc. All have universally higher skill floors, similar skill ceilings, demand more game knowledge at higher levels, and force you to put more effort into planning out your strategy. They're less popular (though that's changing with AoE2), but that does not mean that they are less difficult, or somehow paradoxically more accessible as some people want to suggest. There are also other games that take one or two aspects and make them essential to master in order to achieve success, which SCII doesn't. Warcraft 3, for example, has an almost absurd emphasis on force composition and correct rather than fast action. There's no faking your way to victory through good macro in that game. Homeworld, similarly, has very strong counters that need to be accounted for and also introduces entirely new concepts with its true 3D map design, which takes a lot of getting used to.

    • @dj_koen1265
      @dj_koen1265 21 день тому

      aoe2 is the game that got me to actually play rts tho, its a lot less stressful and a lot less bs and a lot less volatile its hard to describe but i was never really able to enjoy sc2 until aoe2de came out, i put hundreds of our into that and afterwards i was able to understand rts games and was able to enjoy sc2 more as well, still aoe2 is my most played rts game i would say that sc2 is definitely harder to get into and harder to enjoy than aoe2, primarily because of how much faster sc2 is but not just because of that, team games are also a lot more enjoyable in aoe2 usually which is one of the other important parts

    • @leftwardglobe1643
      @leftwardglobe1643 21 день тому

      ​@@dj_koen1265 I think that's less a question of accessibility than of taste, which, there's nothing wrong with that. I like AoE2 more and it's what I grew up with, and yes, SCII is a faster game in terms of its match pacing, at least as far as skirmish goes. That in and of itself can be a bit overwhelming. And that's fine. But that's a lot easier for most people to get past I've found than the more complex economies and tech trees found in AoE2. In Age games, it's not always obvious to a beginner where their resources are, what kinds of drop sites they should put down or where, how to age up, so on. I've had multiple first time players try AoE2 with me and spend the first hour stuck in the dark age. Yes, the game gives you a little more breathing room to figure things out, but not as much as you'd think, and it does very little to give obvious direction to a new player outside the tutorials. Meanwhile in SCII, the most guidance I've ever had to give someone to get their feet off the ground is "build some more workers to collect resources faster," or "try building some troops or walling off that ramp so you don't get rushed as easily." This is largely because they made the foundational elements of the game so damn simple. One of the best examples of this is the economy. They went through so much trouble to dumb it down as much as possible compared to other conventional RTS titles. Instead of 4 resources that I have to balance and learn the special use cases for along with a wide variety of drop sites that need to be placed correctly, I have two resources, and those are always right next to where I build my workers in a convenient semicircle, the same structure also serving as the universal drop off. So, expanding and growing my economy is reduced to the simple task of mashing the Q button with my nexus selected every so often (yes, I use grid). This same philosophy of "dead simple but also really fast" permeates the rest of Star Craft aswell, from teching up to army compositions and base building. The only exception to this that I can think of is Zerg, and even then while I find them a little clunky to use, they aren't actually all that much more complex than the other two factions. It might not be approachable for everyone, as it is a very different type of game to what a lot of people enjoy, but I wouldn't say that's the same as it being inaccessible in any way. In my experience, it's very easy for people to learn and achieve a base level of competency with. AoE2 is a more chill experience in some ways, but I would argue it's harder to get a grasp of for most people, and exponentially harder to learn enough about the game to play competitively. Sidenote: I completely agree on team games. They have always been way more interesting in AoE2, and I honestly can't think of many RTS games that do them quite as well. The only potential exception that pops into my mind if the Command and Conquer series, but again, that is a very different style of RTS.

    • @dj_koen1265
      @dj_koen1265 19 днів тому

      @@leftwardglobe1643 thats a fair take, although i still think the volatility of sc2 and the amount of things that require much more effort (and scouting) to defend makes it harder to play in ways that will make the game less enjoyable on a lower skill level which is imo part of what makes it harder to learn but it depends on how you look at it i think the fact that i wasnt able to enjoy sc2 before i played a significant amount of aoe2 is also because aoe2 taught me how to manage production and economy which imo sc2 doesnt really teach you in a natural way. this is all just based on my personal experience ps: i also use grid

  • @hellsingds4324
    @hellsingds4324 7 місяців тому

    apologies but this misses what accessibility really is, you touch on things that affect the accessibility but not on the problem itself. accessibility is very simple 1. can the player identify the problem? 2. can the player identify the appropriate solution? 3. can the player learn from the outcome of their solution? yes, co-op is more 'accessible' because the problems and their solutions are not as relevant, but this is a simple way out of the problem and does not really solve any of the issues of RTS I run a personal project called 'Make RTS Great Again' in my spare time problem solving this. Thing is, ive found that one of the main problems with the genre is that those invested in it are heavily biased by the 'curse of knowledge' and don't really remember how they learnt, nor pay appropriate attention to how newcomers learn (the same trap you appear to have fallen into). The problems are missed and they just spend their time reducing the micro/pace and then default the rest to standard and ineffective tutorials rather than addressing the 3 above points during the production phase and incorporating effective solutions. StarCraft is NOT an accessible game, it may have success in lowering the barrier of entry here and there with its alternative game modes but they have never addressed its problems directly. *Shrugs* maybe AI will make it more accessible at some point by providing analysis of what went wrong and what could be done to prevent it in future (though doing so may spoil the game by revealing its limits)

    • @SimonPiano42
      @SimonPiano42 7 місяців тому

      I don't know, I think the problem and solution is usually pretty obvious in SC2, just not easy to implement. Siege tanks killed your whole clumped army? Don't engage many sieged tanks in a clump. Pretty obvious I think. Your opponent had twice as many minerals as you? Probably because they had twice as many workers, i.e. your macro sucks. I think people assume SC2 is inaccessible because they're not content with playing the campaign on easy or slowly climbing from low bronze league, where their skill meets adequate challenge. They're frustrated because they can't do flashy plays like the pros. In a Moba, you can basically do anything a pro can do (all the skills). In SC2, you probably can't get and micro a huge army while dropping 2 places at once when in bronze league, unwilling to work on improving your skills, which is very possible, but frustrates most people (similar to truly practicing piano, for example). By the way, which RTS do you think is accessible, while having a reasonably high skill ceiling?

    • @leftwardglobe1643
      @leftwardglobe1643 7 місяців тому

      All of those things are relatively easy to do in SCII compared to most other games in the genre, and it also demands much less in terms of it's skill floor than, say, AoE2, where you are presented with much more complex if slightly slower gameplay. This complexity is both more punishing and obscures what the core problem is. As an RTS game, SCII is perhaps one of the best introductory titles you can show someone. It could be better, but the feedback is very quick, the counters are easy to learn, the map design economy and gameplay loop are dead simple, and there is a variety of ways to play the game to get practice in. It's hard, but it's far from obtuse as far as the genre is concerned, that's more the nature of RTS games than anything specific to SCII. The age series, for all its tutorials is much more difficult to get a grasp of and play at almost any level, as is Empire Earth, Stellaris (if you want to count that) etc. As a sidenote, yes, accessibility and what makes things accessible are two different things, but you can't address the issue of making something more accessible without going about the how. There are very few ways to make SCII more accessible and most attempts to try have missed the mark. If we wanted to change SCII to be more accessible, it would fundamentally change the game, probably not actually fix the issue without layers of iteration, and drive much of the existing community away in the process. It's a complex game that takes time to learn, but that doesn't mean it's hard to learn compared to its peers or that it needs to change.

    • @hellsingds4324
      @hellsingds4324 7 місяців тому

      This is precisely the problem with the curse of knowledge, you assume its easy because you have learnt it. Things you know seem more obvious to you than it does to other people with different experiences, they dont have the same base framework of knowledge and experience to start from. You can make real life comparisons but they don't translate very well either because games follow real life logic extremely inconsistently. This is why despite typically having some background in behavioral psychology and understanding the process of learning on a fundamental level, even *actual* ux designers (not ui/ux) need to do research on occasion to check their own biases. The problems are not easy to solve in starcraft because there are many hidden mechanics that cannot be communicated effectively or intuitively (like the rock paper scissors match-ups) even if the ui was capable of communicating everything in anyway. I don't believe any RTS has really managed to solve the issue because of the above issue of designers typically being RTS fans themselves which is likely why RTS as a genre continues to struggle to find a new audience (one that didnt grow up alongside the evolution of the rts genre or spent alot of time on starcraft/dawn of war/aoe). Game design is like science in a way, most people work within the existing box of thought, tweaking things here and there but not really reaching far outside of it. You need an oddity to come along every once in a while, like a Newton or Einstein, someone that challenges and revolutionizes existing thought. RTS is essentially waiting for a well funded project to adopt an einstein and revolutionize the genre to become accessible and find new audiences. What you need to do is create a game from the ground up with certain battle mechanics that are optimal for communication or, if possible, which can be scaled in their complexity across difficulties at low cost so that lessons learnt at lower complexities can be directly applied to higher complexities. Then you need to do the same with every other system. Essentially, you need a good ux designer and you need to include them in every aspect of a games design (not something that really happens, though most successful games are those that do, like fortnite, apex legends, etc... some sound designers are practically ux experts themselves). Currently on a project which has learnt some lessons but theres still significant gaps in collaboration between ux and other project areas that may sabotage the success of some of our project goals. Maybe one day the stars will align... one day...

    • @SimonPiano42
      @SimonPiano42 7 місяців тому

      ​@@hellsingds4324 You use a lot of smart words, but you don't make anything concrete, you don't deliver a single example of inaccessible or hidden mechanics, or something that's only easy to understand in SC2 with the curse of knowledge. I don't mind the science talk, I have a background in science myself and tangentially in psychology, but vague, untestable statements prove nothing whether you use scientific terms or not. Please give me a single example, preferably multiple, for SC2 for something that a novice player can't figure out using basic reasoning, and ideally explain how the SC2 tutorials and campaign are inadequate in teaching it (which will of course be too much work, so I'm just speaking ideally here). You've given a great, concrete 3-point list in your opening comment, but you haven't shown how that applies to SC2 at all in any concrete way.

    • @hellsingds4324
      @hellsingds4324 7 місяців тому

      @@SimonPiano42 yeah, ill admit im not using concrete examples, as you say it would require work i currently dont have the time to do. I don't expect to 'win' any sort of debate here, I just hope what I've said may inspire others to read into accessibility and ux design more and apply it to the rts genre. to look outside of the box more. I would also recommend watching the 'a non-gamer plays...' series to get at least some idea of the curse of knowledge in effect when playing games. Also consider watching various streamers and the mistakes they make that seem so obvious to yourself. P.S. if youre in the industry, the 3 bullet points are pretty much integral to the success of any feature, they are essentially your game loops. The clearer and quicker they are, the more engaging they become (ie 'flashy plays'). effort cost < successful loop

  • @radumotrescu3832
    @radumotrescu3832 7 місяців тому

    One interesting change around accessibility for a RTS is currently being done by the team at Immortal: Gates of Pyre. I'd be curios if you have played the game and you have some opinions about it.They have made something similar to what Axiom was trying to do, but in another context. It feels just a tiny bit slower than SC2, but the accessibility is done in a different context. We don't know about its future success, but I think its the closest we'll get to an "accessible" competitive RTS.

  • @bonbondurjdr6553
    @bonbondurjdr6553 7 місяців тому

    I much prefer the video format but your articles are also a lot of fun to read! Keep up the good work!

  • @GamenderFleck
    @GamenderFleck 7 місяців тому

    hey beautiful! Glad to have you back.

  • @feardragon64
    @feardragon64 7 місяців тому

    Great video! I enjoy your written articles but will always have a soft spot for your video essays.

  • @swm934
    @swm934 7 місяців тому

    Love your thoughtful content! Your postscript on the substack article was about writing more about SC2 co-op's seamless multiplayer through strong implicit incentives to cooperate. Did you ever get a chance to write that article?

  • @TheGahta
    @TheGahta 7 місяців тому

    Welcome back 😊

  • @Weslicus
    @Weslicus 7 місяців тому

    Quality stuff

  • @spikykitt
    @spikykitt 7 місяців тому

    I was just thinking about rewatching your sc2 vs AOE videos, guess it's time!

  • @ThomasSilva1997
    @ThomasSilva1997 7 місяців тому

    I was literally just thinking about you and your well thought out videos. Keep making them you magnificent man.

  • @n00b1n8R
    @n00b1n8R 7 місяців тому

    Nice video, interesting examples

  • @Burnlit1337
    @Burnlit1337 8 місяців тому

    Really baffled that in the story mode of the definitive edition, choosing new cards don't tell you where the cards can be sent. You have to blindly pick new cards while not knowing if you can even us it because you're maxed out/

  • @visiongap6042
    @visiongap6042 8 місяців тому

    Really interesting video

  • @Feligresa
    @Feligresa 8 місяців тому

    44:03 When you get jumpscared even though you know it's coming Disruptor: Goodbye to all your hellbats

  • @grapefruitsc5478
    @grapefruitsc5478 8 місяців тому

    Watching this series in the present day is a trip with AoE2:DE's revival dragging RTS back into relevance to the point where I am now learning this game after leaving Brood War behind over a decade ago. I found it interesting that you came to the conclusion of army composition vs. micro that you did. For me, Age of Empires has always been defined by proper army composition. Micro is possible, but it is incredibly sluggish and tends to be dominated by cavalry or expensive units as the value in saving/killing some random units usually isn't there. The pikemen vs. hussar example is an interesting one as the real counter here is in cost: pikemen cost food/wood and are massed easily while hussar cost gold. This is why Age tech trees are so expansive - you can get high tech splash damage units like high templar or mangonels or cannons, you can get beefy unstoppable units like knights or ultralisks or archons, but in Age exclusively can you get cheap trash whose sole purpose is to counter those other units if placed in the right situation (Starcraft does have filler units like zerglings, marines, etc., but they're less counter units and more generic DPS or damage sponges). In equal numbers, the expensive units always win, but Age is built around creating those compositional advantages to snowball into economic or military ones. In contrast, Starcraft (my primary reference here is Brood War) is far more fluid with its counter system. A zealot is roughly even against 4 zerglings in terms of cost and combat efficiency, but the zerglings lose nothing if they get a full surround while the zealot can kill 2-3 lings if fighting in a small chokepoint. Starcraft also plays around with its tech system to focus on paradigm shifts rather than just making units stronger. +1 attack doesn't just make zealots 10% more cost effective - it gives them the ability to 2-shot zerglings, so the calculus of what is a reasonable engagement radically shifts. This means that fights between the same army compositions change based on tech upgrades and micro rather than the unit selection itself - hydras lose to zealots until the hydras get speed/range and then the zealots win again with legs/charge until the hydras arrive in massive enough numbers. This is why timing feels so important in Starcraft - if you hit while your army composition has an advantage, you can win an important fight and start to snowball. Age of Empires can have this, too, with the age-up system, myth powers, home city shipments, and with some units like catapults/priests/chariot archers appearing only in later ages, but those paradigm shifts are often of limited scope or quantity per game while the rest of the game focuses on compositional and economic efficiency. For a concrete example, +1 air carapace allows a control group of mutalisk (with proper micro) to stop most marine pushes of near any size across the map until the terran can tech up into extra attack or into even one valkyrie or science vessel with irradiate. In contrast, 3 spearmen will not stop 6 knights even if fully upgraded into halberdier, and 3 minotaur don't really want to engage into 6 hersir, regardless of either side's upgrades or abilities. In summation, I think this all touches on your first video of fixed vs. random map generation. Competitive Age could have always switched to fixed maps, but has largely stuck to random as it is more interesting to identify randomly vulnerable resources and force your opponent into suboptimal compositions and thereby win the game (I'm pretty sure gold starves are a huge meta focus in all Age games, though I'm still learning here). That said, Age's flexible tech tree allows for some counterplay. Vulnerable resources in Starcraft would be a death sentence - you often can't switch to a tech/unit that costs less gas, you would just be behind. Using fixed map generation also allows Starcraft players to identify one of the many inflection points in the tech tree to target and play for, making pre-planned build orders and timings much more important and much less flexible than in Age, where such inflection points are far more transient and frequently less interesting.

  • @teemo-kawaii3423
    @teemo-kawaii3423 9 місяців тому

    I'm sorry, what was the name of the book?