StarCraft II Design - Quality of Life, Micro+Macro Streamlining, and Intentional Design

StarCraft II Design - Quality of Life, Micro+Macro Streamlining, and Intentional Design

brownbear

7 лет назад

4,080 Просмотров

Ссылки и html тэги не поддерживаются


Комментарии:

@SeiShinCasios
@SeiShinCasios - 25.07.2017 21:30

love these videos, great insight and a sharp eye for details I would have missed.

thanks a lot!

Ответить
@Zbourlimbon
@Zbourlimbon - 26.07.2017 01:25

Back in the days, where the golden age of sc2 i was a top diamond player. Then i drop for 2 years and a half . But your videos are so lit, you're showing so many in-depth aspects of the game. You made me want to play this game again. Ty :p

Ответить
@JaKaTaKtv
@JaKaTaKtv - 26.07.2017 03:34

<3

Ответить
@faxer999
@faxer999 - 26.07.2017 09:07

Fantastic analyzation, subscribed!

Ответить
@GameDogLeader21
@GameDogLeader21 - 26.07.2017 11:02

Brilliant, not only love the points an ideas you bring up. Just love your way of talking as well.

Ответить
@forfudgesake
@forfudgesake - 08.09.2017 13:30

Not sure if you know this, but the fact that the harvester does not collide when tasked to reasource gathering in brood war is a huge deal. In early game combat it is used to 'drill' through the enemy army in order to get a good surface area when attacking. It is also useful for getting a scout in or out of an enemy base. It is pretty cool how the unintended side effects of certain changes pop up!

Ответить
@kaarelkahu212
@kaarelkahu212 - 09.09.2017 01:10

I pretty sure I should stop making workers at some point. Like having 100 drones for example.

Ответить
@AlongCameASpider
@AlongCameASpider - 18.09.2017 06:23

I think a great addition to this series is if you add the part number either in the title or thumbnail. It's hard to figure out which is which and where does it all start without going to your channel. Viewers shouldn't have to search for your content!!!

Ответить
@-John-Doe-
@-John-Doe- - 16.04.2018 21:11

People need to take off their rose colored lenses and realize game design wasn’t perfected in 1998.

I remember when people wanted to make the franchise faster and faster, as if a time crunch made the game better.
—Why not twice as fast as it is now? 3x as fast? 10x as fast? If you can answer that question, then you can identify the problems with the game.

Anything that is solved shouldn’t be in a game. Adding more actions to a solved problem shouldn’t be in the game. You could require every worker to be selected individually, but that doesn’t make the game any better.

Any good game designer will tell you that the #1 sign of poor game design is the interface getting in the way of the player.
— The old school way of testing your game is to reverse your controls and play the game left handed.

If the better player is losing because of the interface, then the game is about fighting the interface and not the gameplay itself.

Ответить
@SevenStringShredHead
@SevenStringShredHead - 19.09.2018 16:54

If this is 10 parts and you recommend trying to watch them in order, why wouldn't you put the episode number in the title, I clicked through five videos trying to find part one, and now I'm giving up

Ответить
@dj_koen1265
@dj_koen1265 - 01.12.2020 19:44

I really love your old videos :p

Ответить