Fortress | Sveet
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For a long time I've wanted gaming to become more wide spread, but I don't think I ever considered the far reaching consequences. Is it possible that because of so many people playing games that companies will no longer focus on how truly good their game is but rather how easily accessible it is to the average player? This is a post I read on the SC2 beta forums:
I've seen this exact same thing come up in the past too. For example, Brawl. For all us melee players who have practiced long and hard to get to the skill level we are at, Brawl is completely un-fun because of how easy it is. From Nintendo's perspective, there was absolutely no point making the game fast or deep. It was designed to be played by people ages 5+, people that had no idea what they were doing, and just to have some simple laughs and fun. They didn't care about the competitive scene for their previous game because that competitive scene is too vastly small for them to base a large portion of their game around.
I don't really see an end to this. What happened to the good old times when a deep game and a widespread hit weren't mutually exclusive? Will competitive gaming future be dry and boring games that were intended for a short lived thrill by the majority of their audience? Is there anything that could pressure the major game makers into making better competitive games? I'm I wrong?
I'm a competitive gamer and have been since I first played Starcraft when i was a kid. Initially this post made me upset; how could he not see it from the competitive side? Then I realized that this guy represents a huge portion of the gaming market these days. Why would blizzard focus any amount of their attention to making the game deep when 95% of people will play the game for a year or two at most before moving on to some other game regardless of how good it is.I like StarCraft 2, it's a fun game that I thoroughly enjoy. StarCraft is considered a real time STRATEGY game, and skill in this game is measured by your ability to create a STRATEGY that counters your opponent's. Winning a game should (and does) come down primarily to unit selection and secondarily to how well you micro those units.
I want to play a game where winning or losing is decided by my ability to scout my opponent, see what units he is building, where he is attacking, and how large his army is and build / deploy units accordingly to compensate. I don't want to play a game where winning or losing is based off of how quickly I can spam H and A while clicking madly on the map. If I wanted to play that, I'd play guitar hero or whack-a-mole.
StarCraft 2 is a very fun game, and I for one am happy about the removal of such painful micro mechanics. Now I can spend more time worrying about what units I'm producing and how my economy is fairing instead of worrying about whether or not I'm spamming attack and move fast enough to keep up with those harassing mutas.
I've seen this exact same thing come up in the past too. For example, Brawl. For all us melee players who have practiced long and hard to get to the skill level we are at, Brawl is completely un-fun because of how easy it is. From Nintendo's perspective, there was absolutely no point making the game fast or deep. It was designed to be played by people ages 5+, people that had no idea what they were doing, and just to have some simple laughs and fun. They didn't care about the competitive scene for their previous game because that competitive scene is too vastly small for them to base a large portion of their game around.
I don't really see an end to this. What happened to the good old times when a deep game and a widespread hit weren't mutually exclusive? Will competitive gaming future be dry and boring games that were intended for a short lived thrill by the majority of their audience? Is there anything that could pressure the major game makers into making better competitive games? I'm I wrong?