Some say men think about girls every five seconds. For me, this is also a good approximation of the rate I think about Starcraft. So when I re-read the book "Ender's Game" last week, I couldn't help but relate the story to our beloved RTS game.
If you're one of the two people who has never read or heard of "Ender's Game" (read it), it's about a boy military genius, Ender, and his struggle to win simulated battles. Even when the odds were unfavorable, Ender beat his fellow trainees through adaptability and creativity... elements I say is lacking in modern Starcraft.
"But that's blasphemous! Haven't you even heard of Boxer!? OMFG BBQ!"
Let me explain:
Clearly, early Starcraft was very different. Players like Boxer used new strategies to catch their opponents off guard. But as expected with all games with static rules, the obvious strategies were soon figured out, and overtime, new ideas appeared less frequently.
To be sure, the game is still evolving (i.e. mech-build vs Zerg), but these new ideas appears very, very infrequently and once the dust settles, the new quickly becomes the mechanical. Forge fast expand, for example, wasn’t always the norm for PvZ.
The result? Modern games follows a repetitive pattern of player A doing an opening and player B reacting by choosing a known counter (I see you 9 pool, so I’ll put down 2 canons before nexus). So rather than a game of "who can out think the other", the weight has shifted to "who can click the fastest".
"So what? Clicking requires skill, and even if the strategies are repetitive, it’s fun to watch players macro and micro to those set patterns!”
But ask yourself this, why do so many people still like Boxer these many years after his prime? And why are so many others from the old days never heard of again? Simply, Boxer did the ridiculous, and his creativity is exciting to watch, and we prefer innovative players over the mechanical ones. It’s the players who innovate – Savior (use of swarm), Bisu (Bisu build), Flash (Dual Armory build), Fantasy (Fantasy build, mech build), July Zerg (Mutalisk Stacking), Jaedong (2-hatch muta, queen usage) etc… we remember and like to watch.
But modern players face a serious problem when it comes to creative play. The game has been so played out, that viable strategies are already known by everyone. Even Battlenet noobs like myself know the basic openings for each race. But who can blame the players? Repetitive strategies are repetitive because they work. Deviate from known counters, and you’re sure to lose. So in a sense, the players have become slaves to overused, over-studied strategies. Strategies that, I say, ultimately have their roots in the maps.
The map is a huge influence, if not the sole culprit in shaping strategies. To give an extreme example, Zergling rush works EVERYTIME on the old map Blood Bath. And in modern games, some maps heavily favor certain strategies. For example, we only see ZvZ on Battle Royal. No team would send P or T players because Battle Royal favors Zerg players so much that no P or T strategies works. Besides these extreme examples, modern maps all have very similar layouts: A main with a ramp, a natural expo or two, and the size of the maps are also very alike. So expectedly, strategies remain largely the same from map to map.
Maps effecting stratagies are expected, but it becomes detrimental to creativity when players enter a match fully aware of the terrain. They no longer have any reason to deviate from the tried and true build orders. So even before the match begins, creativity has already become a minor element during gameplay.
The solution? Randomize the terrain for each game, and force the players to adapt. Force them to scout aggressively (not only the other player, but also the battlefield), force them to analyze the terrain for the best build order, force the players to decide where to position their units. No longer will players enter a match with a playbook. Instead, they’ll have to outsmart the enemy with novel strategies to best suit these novel battlefields.
Only then will each match will be truly unique. We’ll see victories resulting from maneuvers and adaptation rather than macro and static build orders. Gone will be the days when commentators use the first few minutes of the VOD to give shutouts. Important decisions will begin from the start.
Here's my point: include randomized map generator in Starcraft 2, and make adaptability and creativity a bigger part of the game!
Edit: On Balance of randomly generated maps:
Something to keep in mind is that maps we already have are imbalanced and they're made by PEOPLE. So nothing less should be expected from randomly generated maps.
In non-mirrior matchups, it's inevitable that some imba will occur. But ultimately this is a problem of small sample size. In a best of, chances are the players will get lucky or unlucky equally. The uniqueness of each map also means that players won't automatically know if a map favors their race, much less the specific things they can do to take advantage of the terrain. In other words, an imbalanced map does not automatically grant a win or loss because the mystery of the battlefield gives extra room for the underdog to win - a balancing element that repetitive maps lack.
Finally, imba can also add excitement to the game. It’s admirable when a player wins, but much more so (and more entertaining to watch) if he wins despite the odds.




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