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Thread: DemolitionSquid Reviews HotS Multiplayer Changes

  1. #121

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by Alex06 View Post
    Dustin addresses the reason for that in the video Caliban posted...
    I know. And I'm saying I disagree with their design strategy.

  2. #122

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    I feel that most of the negativity is directed towards Terran, which I believe is understandable given the way blizzard is taking this. However, I want to see how these changes play out. Who knows in a couple months they may scrap a few units and create new units just for balancing, we just never know with blizzard.

  3. #123

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Yeah, true - now that we've all been thru the WoL process, it's hard to get all worked up about new stuff, changes, bad models, op units, etc - because in no time at all, it will change. Much of the OP stuff will get nerfed out, bad models (like the Warhound) will go by the wayside for ones more consistent each races' design, downright silly-looking attacks like the Viper 'grab' will get new, cool-looking animations, and so on. Wont do much for lively forum discussion, but at least we're not going into a tailspin with every new tidbit of news.

    Oh Nicol Bolas, where art thou when we needest thee teh most.....?



    .
    Last edited by Caliban113; 12-09-2011 at 07:18 PM.
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  4. #124

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Oh Nicol Bolas, where art thou when we needest thee teh most.....?
    I think he is still stalking around. He will probably get back when the HOTS beta kicks in!
    "Living for the Swarm!"

  5. #125
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    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    we finally have more to talk about. david kim comments
    We tend to agree that Reapers can stand to see some improvement. We like the unit, but the problem previously was that Reapers with Nitro Packs were too effective versus zerg in the early game. Unfortunately, after losing their role in early-game harassment, Reapers haven’t proven to be a very powerful or useful unit at most stages of the game.

    As we discussed at BlizzCon, we’re taking a hard look at the Reaper, and we’re experimenting with different options to see where Reapers can fit into the terran arsenal with Heart of the Swarm.
    i don't know about you squidy, but i don't like the reaper. hope he gets cut.
    Last edited by mythology; 12-21-2011 at 09:25 PM.

  6. #126

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by mythology View Post
    we finally have more to talk about. david kim comments


    i don't know about you squidy, but i don't like the reaper. hope he gets cut.
    I have always said the Reaper was better off saved as an expansion unit. It was too niche for WoL. I won't miss it if it goes.

  7. #127

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by DemolitionSquid View Post
    I hate Blizzard's design philosophy of "cool first, function second." Design is the creation of a solution to a problem. Art is an expression of idea or emotion with no goal beyond the expression. Blizzard doesn't design games, they create art. And for once, that's not a compliment. It leads to units like the Thor who are "cool" but not "functional" and while that's OK for the campaign, its not OK for a competitive game. Playing football while the ball is on fire would be cool, but its completely nonfunctional.
    Depending on the artist, art does indeed have a goal beyond the expression. Its kind of silly to make such a blanket statement.

    Every unit in the game is designed (art wise) to instantly communicate the core purpose of that unit. Each one has a unique silhouette so you aren't ever confused when playing the game. But even beyond that, each unit's design, color, and shape all are bent towards communicating what is actually happening in the game. The Maurader is bulky and his animation shows him lumbering around (not too slow, not too fast of a walk) Everything visually points to this unit as being powerful. The immortal's shield graphic looks tougher and thicker than the regular protoss shields. There are countless examples of art as having a goal in starcraft alone.

    The goal isn't expressing alone. The ultimate goal is giving the player more information from which to make snap decisions.

    While I disagree with you about art. I think your original point about Dustin's design philosophy of "the rule of cool." still stands.
    Drink Zealot Powerade!
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  8. #128

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by ZealotPowerade View Post
    Depending on the artist, art does indeed have a goal beyond the expression. Its kind of silly to make such a blanket statement.

    Every unit in the game is designed (art wise) to instantly communicate the core purpose of that unit. Each one has a unique silhouette so you aren't ever confused when playing the game. But even beyond that, each unit's design, color, and shape all are bent towards communicating what is actually happening in the game. The Maurader is bulky and his animation shows him lumbering around (not too slow, not too fast of a walk) Everything visually points to this unit as being powerful. The immortal's shield graphic looks tougher and thicker than the regular protoss shields. There are countless examples of art as having a goal in starcraft alone.

    The goal isn't expressing alone. The ultimate goal is giving the player more information from which to make snap decisions.

    While I disagree with you about art. I think your original point about Dustin's design philosophy of "the rule of cool." still stands.
    All the visuals (unique silhouette, bulk, shield animation) serve a gameplay purpose and are thus design, not art. Creating the Thor as art, then trying to shoehorn it into a role as design, is what pisses me off.

  9. #129

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by DemolitionSquid View Post
    All the visuals (unique silhouette, bulk, shield animation) serve a gameplay purpose and are thus design, not art. Creating the Thor as art, then trying to shoehorn it into a role as design, is what pisses me off.
    I disagree. While it's hard to nail down what art is and isn't. Trust me... art is most definitely design. As an artist working at a game studio... We are given a very short description of the unit and its abilities/role. It's up to us to create it all from our heads. Unless you're calling art the end result and not the process? Anyone who doesn't design is not an artist. Anyone can can eat a tube of paint and throw up on a canvas. Not everyone can compose/design/architect/ a beautiful painting.

    Dictionary.com:

    Design - to plan and fashion the form and structure of an object, work of art, decorative scheme, etc.

    But like I said before, the rule of cool point that you made still stands(just you're understanding of art is a bit off). Blizzard for sure has an idea of what's cool and tries to make it work instead of designing first and making it cool afterwards.
    Last edited by ZealotPowerade; 01-26-2012 at 09:40 PM.
    Drink Zealot Powerade!
    Nothing gets your Psionic powers flowing like Zealot Powerade!

  10. #130

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    I'm a graphic designer with a background in advertising. I'd like to think I know what I'm talking about. If something is created to solve a problem, it is design, not art. Visual clarity of units and abilities is not art, it is design. Creating a "cool" looking unit is art, forcing it into the game is design. Most "so-called" art is in fact design because it was created to sell and thus solve the problem of the artist needing money, or to hand in for grading so some hipster can graduate high school. True art is impossibly rare, pure expression for the sake of expression.

    The distinction between the meanings of the two words is as clear as the glass on the Louvre.

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