Yes
No
11-01-2009, 03:10 PM
#81
11-01-2009, 03:11 PM
#82
11-01-2009, 03:18 PM
#83
I mean, he's been asked by some general gaming sites (AKA people who don't really play RTS more than the campaigns and would think this is a valid question): "Hey, duuurp, can you queue units before you can afford them?" and he answered "No we want the players to go back to their base to produce reinforcements." Not meaning you actually have to move the view back to your base, simply you have to interact with those buildings at the appropriate time and not before.
You DO NOT have to move the view back to your base to produce units. You can hotkey your buildings and produce form them at any time your economy allows, from anywhere on the map. You can fully interact with any buildings you have hotkeyed at any point. I've played the game. I know this is true. Removing this would not just be taking a step backwards, it would be a complete plunge back into RTS games well before StarCraft was released. Stop worrying so much, Stop misinterpreting everything everyone on the SC2 staff says as an omen of doom. Stop reading the fine print on every Blizzard page and then decrying it as a harbinger of the games year long delay. Just STOP, people! Relax!
Although I agree with you entirely in this thread, and I'm glad you see truth and reason here, I trust Browder significantly more than you as a game designer, simply because his design philosophy is not "Remove some fun, add some algebra."
11-01-2009, 03:23 PM
#84
I did a google search and the only other thing ive been able to find where Dustin Browder talks about production queues is this
http://starcraft.incgamers.com/blog/...-interview-up/
Which actually is the same interview...
11-01-2009, 03:37 PM
#85
I meant specifically in relation to that point, ie. Dustin either made a mistake in what he said, or Archer is interpreting it wrong.
On the topic of my opinion of Browder, you probably do trust him more than me, but I have never said nor asserted in any way his design philosophy is "remove some fun, add some algebra."
11-01-2009, 06:04 PM
#86
This answer is very odd, he says that they want the players to go back to their bases to produce units, but there's no mechanic that causes this, with the exception of Spawn Larva.
Also, the Q&A immediatly before it, talks about unit queues:
So, it's possible that they were talking about the manual checking and re-filling of the queues, instead of allowing unlimited queues, which would make the process more automatic.Q: And what about production queues?
A: There you see that Sc2 is orientated towards esports. We have to keep a fragile balance: The game should offer comfortable usage, but it should not play by itself, else the challenge would evaporate. Let's see what the Beta testers say about it.
11-01-2009, 06:08 PM
#87
11-01-2009, 06:54 PM
#88
Building pylons/supply depots is another screen-changing mechanic required assuming you're not maxed or just lost most of your army. Warping in potentially requires a screen change as well. They're definitely looking for ways to force multitasking, but it doesn't look like it will require nearly as much as SC:BW
11-01-2009, 08:17 PM
#89
That's not exactly new, though. And it uses finite resource (money), so it has to be factored in to other decisions.Building pylons/supply depots is another screen-changing mechanic required assuming you're not maxed or just lost most of your army.
Except Warp-In doesn't seem particularly designed for the purpose of making you change screens. It seems more like an interesting mechanic, something that naturally fits with the lore of how Protoss build units.Warping in potentially requires a screen change as well. They're definitely looking for ways to force multitasking, but it doesn't look like it will require nearly as much as SC:BW
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
11-01-2009, 08:31 PM
#90
Yes, but even in C&C3 you still had to go back to your base to move your rally point, something you could do even in StarCraft I.
Either MBS as it is now or C&C-style interface, but if the latter you must have the ability to rally point without going back to base. Given how many StarCraft I and Warcraft III players are likely to play StarCraft II, it makes more sense to use something similar to StarCraft I, but with the flexibility of MBS.Perhaps here lies in this thought. Would you rather force the player to select each building or each group of buildings to produce units? Or would you rather just have some sort of option ala C&C on the side that would do this for you automatically without having to physically select the buildings. You can see what I mean at: http://www.mobygames.com/game/window...meShotId,6468/
StarCraft II is using a Warcraft III-style UI, and I rarely see complaints about that (other than the usual "too easy" cries).Personally I think people enjoy the way that SC deals with this issue and they don't really want to see it messed around with too much.
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