"Gamers also become good at these unintuitive systems, which seems to be another reason for resistance.
That debate happens in StarCraft. There is a unit selection limit, and you can only select certain number of units at once, but now, in modern era, we could have that anything we want. Maybe you could select hundreds of units in StarCraft II, but there are some players who are absolutely against the idea of making the limit whatever they want, because there is a skill in selecting the units you need to select in a game of StarCraft, particularly under time pressure.
Someone can make this argument, but I disagree with it. What these players are really saying is that they want a skill test in the game, which is fair enough, but they are also demanding that the test of skill be a specific skill test that they have all mastered. I think that's not only greedy and self-centred, but short sighted ― there are many ways to test a player's skill in a game like StarCraft, so why does it have to be a test of your ability to manipulate the interface?"
Full article here: http://www.edge-online.com/features/...w-david-sirlin
Really old debate? Yes. Is the beta out yet? No.
Interesting thread started by lowlypawn on TeamLiquid.
Sirlin is a designer who rebalanced the HD remix of Super Street Fighter II, which was effective but controversial.
I tend to agree with him wholeheartedly. People who are complaining about the advancement of SC2's interface are bitter about having to learn the inevitable new skills the game will require, and instead are clinging to the skills they learned in SC1 with an obtuse and closed-minded fervor.
Thoughts?





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