So, what does any of that have to do with Marines, Zerglings, and Siege Tanks, as well as the SC1 tech trees that have been virtually untouched in SC2?A RTS which incorporates micromanagement and macro management elements together in a way where both our important, and inseparable from each other, its metagames depth compounded by distinctive, relatively balanced races that each had units design to both dis-correlate and to parallel the other races, in a entirely cohesive manner, where each component interacts with the whole to form depth through complex system.
SC2 strives to maintain these core philosophies. I sure hope you guys understand ideas don't linearly increase in quality in relation to how many people get payed to think of them. So, the SC2 design team (probably around ~05) was tasked with designing a game that recreates those principals, in practical, scalable manner.
What is being argued here is not that these ideals are bad. What is being discussed is the specific implementation of those ideals.
Take the Mona Lisa. If you were asked to paint a sequel to the Mona Lisa, you could do it two ways.
1: You can distill the essence of the original down to its component constitutents, analyze its artistry, etc, and then create a painting of a different woman that uses the same techniques as the original, thereby creating a masterwork that is equivalent in effect, but on the surface different.
2: You can paint the Mona Lisa again: the same woman with a different expression on her face.
Both of them might be considered masterpieces. But one is new and brings its own unique quality to the table. It honors the original, but is not confined by it. The other, however much of a masterpiece it may be, is a rehash.
But they already are unrecognizable. Zergs have cloaked attackers (admittedly they have to decloak to attack) that have high durability for their cost, Terrans aren't sitting around behind a Siege line anymore, and Protoss are popping around the map long before Arbiters show up.The only way one could fit another race and maintain cohesive and structured racial dynamics would be to alter existing races so much that the play styles would be entirely unrecognizable.
This doesn't necessarily mean that there should be a fourth race. But don't go acting like SC2 didn't change anything intrinsic about the nature of each race.
No. The "basic, universal, and easily identified" abilities were the only abilities that were used. Cleverer things like Hallucinate, Ensnare, Parasite, anything on the Ghost, etc were simply not used.What they are forgetting is that SC1 was popularized by its different approach on abilities then say, Warcraft 2. Abilities were rare, costy things that had to be prepared, and conserved, as well as each being conceptually unique (quite different from spells in WC3) and intrinsic towards basic, universal, and easily identified functions (aoe damage, single target snipe, reveal, immobilize, etc etc. In that regard, the SC2 design team had limited space to work with. The certainly push the boundaries of this, with units like the viking.
I agree that StarCraft abilities tend to be atomic and direct, as they should be. However, that's no excuse for a failure of imagination to create other kinds of atomic and direct abilities.
First, besides the fact that the Terrans had such a unit in SC1, what makes you say that this is part of the Terran identity? That this is necessary for them to be Terran?A cheap ranged basic unit is a integral part of the Terran racial dynamic, in relations to itself AND to the other two races. So, even if one were to replace a marine, one would need another cheap, ranged, basic unit. Why remove such an iconic unit for an utterly identical one?
Second, who says it needs to be identical? There are many ways to approach a "cheap, ranged, basic unit" that don't instantly become Marine clones. Hell, replacing Stim with something else alone would go rather far towards making SC2 different.
Third, when I think of the SC1 Terrans, I don't think Marines, or "cheap, ranged, basic unit". I think Siege Tanks and Spider Mines. As you put it, "boring tank duels." Blizzard seems to think that this is not something that should be encouraged, whether it is part of the Terran identity or not!So queens got scrapped because nobody used them, or vultures got scrapped because they led to what blizzard perceived to be boring tank duels.
Thus, gameplay trumps identity.
Name ones that honestly tried.Name one other RTS that has innovated as much in terms of macro/micro management and balanced depth as well as SC2.
So you mean WC2 was about macroing (making units) and microing. Or does "making units" not fit into your definition of macro?WC2 was about making units and outmicroing your oppoent.
1: They already did.Unless you want blizzard to redefine the roles of your races in SC2, completely and utterly, a 4th race isn't particularly viable.
2: Who's asking for a fourth race? Are you even arguing with anyone?




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